Use 4:3 as the base aspect ratio instead of 16:9.

This commit is contained in:
Skyth 2025-01-04 20:16:44 +03:00
parent e20fab10ab
commit 411cb1ff98
2 changed files with 6 additions and 6 deletions

View file

@ -1334,7 +1334,7 @@ static void CreateImGuiBackend()
#endif #endif
} }
static constexpr float ORIGINAL_ASPECT_RATIO = 16.0f / 9.0f; static constexpr float ORIGINAL_ASPECT_RATIO = 4.0 / 3.0f;
static void CheckSwapChain() static void CheckSwapChain()
{ {
@ -1360,8 +1360,8 @@ static void CheckSwapChain()
} }
else else
{ {
g_backBuffer->width = 1280; g_backBuffer->width = 960;
g_backBuffer->height = GameWindow::s_height * 1280 / GameWindow::s_width; g_backBuffer->height = GameWindow::s_height * 960 / GameWindow::s_width;
} }
} }

View file

@ -152,7 +152,7 @@ void MakeCsdProjectMidAsmHook(PPCRegister& r3, PPCRegister& r29)
TraverseSceneNode(csdProject->m_pResource->pRootNode, name); TraverseSceneNode(csdProject->m_pResource->pRootNode, name);
} }
static constexpr float ORIGINAL_ASPECT_RATIO = 16.0f / 9.0f; static constexpr float ORIGINAL_ASPECT_RATIO = 4.0f / 3.0f;
static float g_offsetX; static float g_offsetX;
static float g_offsetY; static float g_offsetY;
@ -167,8 +167,8 @@ static void ComputeOffsets(float width, float height)
} }
else else
{ {
g_offsetX = 0.0f; g_offsetX = 0.5f * (960.0f - 1280.0f); // width is locked to 960 in video.cpp
g_offsetY = 0.5f * (1280.0f / aspectRatio - 720.0f); g_offsetY = 0.5f * (960.0f / aspectRatio - 720.0f);
} }
} }