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Nintendo Wii
[RELEASE] Wii-DOOM / Wii-HERETIC / Wii-HEXEN / Wii-STRIFE (ALL-IN-ONE) *PROPER*
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<blockquote data-quote="nitr8" data-source="post: 9020168" data-attributes="member: 72581"><p>Chocolate DOOM's native video output is 320x200 pixels - in the original stock unchanged source code over at GitHub.</p><p></p><p>Wii-DOOM is a Chocolate DOOM port to the Wii and it uses a modification over several (dozens) of places inside it's code to "transform" 320x200 pixels into 640x400 pixels instead. So it's REAL 640x400 resolution which makes to game actually look better for the Wii as the original resolution was even more blurried. It simply means that objects are more clear to see the more far they are away from the player's view. It was looking ugly on the original 320x200 Wii resolution.</p><p></p><p>What i figured out when i've been porting HEXEN II to the Wii was that with those several different screen / display modes libOGC supports and millions of Wii consoles spread all over the world in either PAL or NTSC mode, there are different results on blurring / sharpness / screen resolution (overscan / underscan) and so on. You can't simply make only one video mode for all those different types of displaying the game to the screen. This also applies to interlaced / scanlines modes.</p><p></p><p>Chocolate DOOM also uses fixed modes when it comes to making the game's screen be drawn to the screen. The older version you are using also has black borders around the screen which is related to Chocolate DOOM's / libSDL's code which i fixed in a release at a later time so it fills up the whole screen for both - PAL & NTSC. But it won't fix scanlines / blur or whatever you want to achieve for you personally.</p></blockquote><p></p>
[QUOTE="nitr8, post: 9020168, member: 72581"] Chocolate DOOM's native video output is 320x200 pixels - in the original stock unchanged source code over at GitHub. Wii-DOOM is a Chocolate DOOM port to the Wii and it uses a modification over several (dozens) of places inside it's code to "transform" 320x200 pixels into 640x400 pixels instead. So it's REAL 640x400 resolution which makes to game actually look better for the Wii as the original resolution was even more blurried. It simply means that objects are more clear to see the more far they are away from the player's view. It was looking ugly on the original 320x200 Wii resolution. What i figured out when i've been porting HEXEN II to the Wii was that with those several different screen / display modes libOGC supports and millions of Wii consoles spread all over the world in either PAL or NTSC mode, there are different results on blurring / sharpness / screen resolution (overscan / underscan) and so on. You can't simply make only one video mode for all those different types of displaying the game to the screen. This also applies to interlaced / scanlines modes. Chocolate DOOM also uses fixed modes when it comes to making the game's screen be drawn to the screen. The older version you are using also has black borders around the screen which is related to Chocolate DOOM's / libSDL's code which i fixed in a release at a later time so it fills up the whole screen for both - PAL & NTSC. But it won't fix scanlines / blur or whatever you want to achieve for you personally. [/QUOTE]
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[RELEASE] Wii-DOOM / Wii-HERETIC / Wii-HEXEN / Wii-STRIFE (ALL-IN-ONE) *PROPER*
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