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poudink
Posted on 02-18-19 11:34 PM Link | #873

This guy, gamemasterplc, has done widescreen hacks for a lot of games, some of which are DS games. Because of the way they work, the games will look squished on melonDS because you can't change the aspect ratio. This is why I'd like to request that feature.

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Arisotura
Posted on 03-31-19 11:08 PM (rev. 2 of 03-31-19 11:11 PM) Link | #928
the idea is interesting, but I really wonder how that works, especially for 2D elements. the resolution is fixed at 256x192 and much of the hardware is designed with that in mind.

so apparently all I'd need on my side would be changing the aspect ratio of the screens I guess. mh

might make more sense to do that once we have upscaling, tho.

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Kuribo64

poudink
Posted on 04-01-19 06:10 PM Link | #931
The 2D graphics are manually squished. Because of this, they have slightly lower quality. For 3D, I'm not sure.

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poudink
Posted on 04-03-20 11:26 PM (rev. 4 of 04-03-20 11:27 PM) Link | #1606
gamemasterplc recently released a desmume mod that can apparently widescreen any DS game with varying degrees of success. no idea how that works but uh, it does. sort of.
edit: oh I forgot to post a link https://github.com/gamemasterplc/desmume-master

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Arisotura
Posted on 04-04-20 12:06 AM Link | #1608
for 3D graphics, you can detect whether the matrix is 'close enough' to a typical projection matrix, and tweak it so the aspect ratio is 16:9 or whatever you want. I tried a quick hack for that a while ago, and it worked, but a couple issues:

* games tend to be made with the original 4:3 aspect ratio in mind, which means things might not render right on the screen edges. (often they use their own way of determining what is onscreen instead of using the boxtest feature)

* as far as I can see, the widescreen shit is still rendered at 256x192, which results in a loss of quality for 2D graphics. on the other hand, rendering them at a 16:9 resolution (340x192 or something close) would require a bunch of hackery in the whole rendering pipeline.

* it's also complemented by game-specific hacks, to get around the aforementioned issue, scale 2D graphics accordingly, etc

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Kuribo64

poudink
Posted on 04-05-20 12:24 AM Link | #1611
I'm pretty sure the widescreen stuff isn't rendered at 256x192, which is in large part the point of the emulator: avoiding the loss of quality of 2D elements. Game specific hacks are present but mostly to get around the first issue (ie. games aren't made with 16:9 in mind). I would have to ask the author to make sure, but I remember him having trouble with things like getting display capture working which I don't think would have been as much of an issue if the rendering resolution stayed the same.

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TR_mahmutpek
Posted on 11-05-20 09:33 PM Link | #2690
any updates on widescreen feature?

Arisotura
Posted on 11-12-20 12:17 PM Link | #2722
widescreen hacks that consist into AR codes can be used with melonDS 0.9. the only remaining issue afaik is that we don't have a 'stretch screens' mode that would complement it.

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Kuribo64

Generic aka RSDuck
Posted on 11-12-20 01:33 PM Link | #2723
there's also the potential problem of too much geometry which desmume doesn't have because it doesn't have a fixed size polygon buffer. I doubt this happens for 16:9 but you never know what people try (21:9,…).

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Main - Development - Feature request/suggestion: Change Aspect Ratio Hide post layouts | New reply

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