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forcing widescreen on gamecube (a demonstration) - Printable Version

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+--- Thread: forcing widescreen on gamecube (a demonstration) (/Thread-forcing-widescreen-on-gamecube-a-demonstration)

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RE: forcing widescreen on gamecube (a demonstration) - moreno - 09-03-2009

thanks death-droid.


RE: forcing widescreen on gamecube (a demonstration) - Ò‰Ò‰Ò‰ - 09-03-2009

Comment by stgngts, Today (7 minutes ago)
that would be me

just a little confirmation


RE: forcing widescreen on gamecube (a demonstration) - JaPeL - 09-03-2009

I think i luv you (L) thanks A LOT


RE: forcing widescreen on gamecube (a demonstration) - ssbbtriforce - 09-03-2009

widescreen could be more complete you know
can't you use gamesconfig.ini to save specific settings?

ex:

SSBM you could ajust HUD settings

Basic C++ code
float p1_x, p2_x, p3_x, p4_x; //where p1_x is the initial x position of the p1 HUD, p2_x, p3_x and p4_x the same.

p1_x=p1_x-2.50; //moving 2.50 backwards in x position
p2_x=p2_x-1.25; //moving 1.25 backwards in x position
p3_x=p3_x+1.25; //moving 1.25 forward in x position
p4_x=p4_x+2.50; //moving 2.50 forward in x position

something like this would ajust HUD position or other things in some games. Start using gameconfig.ini


RE: forcing widescreen on gamecube (a demonstration) - JaniceSeptember - 09-05-2009

I accept a 16:9 monitor. that agency that for every 16 pixels acclimated horizontally, 9 are acclimated vertically. that agency that if i accept something like 4:3, I will be missing vertical pixels and the account will arise angular compressed. additionally if i accept something like 4:2 (making it up), it will arise angular stretched. I can aswell amplitude and abbreviate horizontally.


_________________
Movie


RE: forcing widescreen on gamecube (a demonstration) - boogerlad - 09-06-2009

not good for trauma center second opinion. The bandage and such are messed up because it stretches only some parts and misses because of the placement. It's hard to explain though. I'll get pictures soon.


RE: forcing widescreen on gamecube (a demonstration) - nosound97 - 09-11-2009

http://www.youtube.com/watch?v=CaI0mloymyg


RE: forcing widescreen on gamecube (a demonstration) - Ò‰Ò‰Ò‰ - 09-14-2009

[Image: 168savl.jpg]


RE: forcing widescreen on gamecube (a demonstration) - moreno - 12-01-2009

(09-03-2009, 11:58 PM)ssbbtriforce Wrote: widescreen could be more complete you know
can't you use gamesconfig.ini to save specific settings?

ex:

SSBM you could ajust HUD settings

Basic C++ code
float p1_x, p2_x, p3_x, p4_x; //where p1_x is the initial x position of the p1 HUD, p2_x, p3_x and p4_x the same.

p1_x=p1_x-2.50; //moving 2.50 backwards in x position
p2_x=p2_x-1.25; //moving 1.25 backwards in x position
p3_x=p3_x+1.25; //moving 1.25 forward in x position
p4_x=p4_x+2.50; //moving 2.50 forward in x position

something like this would ajust HUD position or other things in some games. Start using gameconfig.ini

soo.. i dont know what any of this means.. but does it mean it can make games look normal in widescreen.. if someone were to change stuff in dolphin ..?


RE: forcing widescreen on gamecube (a demonstration) - Ò‰Ò‰Ò‰ - 12-18-2009

[Image: 25fnajl.jpg]
trying to get orthographic projection and efb copies to behave with the widescreen hack. i changed the dest rect of the efb copy around and i took advantage of freelook to shift just the orthographic projection. while it may look good, it's not perfect. shadows are messed and certain efb-copy based effects (water and heat shimmers) are worse (update: fixed sorta). the corrupted minimap is a separate issue.

oh yeah, this only works for efb to texture.