User:Wildgoosespeeder/sandbox

If there is anything I can do to improve this guide, such as layout or settings I never considered, please let me know! -- 17:14, 12 January 2016 (EST)

This is a guide to get the best possible screenshots for all consoles and handhelds by supplying a basic technical overview of each device. Using emulators, hardware modifications, or HDMI capture provide the sharpest screenshots possible, but it takes some know-how to achieve that level of quality. Do not use post-processing effects. Also use PNG with PNG Monster applied. Don't take a screenshot of a YouTube video (or equivalent media) because encoders that were used to create the video or the encoder used to make those videos compatible with YouTube's players use lossy compression. Don't use JPEG or GIF as they represent the content with varying degrees of inaccuracy, such as lossy compression or color loss, unless otherwise stated. If screenshots don't comply with these standards, tag images with. The screenshots present in this guide are some of the best screenshots MarioWiki have produced.

NES/Famicom/Famicom Disk System/SNES/Satellaview
256 × 224 (NTSC) or 256 × 240 (PAL)
 * FCEUX for NES/Famicom/Famicom Disk System
 * Snes9x for SNES/Satellaview

N64/64DD
320 × 240
 * Project64
 * Glide64 graphics plug-in (can be glitchy with some games)
 * Mupen64Plus (untested but noteworthy)
 * GUI recommended

Settings to more closely match real N64 hardware video out
It is common to take poor N64 screenshots. There are ways to fix that.


 * Keep screenshots 320 × 240.
 * Any other resolution, higher or lower, doesn't look good.
 * Even though an SDTV does 640 × 480, it is not recommended.

Expansion Pak
There are a few exceptions. The Expansion Pak increases the resolution of games that can utilize it; from the standard 320 × 240 to 640 × 480. The games covered by this wiki which support the Expansion Pak are Donkey Kong 64 and 64DD games (in theory).

GCN/Wii
Fullscreen is 4:3 and widescreen is 16:9.
 * Dolphin (developer builds recommended over the stable release)
 * GCN
 * Minimum 640 × 480 fullscreen.
 * Super Mario Strikers can support widescreen natively. Screenshots can then be 854 × 480 minimum.
 * The game controls the aspect ratio during rendering.
 * Wii
 * Minimum 854 × 480 widescreen (recommended) or 640 × 480 fullscreen (not recommended but acceptable).
 * The console controls the aspect ratio and the game takes this setting into consideration during rendering.

Taking good quality screenshots are a bit trickier due to amateur programming that has yet to be fixed. Until that is resolved, it is often better and easier to take screenshots above 1× native. If you are displaying a 1× native image in full screen mode, such as a monitor that can display up to 1920 × 1080p, make sure that you adjust graphical settings. Otherwise blurriness due to stretching occurs. The following table is for selecting the right graphical setting when the 1× native video is being expanded and scaled properly to fit your current screen resolution setting (Windows Flag + R, rundll32.exe shell32.dll,Control_RunDLL desk.cpl).

Cutscenes
DON'T use above 1× native for certain cutscenes because it displays a pre-render video instead of live 3D models. It just makes encoder artifacts more apparent. It is better to try to extract these videos from the game itself than to use an emulator. If that is not possible, use 1× native and scale the emulator window appropriately in these cases. Here's an example of this case below:

Sample Images
When running the game, you may need to adjust the aspect ratio graphics setting in the emulator so that way images are stretched properly, or else distortion occurs. DON'T edit the screenshot to accommodate the aspect ratio. Below are examples of properly stretched screenshots when set in a certain aspect ratio mode.

Wii U
An emulator exists, but it is highly alpha and isn't nearly accurate enough to be considered good for screenshot taking. It is better to use an HDMI capture device for the Wii U console and hardmod a Wii U GamePad.


 * 1280 × 720 or 1920 × 1080 (TV)
 * 854 × 480 (GamePad)

Miiverse
Screenshots uploaded to Miiverse and then uploaded to MarioWiki are acceptable but are limited to JPEG and a considerable amount of detail is lost because the image is 800 × 450.

Super Smash Bros. for Wii U
Super Smash Bros. for Wii U has an Album mode that can store 1920 × 1080 JPEGs, but only if you have a compatible SD card inserted into the Wii U. Don't use the edit tools provided by the game.

Virtual Boy
384 × 224
 * Emulators

GB/GBC
160 × 144
 * VisualBoyAdvance 1.8.0-beta3

GBA
240 × 160
 * VisualBoyAdvance 1.8.0-beta3
 * VBA-M
 * NO$GBA

DS/DSi
256 × 192 Each screen
 * DeSmuME
 * NO$GBA



3DS
Emulators exist, but they are highly alpha and aren't nearly accurate enough to be considered good for screenshot taking. It is better to hardmod a 3DS. Screenshots uploaded to Miiverse and then uploaded to MarioWiki are acceptable but are limited to JPEG.
 * 400 × 240 Top screen
 * 320 × 240 Bottom screen



CD-i
384 × 280 (likely) 768 × 560 (higher than SDTV of 640 × 480)
 * CD-i Emulator (actual name)

Hotel Mario
On the most accurate emulators, Hotel Mario has issues matching real hardware in some situations.

Super Mario's Wacky Worlds
Should Super Mario's Wacky Worlds be covered? It was never released but prototypes are in circulation.