Hacking Video output issue with Nintendont

Phobos

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(I hope this is in the right place).

I've been experimenting with Nintendont on my vWii (PAL) this week and I was hoping that folks here could help me with something:

I'd like to have a 4:3 image rendered at 480p. So, I'm running NTSC-U games and enabling progressive scan at the initial option screen. In the Nintendont settings, I have force progressive, force widescreen, and WiiU widescreen all set to 'off', and video is set 'auto'. The WiiU itself is set to output at 720p. However, on playing a game with these settings, the resulting image appears to be slightly squashed horizontally. The effect is subtle, but its definitely noticeable. I spotted it whilst doing back-to-back comparisons between Nintendont on the WiiU and my Gamecube; the effect is most obvious when viewing 2-d things that should be either (more or less) perfectly square or perfectly circular, such as elements of Windwaker's HUD, or Double Dash's menu, which come out as either slightly rectangular or slightly ovoid (and this is consistent across different screens). I experimented with Nintendont's horizontal width setting, and if I set this to 682 then things are pretty much perfect, but I've seen it mentioned elsewhere that playing with this setting can cause problems with some games, so this may not be the best solution.

Any advice on what's going on here would be greatly appreciated - thanks!
 

CJB100

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Sounds like you just aren't used to the way 4:3 images are stretched to 16:9 on digital TV's. Are you wanting 4:3 with black lines at the sides? Or are you wanting a stretched 16:9 image? And if the latter, in what way is this 16:9 stretched image different than what the Gamecube outputs natively? A picture would probably be worth a thousand words in this instance.
 

Phobos

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Thanks! I guess one way to describe what I want is to say that I want it to look as close a possible to the image that I get from my Gamecube, but rendered at 480p, rather then 480i (I have a PAL Gamecube connected by RGB scart). This is why I'm running the NTSC-U versions of the games, since these come with the progressive scan option, and why I've disabled force widescreen and WiiU widescreen - I don't want the image to be disproportionately stretched or squashed, and so yes on a 16:9 screen the image should have black bars either side of it. At first glance it seems to look fine, but then as I mentioned there are little details which suggest that the image is a little squashed horizontally (or perhaps stretched vertically?).
A picture would obviously be helpful, though might be difficult to capture properly, I'll have a go later though :)
 
Last edited by Phobos,

tbb043

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I definitely know the sort of issue you're talking about, sorry if I can't explain what I think is causing it very well. I do think it's an issue on the TV end more than the WiiU end, though you might be able to work around it on the WiiU.

If you can get Nintendon't to show the image as 16:9 (with black borders right there in the image), it might be less squashed that way than relying on your TV setting turning that 720p 16:9 image into 4:3.

It's also possible on your TV it might be better to set the Wii U to 1080p or even 480p, as it may handle 4:3 better on those resolutions, no way to really tell unless you try (assuming your TV can use those resolutions anyway).
 

ned

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1280/16=80 - 720/9=80

4x3=12
3x3=9

12:9 = 4:3

12x80=960 - 9x80=720

960x720 is what you need but your only getting 720x480 scaled which is a 16:9 resolution anyway.

640i/p 4:3 = 704x480 or 640x480

so know let's take a look at that.

704/12= 58.666666666666666666666666666666666
640 /12 = 53.333333333333333333333333333333333
480/9 = 53.333333333333333333333333333333333

so as you can see you'll never be able scale that properly without rounding it down to 52
to make 624x468
 

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