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Dolphin, the GameCube and Wii emulator - Forums › Game Modifications › Cheats, Hacks, & Game Patches v
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[Unofficial] Widescreen Development Topic + Archive
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[Unofficial] Widescreen Development Topic + Archive
06-08-2016, 08:33 AM (This post was last modified: 06-08-2016, 08:35 AM by Alternity.)
#401
Alternity Offline
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Tired disabling the widescreen hack, all that changed was the kart's ratio in the kart choosing screen, still getting dolphin errors when a race starts.

I'm also noticing that the resolution is far from being a triple monitor resolution even with 3x native selected, not gamebreaking but very pixelated. (from the looks of it it strangely looks like a 1080p (16:9) resolution, rendering for 48:9 ratio but stretched for 5760x1080)
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06-08-2016, 08:45 AM
#402
JosJuice Offline
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(06-08-2016, 08:33 AM)Alternity Wrote: I'm also noticing that the resolution is far from being a triple monitor resolution even with 3x native selected, not gamebreaking but very pixelated. (from the looks of it it strangely looks like a 1080p (16:9) resolution, rendering for 48:9 ratio but stretched for 5760x1080)

Changing the aspect ratio will not increase the resolution – only adjusting the internal resolution setting can do that. 3x native with three screens gives you the same horizontal resolution per screen as 1x native with one screen. That's simply how Dolphin works.
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06-08-2016, 08:50 AM (This post was last modified: 06-08-2016, 08:56 AM by darkludx.)
#403
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(06-08-2016, 08:33 AM)Alternity Wrote: I'm also noticing that the resolution is far from being a triple monitor resolution even with 3x native selected, not gamebreaking but very pixelated. (from the looks of it it strangely looks like a 1080p (16:9) resolution, rendering for 48:9 ratio but stretched for 5760x1080)

In fact isn't 16:9 resolution (1920x1080p), is 4:3 resolution (1920x1440p) rendering for 48:9 aspect ratio but stretched for 5760x1080p.
Widescreen Patch for Super Metroid
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06-08-2016, 11:19 AM
#404
The_Master_E Offline
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I noticed there was a request part of the OP, and the NTSC-J section looked mighty lonely...

Here's a good one! How about DreamMix TV World Fighters (GKWJ18)? That's a pretty unique party game.
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06-08-2016, 01:38 PM
#405
darkludx Offline
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[color=#3333ff]AR Codes for The Urbz: Sims in the City NTSC-U (GUBE69)[/color]

[color=#339933]16:9 Widescreen[/color]
043F0C94 3FE38E39

[color=#339933]21:9 (2560x1080) Ultra Widescreen[/color]
043F0C94 4017B426

[color=#339933]21:9 (3440x1440) Ultra Widescreen[/color]
043F0C94 4018E38E

[color=#339933]48:9 Eyefinity / Surround[/color]
043F0C94 40AAAAAB

For all ratios select in Graphics > General Tab > Aspect Ratio: Stretch to Window

[color=#3333ff]AR Codes for The Urbz: Sims in the City PAL (GUBP69)[/color]

[color=#339933]16:9 Widescreen[/color]
043F08AC 3FE38E39

[color=#339933]21:9 (2560x1080) Ultra Widescreen[/color]
043F08AC 4017B426

[color=#339933]21:9 (3440x1440) Ultra Widescreen[/color]
043F08AC 4018E38E

[color=#339933]48:9 Eyefinity / Surround[/color]
043F08AC 40AAAAAB

For all ratios select in Graphics > General Tab > Aspect Ratio: Stretch to Window
Widescreen Patch for Super Metroid
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06-09-2016, 12:41 PM
#406
gamemasterplc Offline
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16:9 Gecko Code Paper Mario (VC) NTSC-U:
48000000 801AE438
DE000000 80008180
120B1D8A 0000018A
E0000000 80008000
Warning! Untested.

21:9 Gecko Code Paper Mario (VC) NTSC-U:
48000000 801AE438
DE000000 80008180
120B1D8A 00000206
E0000000 80008000
Warning! Untested.
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06-09-2016, 04:55 PM
#407
Admentus Offline
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You sir, are amazing! On first try it works perfectly. I still have to test through more of the game yet.
Super Mario 64 - Super Smash Bros. 64 - Mario Kart 64 - Zelda 64 - Star Fox 64 - Patreon - Discord
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06-09-2016, 07:53 PM
#408
RibShark Offline
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(06-09-2016, 12:41 PM)gamemasterplc Wrote: 16:9 Gecko Code Paper Mario (VC) NTSC-U:
48000000 801AE438
DE000000 80008180
120B1D8A 0000018A
E0000000 80008000
Warning! Untested.

21:9 Gecko Code Paper Mario (VC) NTSC-U:
48000000 801AE438
DE000000 80008180
120B1D8A 00000206
E0000000 80008000
Warning! Untested.

In the overworld this works, however everything is stretched in battles.
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06-09-2016, 08:29 PM (This post was last modified: 06-09-2016, 08:30 PM by Admentus.)
#409
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After some further testing, battles are indeed stretched and so seems the pause menu too. It seems that in battles it reverts back 4:3 and then stretches out the screen (at least with aspect ratio set to: "Stretch to Window". Setting the aspect ratio to "Auto" or "Force 4:3" indeed makes battles appear normal. However, the overworld looks too thin, which works properly at "Force 16:9" or "Stretch to Window" again. The same goes for the pause menu, bit the stretching effect seems less severe there.

I believe the 16:9 Gecko Code only applies to the Overworld and skips the Pause Menu and Battle Screens, as there is not any kind of issue caused by the code expect for the stretching. So far, it is still an improvement. Tested with the 16:9 code only.
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06-10-2016, 12:11 AM
#410
gamemasterplc Offline
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16:9 Gecko Code Paper Mario (VC) NTSC-U:
48000000 801AE438
DE000000 80008180
120B1D8A 0000018A
120B22E2 0000018A
E0000000 80008000
Works in Battles.

21:9 Gecko Code Paper Mario (VC) NTSC-U:
48000000 801AE438
DE000000 80008180
120B1D8A 00000206
120B22E2 00000206
E0000000 80008000
Works in Battles.
Website is gamemasterplc.com. Youtube Channel is gamemasterplc.
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