Is there anyway to stop a widescreen 16:9 device automatically stretching the screen of a 4:3 designed game?
I'm creating in 640x480 and this works well on an old CRT, but I'd prefer it not to stretch when run on a HD screen.
I've tried creating the game in 854x480 with manual black boxes on each side - and this works a treat on the HD screen, but it double letter-boxes on CRT/4:3 devices, so the game is too small to see.
I've also tried it in 854x480 and just utilising the extra space (i.e. no manual black boxes, but more visible game) - and this works great on HD screens, but again looks a bit small on the CRT, as it letterboxes the top and bottom.
The most ideal situation I guess would having the ability to work out what display resolution is being used (I think this is a feature of standard MMF2 projects, but is it possible to have on XNA Xbox projects as well?) and then being able to respond to that by forcing it to stay in the aspect ratio I want, and centralising it in the screen. This way, it would maintain the aspect ratio I'd like when viewed on a variety of screen options.
Is this something that can be done?