I figured out how to do widescreen properly in Ocarina of Time on the Analogue 3D

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I have no idea where to put this on the site, so I'll post it in this forum. May Ganon smite me down if this is the wrong forum.

Get the OoT ROM. Get the Patcher64+ Tool at https://share.google/JZHxpgDGW2xBuZr9O . You do NOT need a patch. The patch is contained within the Patcher 64+ Tool. Run the Patcher program and it'll take a while to set itself up. Once it's good to be used after running Powershell for a while it'll open up. Choose the ROM in "Game Path". Under "Current Game Mode" select Nintendo 64 and TLoZ: OoT. Click the Graphics tab to the right and check the "16:9 Widescreen (Advanced)" box. Then click the bold box on the left that's labeled "Patch Selected Options". Let it do it's thing and put it on the Everdrive. Once you boot the game in the 3D, go into Display Mode and select Stretch. Selecting Integer+ in the image size will overstretch it. Voila!

This basically works by the Patcher64+ Tool "squishing' the video output so when it's stretched it looks proper.

Compare this with OoT when it's not patched and you'll see what I'm talking about.
i-figured-out-how-to-do-widescreen-properly-in-ocarina-of-v0-25jpo9tr3v5g1.webp
 
But the original is 4:3. So are you stretching it or cutting off the top and bottom?
Probably just makes it so the game renders at a widescreen resolution. Many emulators for various systems support this out of the box, however sometimes you run into culling issues where you will see objects and geometry pop in and out at the edges of the screen. UI placement may also not account for the new screen size. OOT has been around long enough however so I'd expect most of those minor issues would also be patched.
 
Those two examples look awful. Id never use those patches.
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Probably just makes it so the game renders at a widescreen resolution. Many emulators for various systems support this out of the box, however sometimes you run into culling issues where you will see objects and geometry pop in and out at the edges of the screen. UI placement may also not account for the new screen size. OOT has been around long enough however so I'd expect most of those minor issues would also be patched.
I appreciate the response. Since it was an Analog 3D with clock accurate cycles, I didn't think it was capable of actually rendering at a higher resolution vs upscaling after the fact.
 
Last edited by OrGoN3,
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Those two examples look awful. Id never use those patches.
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I appreciate the response. Since it was an Analog 3D with clock accurate cycles, I didn't think it was capable of actually rendering at a higher resolution vs upscaling after the fact.

It's not cycle accurate. : - (
 
I have no idea where to put this on the site, so I'll post it in this forum. May Ganon smite me down if this is the wrong forum.

Get the OoT ROM. Get the Patcher64+ Tool at https://share.google/JZHxpgDGW2xBuZr9O . You do NOT need a patch. The patch is contained within the Patcher 64+ Tool. Run the Patcher program and it'll take a while to set itself up. Once it's good to be used after running Powershell for a while it'll open up. Choose the ROM in "Game Path". Under "Current Game Mode" select Nintendo 64 and TLoZ: OoT. Click the Graphics tab to the right and check the "16:9 Widescreen (Advanced)" box. Then click the bold box on the left that's labeled "Patch Selected Options". Let it do it's thing and put it on the Everdrive. Once you boot the game in the 3D, go into Display Mode and select Stretch. Selecting Integer+ in the image size will overstretch it. Voila!

This basically works by the Patcher64+ Tool "squishing' the video output so when it's stretched it looks proper.

Compare this with OoT when it's not patched and you'll see what I'm talking about.
View attachment 543871
I did the same thing but I turned it off again, it seems to make the HUD/UI a bit blurry and it also adds black bars on the top and bottom that I don't think were there before (and there are still bars on the left and right) so it's not a perfect solution. I set overscan on my TV to deal with the black borders but then the 3DOS UI gets cropped and other games also get cropped. So I just went back to 4:3 so I don't have to mess with my TV and display mode settings for each game. It's honestly less distracting to play in 4:3 than have black bars on all sides.

FWIW the 30 FPS and increased render distance patches work almost perfectly on the Analogue 3D. I get some minor lag in Kakariko Village and one other location so far but the rest of the game runs perfect (finished Water Temple so far)
Both say not to use on real hardware so I wasn't sure it would work well but I'm glad it does. It's hard to go back and play the originals at 20 FPS nowadays. 30 FPS makes such a difference. Cutscenes frequently softlock with 30 FPS so you have to keep toggling it off and back on but it beats playing the entire game as a slideshow.

My settings in Patcher64+ are QoL + Optimal Redux (Main tab -> Click Reset Options -> Click Quality of Life -> Click Optimal Redux) just with 16:9 turned off and I've also turned 30 FPS on by default (though you can also toggle it in the L options)
I tried using similar settings for Majora's Mask but the L options menu crashes the game for some reason. Might be a bug with one of the patches but until I figure out what's causing it, that one's not really playable since without being able to access the options to turn 30 FPS off before some cutscenes it'll probably softlock.

One oddity I've found is that Ruto just reappears in the main room after the miniboss in Jabu Jabu's Belly. I saw an option for it in Patcher64+ that I guess was enabled by either the QoL or Optimal Redux option but I don't get the point of it since you don't need Ruto anymore at that point (as far as I know there's nothing missable) and it just felt a little weird to have her reappear when she's supposed to be trapped.
 
Last edited by The Real Jdbye,

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