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[Unofficial] Widescreen Development Topic + Archive
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[Unofficial] Widescreen Development Topic + Archive
04-22-2020, 01:50 AM (This post was last modified: 04-22-2020, 03:45 AM by kingjinxy. Edit Reason: Broken formatting )
#1,381
kingjinxy Offline
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(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: (Show Spoiler)
$The Legend of Zelda: Skyward Sword (NTSC-U, border removal):
040543fc 38600000
0419e238 38600000
045b27ac 3faaf287
C219E298 0000000C
FC20E890 48000009
4800000C 4E800021
3C0EFA35 7C6802A6
FFA00090 C0030000
EC210032 3C60804D
60636158 7C6803A6
4E800021 EC210772
3C60804D 606357DC
7C6803A6 4E800021
4BFFFFC5 7C6802A6
C0030000 EC210024
FFA00890 00000000
C21BBDEC 00000005
7CA51C30 48000009
3F3B13B1 7C8802A6
C0040000 2C050000
40820008 ECA50024
EC040072 00000000
C21BBC7C 00000005
C03F001C 3C608005
60634AD0 7C6803A6
4E800021 2C030000
41820008 C02DBD34
60000000 00000000

$No Cutscene letterbox:
041bbd50 4e800020

Thank you so much!
I know that I'm asking a lot, but I have a few questions.






  1. How does the FOV scaling work, and what part of the code is it?
  2. 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...


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05-02-2020, 12:14 AM
#1,382
Brandondorf9999 Offline
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(04-22-2020, 01:50 AM)kingjinxy Wrote: Thank you so much!
I know that I'm asking a lot, but I have a few questions.






  1. How does the FOV scaling work, and what part of the code is it?
  2. 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...
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05-07-2020, 01:03 AM
#1,383
kingjinxy Offline
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Did you mean to reply like that? I only see the quotation of me.
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05-07-2020, 03:57 PM
#1,384
Brandondorf9999 Offline
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(05-07-2020, 01:03 AM)kingjinxy Wrote: Did you mean to reply like that? I only see the quotation of me.

That was supposed to have my answers on it.
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05-09-2020, 10:34 AM
#1,385
kingjinxy Offline
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(05-07-2020, 03:57 PM)Brandondorf9999 Wrote: That was supposed to have my answers on it.

So what are your answers?
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06-28-2020, 05:04 AM
#1,386
patters Offline
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(03-23-2019, 07:31 AM)the_lost Wrote: I'm trying to get the Legend of Zelda: Twilight Princess (GC) PAL Widescreen Gecko code to work, but enabling it just causes Dolphin to boot a black screen. Nothing seems to load whatsoever, not even the 50 / 60hz select screen. This is the case under OpenGL and Direct3D11, so I have no idea what might be causing it. The game loads just fine when the code is disabled, so it's not an issue with my dump or anything.

Has anyone here got this working at the moment? I noticed that the PAL code seems to be identical to the NTSC-JP one on the Wiki so not sure if maybe the wrong one has been written then? Would really appreciate if anyone could help with this!! Smile

I'm experiencing the exact same issue on real hardware (but a green screen), so it seems to be a bad code and not a Dolphin issue. Like you I noticed that the Gecko code on the wiki is the same listing as for the Japanese version which seems unlikely. Could this be a copy/paste issue while updating the wiki? Where did that code come from? Would it be this thread? There's a lot of content to sift through...
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07-09-2020, 04:08 PM (This post was last modified: 07-09-2020, 04:09 PM by Lumbeeslayer.)
#1,387
Lumbeeslayer Offline
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Can I get a 16:9 code for Teenage Mutant Ninja Turtles 2: Battle Nexus (GNIEA4) NTSC-U, please?
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07-20-2020, 11:45 AM
#1,388
Raigho Offline
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Any 16:9 widedscreen cheat for Scaler (NTSC-U) [GKUE9G] ? i cannot find it anywhere
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08-21-2020, 08:29 PM
#1,389
Ivan89el Offline
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Request 21:9 please: Need For Speed Carbon (GameCube/Wii), Hitman 2, Splinter Cells, Resident evil 4 (GameCube/Wii), Batman Begins, The incredible Hulk ultimate destruction
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09-14-2020, 02:47 PM
#1,390
SergeantStarFox Offline
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Requesting an updated 21:9 (3440x1440) Gecko/AR code for The Legend of Zelda: Skyward Sword (US-NTSC). I've been using the following Gecko code from the Gecko codes website:

21:9 Screen Ratio [CosmoCortney]
04576880 3FD00000
E0000000 80008000

It does a good job of keeping the UI unstretched, but there's still noticeable culling on the sides of the screen, and a very strange effect where the reflections on water are offset, and rendered completely incorrectly on the sides of the screen. I've attached a screenshot showing the strange water rendering.

Any help would be greatly appreciated!


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