Dolphin, the GameCube and Wii emulator - Forums

Full Version: I'm "aspect correcting" several textures in Wind Waker so they look good in 16:9!
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Some ISPs throttle torrents. I think at one point it was almost made UK law that they had to, but I don't think that passed. Also we'd need people to seed it. Other than that, it's probably a good idea to have as a second option.
This is something I've been thinking about working on again. I'd like to work on some of Hypatia's newer textures, if she has any (she does post a lot of updates!), and I'd also like to do something with the default textures so that people don't need to use a high-resolution texture pack to get the proper aspect ratio for stuff at 16:9.

I've also thought about throwing together a small tool that will take a custom batch of images and perform the few small "aspect correction" operations. This way, people could throw some interface/HUD textures into a program, and it'd spit out textures that would look cleaner when forcing 16:9. The caveat to this, however, is that this sort of thing only works for games that necessitate the use of certain widescreen hacks, such as Twilight Princess, Wind Waker, Luigi's Mansion, Super Mario Sunshine, et. al. Dolphin's built-in widescreen hack doesn't cause stretching in the first place, although it's also generally not as effective as what you'll find with AR codes or when using the Swiss ISO widescreen hack.

Would there be interest in a small tool like that, though? Even though its use would be fairly niche at this point, it may still benefit some.

halfer

(12-27-2014, 11:19 PM)Kodiack Wrote: [ -> ]This is something I've been thinking about working on again. I'd like to work on some of Hypatia's newer textures, if she has any (she does post a lot of updates!), and I'd also like to do something with the default textures so that people don't need to use a high-resolution texture pack to get the proper aspect ratio for stuff at 16:9.

I've also thought about throwing together a small tool that will take a custom batch of images and perform the few small "aspect correction" operations. This way, people could throw some interface/HUD textures into a program, and it'd spit out textures that would look cleaner when forcing 16:9. The caveat to this, however, is that this sort of thing only works for games that necessitate the use of certain widescreen hacks, such as Twilight Princess, Wind Waker, Luigi's Mansion, Super Mario Sunshine, et. al. Dolphin's built-in widescreen hack doesn't cause stretching in the first place, although it's also generally not as effective as what you'll find with AR codes or when using the Swiss ISO widescreen hack.

Would there be interest in a small tool like that, though? Even though its use would be fairly niche at this point, it may still benefit some.

Well the need for aspect ratio corrected WW HUD is kind of niche too.
Yeah, necro
No, necro.

Please read the forum rules before posting.
Wouldn't it make sense to keep discussion of a "niche" subject contained in one thread? This also doesn't seem terribly niche. As it is, the textures are stretched when playing the game in 16:9, even with various widescreen hacks. I often see people posting beautiful screenshots where the HUDs are unfortunately stretched and painful to look at. For some games like this that use simple static images for the UI, that can be corrected.

I played around with this a bit more again now that texture pre-fetching has been such a common topic. Games using a considerable number of high-resolution textures can now run without the stuttering that plagued the on-demand decoding.

Anyways, here's a screenshot that I took a few minutes ago. The text and shapes aren't stretched like they otherwise would be when just forcing 16:9 with the widescreen hack.
(08-29-2015, 12:28 AM)Kodiack Wrote: [ -> ] I often see people posting beautiful screenshots where the HUDs are unfortunately stretched and painful to look at. 

Yeah, that was one of the main reasons I made something like this: http://i.cubeupload.com/X8Z8St.png
Thread: https://forums.dolphin-emu.org/Thread-shader-fixing-disabling-for-2d-and-3d-thread-using-3dmigoto

Any aspect ratio and unstretched menus and HUD. But unfortunately it requires a lot of times more effort and time than just adapting HUD textures (thing I did first for Zelda Collector's Edition), I would need to do it twice to make it work for both master and Ishiiruka builds, the need to have shaders in a folder that can break other games is annoying, tweaks needed that only work on 3D Vision...

I wonder if it would be better trying to improve the widescreen hack to make it just render more geometry at the sides and not stretch anything.
(08-29-2015, 02:03 AM)masterotaku Wrote: [ -> ]I wonder if it would be better trying to improve the widescreen hack to make it just render more geometry at the sides and not stretch anything.

It's possible for some games already with the existing widescreen hack. It depends on how the interface is rendered, I'm sure. For example, if something just renders at a specific coordinate, then it will scale nicely with a widescreen hack. However, if something renders at, say, a fixed 20% from the left, then it will be stretched with a widescreen hack.

If you just use Dolphin's basic widescreen hack, you'll see that some games like Super Smash Bros. Melee and Kirby Air Ride maintain a proper UI aspect ratio in widescreen. Conversely, games like The Wind Waker do not.

Changing the behaviour may or may not be too difficult in theory, but it would be tedious nonetheless. I'm not the kind of person that's ever done ROM/ISO hacking, though, so I don't know just how difficult it would be to change a generated value to a fixed constant.

Qaazavaca Qaanic

Currently, screen-space UI elements are distorted. Isn't it possible to limit all screen-space sampling and draws to the "original" 4:3 area? That would also fix widescreen reflection/etc problems, with the consequence of removing effects entirely from screen edges.
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