• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Cheats, Hacks, & Game Patches v
1 2 3 4 5 ... 18 Next »

[Unofficial] Widescreen Development Topic + Archive
View New Posts | View Today's Posts

Pages (144): « Previous 1 ... 140 141 142 143 144
Jump to page 
Thread Rating:
  • 20 Vote(s) - 4.05 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[Unofficial] Widescreen Development Topic + Archive
10-19-2022, 01:50 AM
#1,431
RibShark Offline
Junior Member
**
Posts: 21
Threads: 1
Joined: Feb 2016
(10-13-2022, 01:51 PM)kesterstudios Wrote: Is this for NTSCU or PAL?

Rayman Arena was only released as NTSC-U for the GameCube.
Find
Reply
11-16-2022, 01:15 PM
#1,432
Rare White Ape Offline
Junior Member
**
Posts: 14
Threads: 3
Joined: Mar 2016
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?
Find
Reply
11-22-2022, 12:19 AM
#1,433
KelSolaar Offline
Junior Member
**
Posts: 1
Threads: 0
Joined: Nov 2022
Any chance for a gecko wide screen code for The Hobbit (PAL)?
Find
Reply
01-14-2023, 09:51 AM
#1,434
Nurio Offline
Junior Member
**
Posts: 1
Threads: 0
Joined: Jan 2023
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
Find
Reply
01-27-2023, 03:08 PM
#1,435
kesterstudios Offline
Junior Member
**
Posts: 14
Threads: 1
Joined: Jul 2021
(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 used the code from the archive in the first post, and I am actually testing this on a Randomizer, if that matters

I updated the dolphin wiki with a new widescreen code and it fixes these issues.
Find
Reply
02-10-2023, 03:36 AM
#1,436
AxlRocks Offline
Junior Member
**
Posts: 1
Threads: 0
Joined: Feb 2023
(10-02-2022, 04:08 PM)g_seed89 Wrote: Hey ya!

I would like to request a code for Mega Man X Command Mission (NTSC-U) [GXRE08]!

Thanks in advance


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
Find
Reply
02-22-2023, 09:11 PM (This post was last modified: 02-23-2023, 07:12 PM by Intruso.)
#1,437
Intruso Offline
Member
***
Posts: 105
Threads: 13
Joined: Dec 2014
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.

[Image: WMJ1kBD.png]
Code:
04B9C120 3FE38E39
Aspect ratio bug.

The 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
Find
Reply
02-24-2023, 06:13 PM
#1,438
Vadenimo Offline
Junior Member
**
Posts: 1
Threads: 0
Joined: Feb 2023
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
Find
Reply
03-12-2023, 01:30 AM
#1,439
RashFaustinho Offline
Junior Member
**
Posts: 4
Threads: 0
Joined: Oct 2021
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
Find
Reply
04-16-2023, 03:45 AM
#1,440
ZeptoBST Offline
Junior Member
**
Posts: 1
Threads: 0
Joined: Apr 2023
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).
Find
Reply
« Next Oldest | Next Newest »
Pages (144): « Previous 1 ... 140 141 142 143 144
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode