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Talk:The Legend of Zelda: Four Swords Adventures: Difference between revisions
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== 16:9 Aspect Ratio Code == | == 16:9 Aspect Ratio Code == | ||
I'm unsure if we should keep this code. By using the built-in widescreen hack, nothing changes in the game (like reeally nothing, it's still running 4:3 literally everywhere). On the other hand, by using the Aspect Ratio code the game does output at 16:9 but with [http://imgur.com/a/nfuEM lots of minor graphical glitches] (especially during the cutscenes). So, what do you guys think? Keep it our remove it? - [[User:Jhonn|Jhonn]] ([[User talk:Jhonn|talk]]) 22:10, 6 February 2016 (CET) | |||
Codes that didn't result in issues would obviously be preferred, but similar to the Widescreen hack I don't think we should always expect them to be without issues. We should minimally note some of the issues caused though. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 04:51, 7 February 2016 (CET) |
Revision as of 05:51, 7 February 2016
16:9 Aspect Ratio Code
I'm unsure if we should keep this code. By using the built-in widescreen hack, nothing changes in the game (like reeally nothing, it's still running 4:3 literally everywhere). On the other hand, by using the Aspect Ratio code the game does output at 16:9 but with lots of minor graphical glitches (especially during the cutscenes). So, what do you guys think? Keep it our remove it? - Jhonn (talk) 22:10, 6 February 2016 (CET)
Codes that didn't result in issues would obviously be preferred, but similar to the Widescreen hack I don't think we should always expect them to be without issues. We should minimally note some of the issues caused though. Kolano (talk) 04:51, 7 February 2016 (CET)