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RVL: Add an overscan option for screen width#49

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sbeeds wants to merge 1 commit intonzp-team:mainfrom
sbeeds:rvl-width-overscan
Draft

RVL: Add an overscan option for screen width#49
sbeeds wants to merge 1 commit intonzp-team:mainfrom
sbeeds:rvl-width-overscan

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@sbeeds
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@sbeeds sbeeds commented Feb 13, 2025

Description of Changes


Adds a new settings option to adjust the picture width in order to accommodate tv or monitor used

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image

Checklist


  • I have thoroughly tested my changes to the best of my ability
  • I confirm I have not contributed anything that would impact Nazi Zombies: Portable's licensing and usage
  • This Pull Request fixes a critical issue that should be reviewed and merged as soon as possible

// ELUTODO: really necessary?
//GX_InvVtxCache();
//GX_InvalidateTexAll();
GX_SetScissor(*x,*y,*width > 640 ? 640 - (vid_overscan_width.value * 360) : *width - (vid_overscan_width.value * 360),*height);
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Can you explain what we're doing here? Is this adding a border/shrinking our render resolution?

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It adjusts the view scissor based on vid_overscan_width value. When this value is increased, the start value (normally 0) of the width of the scissor gets shifted over, and the right side pixels get culled. This will never cull more than 36 pixels from the right side. I will upload a fix later to adjust the 2d resolution, which will offset the HUD accordingly.

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It sounds like this is incomplete then. Please mark this as a draft

@sbeeds sbeeds marked this pull request as draft February 13, 2025 15:34
@Fancy2209
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With this we should probably set viWidth to 720

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3 participants