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Nintendo Wii
[RELEASE] FriishProduce - multiplatform WAD injector
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<blockquote data-quote="Mixtape" data-source="post: 10417901" data-attributes="member: 524158"><p>The main reason I opted for the SNES banner was because the logo images in the background had the closest aspect ratio to the GameCube logos. When dividing the width of the SNES background logo's TPL by its height, you get a ratio of 3.75. The N64 logo has a ratio of 6.63. The ratio for the GC logo was roughly 4.37, which meant I could pad the top and bottom of the scaled image in GIMP while still making use of as much of the screen area as possible.</p><p></p><p>Using "NINTENDO GAMECUBE" instead isn't a bad idea. I'll keep that in mind in case I can't find a better option.</p><p></p><p>--------</p><p></p><p><strong>Edit, the next day:</strong></p><p></p><p>After doing quite a bit of research on BRYLT editing, I've managed to resolve the widescreen crop issue.</p><p>[ATTACH=full]436472[/ATTACH]</p><p>As it turns out, pic1 sections contain additional UV coordinate data after them which specify the boundaries of the picture. Strangely enough, this isn't documented on WiiBrew.org, but <a href="https://wiki.tockdom.com/wiki/BRLYT_(File_Format)#UV_coordinate_set:~:text=Padding-,After%20that%20the%20UV%20sets%20are%20specified.,-bnd1" target="_blank">the Mario Kart Wii scene seems to have figured it out</a>. In combination with the PFLine <em>material</em> (rather than picture) using clamp wrapping, this allows the entire line to be drawn while using only a single 128 pixel-wide tpl to define the curve. It's an extremely clever space-saving trick, but not particularly intuitive. That made debugging the issue harder than I'd expected.</p><p></p><p>In the interest of staying on-topic, this will likely be my last post about this project in this thread. I'll likely make a new one sometime this weekend and include the resources that will be useful for FriishProduce there.</p></blockquote><p></p>
[QUOTE="Mixtape, post: 10417901, member: 524158"] The main reason I opted for the SNES banner was because the logo images in the background had the closest aspect ratio to the GameCube logos. When dividing the width of the SNES background logo's TPL by its height, you get a ratio of 3.75. The N64 logo has a ratio of 6.63. The ratio for the GC logo was roughly 4.37, which meant I could pad the top and bottom of the scaled image in GIMP while still making use of as much of the screen area as possible. Using "NINTENDO GAMECUBE" instead isn't a bad idea. I'll keep that in mind in case I can't find a better option. -------- [B]Edit, the next day:[/B] After doing quite a bit of research on BRYLT editing, I've managed to resolve the widescreen crop issue. [ATTACH type="full" width="442px" alt="1715392727184.png"]436472[/ATTACH] As it turns out, pic1 sections contain additional UV coordinate data after them which specify the boundaries of the picture. Strangely enough, this isn't documented on WiiBrew.org, but [URL='https://wiki.tockdom.com/wiki/BRLYT_(File_Format)#UV_coordinate_set:~:text=Padding-,After%20that%20the%20UV%20sets%20are%20specified.,-bnd1']the Mario Kart Wii scene seems to have figured it out[/URL]. In combination with the PFLine [I]material[/I] (rather than picture) using clamp wrapping, this allows the entire line to be drawn while using only a single 128 pixel-wide tpl to define the curve. It's an extremely clever space-saving trick, but not particularly intuitive. That made debugging the issue harder than I'd expected. In the interest of staying on-topic, this will likely be my last post about this project in this thread. I'll likely make a new one sometime this weekend and include the resources that will be useful for FriishProduce there. [/QUOTE]
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