Experimental widescreen support#4
Conversation
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Hey, appreciate your interest in the project. Widescreen for FRUSTRATIO_1 broke with one of the RT64/plume updates. Probably when I switched over to the RecompFrontend and updated the submodules. This issue is already fixed in my local changes which I'll hopefully push sometime later this week. These changes are more extensive and fix various other issues related to widescreen (menu borders and effects, object-frustum culling, HUD alignment, etc), as well as properly tying the enhanced features into the game config and menus. I don't think the analysis about the 5px offset is quite right, by the way. The game borders are 10 pixels on the left and right, 8 on top, and 18 on bottom. The bordered / subscreen coordinates get passed to the scissor function as-is, but are pushed outward by 5px in each direction when setting the viewport parameters. I think this may have been to hide some warping due to imprecision in the original F3D ucode's clipper, but I'm not 100% confident about the original intent. The upcoming patch passes the full / borderless rect coordinates down from the call site in the camera code, but there is actually an existing off-by-one bug in |
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Closing PR as already-fixed. |
The gray-ish background during mission select doesn't cover the full widescreen, but I'm sure this is fixable too. Hope this helps!