![]() See this gif on how to use it with Dolphin. Swiss-gc ( nightly builds) have per-game hacks for a lot of GameCube games that work better than Dolphin's widescreen hack option. It's also possible to enable them in RetroArch ( guide on reddit). Check the game page in the Dolphin Wiki to find those codes. Some games have specific Gecko Codes to fix the aspect-ratio in widescreen. GameCube/Wii ĭolphin has a widescreen hack under graphics options.The aspect ratio option must be set to 'Force 16:9' to make it work. ![]() These codes are generally more reliable than widescreen hacks and work on real consoles too. Some games have specific widescreen codes made by the community to render the game at wider aspect ratios. The widescreen hack does not work if running the plugin in LLE mode, however. As of May 2018, it now has a new overscan feature that lets the users manually edit offsets to remove black borders/lines around the edges of a game's video output and is compatible with any widescreen hack. GLideN64: Currently the only known plugin that can do both widescreen hack and custom texture packs, though the system requirement is much higher than Jabo's.Jabo backported this widescreen hack to the 1.6.1 version, which retains the stability of 1.6 with some of the fixes from the other, buggier plugin. Jabo's Direct3D: The versions included in Project64 2.x has a widescreen hack option, though the plugin itself is buggy compared to versions came with Project64 1.6 (the version before the widescreen hack option was added).There are two plugins for Project64 that has widescreen hack support. Currently only available as a libretro core.Įmulators (3D) Nintendo 64 Genesis Plus GX Wide - a fork of Genesis Plus GX with widescreen support.bsnes-hd - a fork of bsnes with support for widescreen and Mode 7 with HD rendering.WideGB: a addon/fork of SameBoy with widescreen support. ![]() Currently only implemented in the emulator ANESE. This allows you to peek beyond the screen boundaries of NES games. WideNES: is a novel technique to automatically and interactively map-out NES games, in real time.Similarly, the screen-wide visual effects such as fade-in and fade-out may only affect the 4:3 area of the screen. Enemies or objects outside of 4:3 area might suddenly appear or disappear, because the game skips rendering for offscreen things.2D sprites/HUDs such as health bars or minimaps might look stretched or displayed on wrong location.Please let me know if I forgot anything important or if there are any questions.A widescreen hack basically hacks camera size and position, so depending on the game there might be graphical glitches. Using that coordinate space you can place objects in the widescreen area quite similar to placing them in the normal screen area. So with objects partially off screen to the left the minimal coordinate with visible content is -127 aka 385. So the visible columns of the (wide) screen are now -64 to 319, ![]() To be able to have objects start off the left side and extend into the screen, the values wrap,Ģ56 to 448 place objects outside of the visible area.įor widescreen 16:9 we add 64 pixels to each side. I'll focus objects/sprites this time as this, as ROM-hacks to avoid pop-in/out are the most requested thing in this context.įor their x coordinates we have a 9 bit unsigned integer,Ġ to 255 are the visible columns of the screen. Please point out any mistakes, many people here will know much more than me about the details of the SNES' inner workings. I've put together the basic information about objects in widescreen: But we need hackers to make these patches, and it could take months per title. This would make the feature built-in and take out the legwork of finding patches and altering roms. The patches would be soft-applied at load-time. byuu has stated that he wants to adopt the feature and ship the emulator with patches for each title as people make them. Each game will need to be modified at load time to behave as it should with this extra output area. I personally think the 21:9 ratio is best, you're practically doubling the view distance. You can see some examples of play in this mode here:Īs you can see, that extra viewing distance on the sides makes games quite a bit more immersive as it expands the viewable world (though it may make some platformers easier). A fork of bsnes called bsnes-hd by DerKoun has conceptually shown that widescreen output for SNES titles is possible.
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