BackupGGCode / quake-gamecube

A port of id Software's Quake to Nintendo Wii and GameCube.
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Widescreen 16:9 bug #28

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Like most wii homebrew, quake has an annoying issue on 16:9 displays even
though a pretty straightforward fix has been known for quite some time now.
 The problem is due to the way libogc deals with some default wii
setting(s). Please fix this issue in the next version of quake wii.  I am
not asking for proper widescreen support, just that you fix this problem.

More information is here:
http://sourceforge.net/tracker/index.php?func=detail&aid=2029635&group_id=114505
&atid=668551

Original issue reported on code.google.com by bobberts...@gmail.com on 23 Aug 2008 at 5:57

GoogleCodeExporter commented 9 years ago
Since I don't have a widescreen TV, could you please tell me exacly what does 
this 
patch do?

It stretches the screen to 16:9, or it cuts he top/bottom to create a better 
16:9 
illusion? Or whatever else...

Original comment by elua...@gmail.com on 9 Sep 2008 at 9:48

GoogleCodeExporter commented 9 years ago
If you want to see some examples or maybe talk to some devs who have fixed this 
for
their own apps, check out Wii Solitaire, MplayerWii, or ScummVM.  All have 
source
available. ScummVM Wii is maintained by dhewg who has also been involved with 
the HBC
and the DVD version of MPlayer and has some knowledge about this, since he 
claims to
have fixed it for those apps.  However, I did try scummvm and the different 
overscan
settings he used didn't go quite high enough to reach the edges of my screen...
whereas in WiiSolitaire and MplayerWii, the fix worked beautifully.

Anyways, thanks for accepting.  :)

Original comment by bobberts...@gmail.com on 11 Sep 2008 at 11:03

GoogleCodeExporter commented 9 years ago
Meh, forgot to set the owner to me, no wonder I didn't receive your reply by 
email,
sorry for that. (I wasn't checking the site because I was training hard for the 
ACM
Internaional Collegiate Programming Challenge for some weeks, because of the 
national
phase.)
I will talk wil other developers about wide screen support. Thank you.

Original comment by elua...@gmail.com on 26 Sep 2008 at 12:29

GoogleCodeExporter commented 9 years ago
I love you for trying to fix this, but your overscan slider only adjusts 
vertically.
 While it does help to stop the top and bottom edges from being off screen, it means
I've still got those nasty black bars at the sides.

Original comment by bobberts...@gmail.com on 27 Sep 2008 at 11:53

GoogleCodeExporter commented 9 years ago
Disregard that last comment.  You must not have actually intended that as a 
fix.  My
mistake.

Original comment by bobberts...@gmail.com on 27 Sep 2008 at 11:55

GoogleCodeExporter commented 9 years ago
Adjusting horizontally may be possible, but that won't be proper widescreen 
support, as it would only stretch the screen.

As I don't have a widescreen tv/monitor, could you please tell me if the game 
view 
area is increased when using widescreen, compared to 4:3?

(i.e.: libogc detects 16:9 from the wii configs and sets the mode 
aproppriately, 
but the screen isn't stretched enough when rendering)

Original comment by elua...@gmail.com on 28 Sep 2008 at 4:53

GoogleCodeExporter commented 9 years ago
The wii settings don't actually have any effect.  Neither does using standard AV
versus YPbPr.  The results are always the same.  But you are at least partially
correct in that the picture is stretched horizontally as opposed to displaying
correctly in 4:3 aspect.  Obviously isn't stretching all the way across the 
screen -
thus leaving the black bars.

As you suggest, proper wisescreen support would involve setting a different
resolution.  Horizontal overscan could work in combination with the vertical 
overscan
if you were also able to adjust the position of the HUD bar and the on-screen
messages, but that's just not proper support.  I'd gladly settle for it though.

Thanks.

Original comment by bobberts...@gmail.com on 2 Oct 2008 at 7:18

GoogleCodeExporter commented 9 years ago
...

rmode = VIDEO_GetPreferredMode(NULL);

if( CONF_GetAspectRatio() )
{
    rmode->viWidth = 678;
    rmode->viXOrigin = (VI_MAX_WIDTH_PAL - 678)/2;
}

...

Original comment by bobberts...@gmail.com on 4 Oct 2008 at 1:23