Then I can leave 21:9 codes in the Widescreen Development Topic, no worries.
[GC] AR Codes for 16:9, 21:9 & 60Hz
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03-04-2016, 10:34 PM
(03-04-2016, 10:30 PM)Devina Wrote: I just did one game, 1080° Avalanche for NTSC-U in the Widescreen Development Topic. It'll take a while for me to do them all. All 21:9 codes are "deletterbox" codes so they are forbidden on the wiki. 03-04-2016, 10:48 PM
Done 3 games so far, 1080° Avalanche, Amazing Island and American Chopper 2: Full Throttle.
Now you can see how it's formatted. 03-05-2016, 03:10 AM
(This post was last modified: 03-05-2016, 08:54 AM by mbc07.
Edit Reason: typo
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(03-04-2016, 10:34 PM)takla Wrote: All 21:9 codes are "deletterbox" codes so they are forbidden on the wiki. Okay, it's my last try to explain this. Some games are 16:9 only and will run letterboxed when going into 4:3 mode (Kirby's Return to Dreamland is an example), while others are 4:3 only and will run pillarboxed when running in 16:9 (like Mario Party 8). Did you see the pattern? Those games run pillar/letterboxed all the time by design, they can have codes that make them run at standard 4:3 or 16:9 AR listed on the wiki just fine, no objections to that. Devina spreading here that "Dolphin Wiki just doesn't like deletterbox codes" is just plainly wrong and looks like the typical response from someone which still feel butthurt just because some AR codes disabling game features related to letterboxing were not accepted in the wiki
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 32 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2) (03-05-2016, 03:10 AM)Jhonn Wrote: Okay, it's my last try to explain this. Some games are 16:9 only and will run letterboxed when going into 4:3 mode (Kirby's Return to Dreamland is an example), while others are 4:3 only and will pillarboxed when running in 16:9 (like Mario Party 8). Did you see the pattern? Those games run pillar/letterboxed all the time by design, they can have codes that make them run at standard 4:3 or 16:9 AR listed on the wiki just fine, no objections to that. Just to clarify, i accept and respect your decision about keeping the wiki as close to the real GameCube as possible. That is why i created this thread. To still have a place for people that are looking for more then just the Vanilla experience. 03-05-2016, 07:59 AM
(03-05-2016, 03:10 AM)Jhonn Wrote: Devina spreading here that "Dolphin Wiki just doesn't like deletterbox codes" is just plainly wrong and looks like the typical response from someone which still feel butthurt just because some AR codes disabling game features related to letterboxing were not accepted in the wiki Wait, so deletterbox codes (cutscene black bar removal) are allowed ONLY if they aren't part of gameplay? You never told me that before, and it's not specified in the wiki conventions. 03-05-2016, 09:00 AM
*sigh*
Zelda TP Talk Page on Wiki Wrote:...And no, it's not related to Aspect Ratio codes because the game is supposed to letterbox during aiming and cutscenes and it only does that during these sections. This code could be tagged as Aspect Ratio code if, and only if, the game always ran letterboxed, even with the widescreen code available. Since that's not the case, you're essentially disabling a game feature with this code, and thus, it's not allowed here, it does not fit in any of the categories above. You can go to the talk page to check yourself, and about the conventions, don't worry, there's a planned update to it just to address this whole mess regarding AR codes.
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 32 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2) 03-05-2016, 10:08 AM
You didn't really address CUTSCENE letterboxing specifically, tho.
So let's say I made a code which disables cutscene letterboxing for Twilight Princess, but keeps the letterboxing during "target mode gameplay" on. Would it be allowed? 03-05-2016, 01:04 PM
No because you're still disabling a game feature (liking the letterbox or not, the developers intended to have those black bars there during those sections). To make it simple, does a given game run pillar/letterboxed all the time (e.g. regardless of you being in a menu or in a cutscene or in actual gameplay it'll always run letter/pillarboxed)? If yes, a code disabling it can be added. If the game run without black bars most of the time but go pillar/letterbox mode during certain gameplay actions (like the cutscenes or the aiming in Zelda TP) then you're disabling a game feature and thus it won't be allowed under the "widescreen code" category.
Avell A70 MOB: Core i7-11800H, GeForce RTX 3060, 32 GB DDR4-3200, Windows 11 (Insider Preview)
ASRock Z97M OC Formula: Pentium G3258, GeForce GT 440, 16 GB DDR3-1600, Windows 10 (22H2)
Still in the process of converting codes, I estimate it may take around 15-20 days to add them all to Dolphin wiki:
This Kirby Air Ride NTSC-U code doesn't seem to work at all so I won't be adding it to Dolphin Wiki: C238565C 00000002 C042FBD0 D0440044 60000000 00000000 040C2878 C022FBD0 040C9814 C022FBD0 045E62D0 3FE38E39 Ralf's code work, but he made Ver 1 and Ver 2. Can someone ask them what the difference is between them? http://www.gc-forever.com/forums/viewtopic.php?t=2599 Animal Crossing NTSC-U doesn't work either (it causes Dolphin to crash), so I replaced it with another one on the wiki that does. |
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