(04-18-2020, 03:29 PM)Brandondorf9999 Wrote: I have one that scales the screen fov and corrects the UI because it contains a boolean check that adjusts the scale if it's not widescreen mode after the first check for the viewport and some interface elements like the cursor:
Spoiler:
Thank you so much!
I know that I'm asking a lot, but I have a few questions.
- How does the FOV scaling work, and what part of the code is it?
- Is there any way to have the game revert to letterboxing and keep the original FOV?
I took some screenshots to explain.
Zelda is visible in the cutscene when she should not be. The fade-in and fade-out effects are not full screen.
3. As a kind of addendum to the fade-to-black problem, I noticed that when you dive underwater, the "overlay" is still 16:9.
4. OK, I know that this is a stretch, but is there any way to move the HUD to the edges of the screen?
These last few problems are the only thing keeping this 4:3 hack from being perfect! I only wish that Nintendo had just done it themselves...