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[Unofficial] Widescreen Development Topic + Archive
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11-16-2022, 01:15 PM
Hey everyone. I am wondering if there has been any attempt to allow rendering on Dolphin on multiple viewports. I know this sounds crazy... but triple screen support?
The reason I ask is that I have just bought a 32:9 ultrawide. Dolphin supports it (as-in, it supports arbitrary resolutions... with the usual caveats like stretched UI elements and culling of objects) but there is an issue with almost every PC game where a viewport that wide causes geometry stretching on the outermost edges of the screen because of lens warping, and the more curved the screen is, the worse it looks from the sitting position. I play racing and flight simulators and many of those titles solve this by projecting onto three monitors side-by-side, so that the perspective you get is closer to being correct. Some titles, like iRacing and Assetto Corsa Competitizione, allow three projections to be placed seamlessly across a single ultrawide monitor. And I figure that since Dolphin is already capable of doing 3D stereoscopic rendering with two cameras, why not divide a wide monitor into three seamless side-by-side zones and run three cameras simultaneously? 01-14-2023, 09:51 AM
When I use the Widescreen hack for Wind Waker, the backdrop for the magic bar is misaligned. The actual bar is in the right spot, it seems. This is only when you have "single" magic, since it's perfectly fine with double magic.
I used the code from the archive in the first post, and I am actually testing this on a Randomizer, if that matters 01-27-2023, 03:08 PM
(01-14-2023, 09:51 AM)Nurio Wrote: When I use the Widescreen hack for Wind Waker, the backdrop for the magic bar is misaligned. The actual bar is in the right spot, it seems. This is only when you have "single" magic, since it's perfectly fine with double magic. I updated the dolphin wiki with a new widescreen code and it fixes these issues. 02-10-2023, 03:36 AM
(10-02-2022, 04:08 PM)g_seed89 Wrote: Hey ya! I wanted this too, so I converted the 16:9 code for Mega Man X Command Mission from PAL to the USA version. Also threw together 21:9 versions... I think, don't know much about this crap but it's "better than nothing." - Keiji Inafune Anyway... Just started the game so I've not tested a lot but it appears to work just as it does in the PAL version. HUD will be stretched, unfortunately. PAL 21:9 (2560x1080) 045ACC34 C31C0000 045ACC38 431C0000 NTSC-US 16:9 046A8264 C2D40000 046A8268 42D40000 21:9 (2560x1080) 046A8264 C31C0000 046A8268 431C0000 21:9 (3440x1440) 046A8264 C31E0000 046A8268 431E0000
I have a suggestion: Obscure The Aftermatch (named Obscure II in PAL). I don't care about what region, as both support 60hz and Spanish.
The game can be played in other platforms, but none of them are perfect (PC is 4:3-only, PS2 has 16:9 and 60fps hacks but the shadows are glitched, PSP is just ugly), there's value in making a widescreen hack for the Wii version (which is already natively 60fps). I investigated myself a little the NTSC version, I found a memory address (04B9C120) that after overwriting it with 1.6666667 it creates vert- widescreen graphics. Unfortunately, this aspect ratio progressively returns to 4:3 when you get close to the end of a room, and the vert- aspect is suboptimal and might affect the gameplay. ![]() Code: 04B9C120 3FE38E39The PS2 widescreen code is very long and complicated, I'm afraid the Wii version will need more than just replacing 1.333333 with 1.6666667 (that's all I can do) I'll be grateful if someone with more experience could built on top of this to get a proper HOR+ widescreen hack.
Laptop legion 5 15arh05h (82b1) CPU: AMD Ryzen 7 4800H @ 2.9-4.2 GHz (8/16) GPU: NVIDIA GeForce RTX 2060 6GB @120hz (Radeon disabled) RAM: 16 GB DDR4 OS: Windows 10
02-24-2023, 06:13 PM
I have been searching for a functional Mario Party 8 (PAL) 16:9 Widescreen Code that also removes the black borders. The given code on the Mario Party 8 Wiki for PAL regions does not quite work for me because only the player models will be stretched. The black bars will be visible. There is also a side note to it. If the code is loaded, the game will be displayed in 4:3, despite the fact that Dolphin is set to force 16:9, and it causes a slow-down in general.
I am going to send some screenshots because I have no one seen complaining about the same mistakes as I do. In the provided screenshots, you will notice that the Overscan is displayed, since I activated it. https://imgur.com/a/zMim6pz 03-12-2023, 01:30 AM
It would be awesome to develop a widescreen patch for the first Budokai on the Gamecube
The automatic widescreen hack from dolphin enhancement tab fails miserabely as soon as you trigger a super attack cutscene 04-16-2023, 03:45 AM
I went from whining for a widescreen patch to actually make one.
16:9 Harry Potter and the Sorcerer's Stone (NTSC-U) 04209020 40AAAAAB 0422D618 40AAAAAB Vert-, so the FOV is slightly decreased. Door transitions and cutscenes are still 4:3 (couldn't find their values). As a remedy, setting the aspect ratio to Auto or enabling the generic Widescreen Hack does the trick (the latter has some visual annoyances though). |
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