Talk:The Legend of Zelda: Four Swords Adventures: Difference between revisions

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m (Reverted edits by Kolano (talk) to last revision by Jhonn)
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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)
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 01:20, 7 March 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)