DKC Trilogy True 16:9 Widescreen

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DKC Trilogy True 16:9 Widescreen

Postby Cosmicman » September 29th, 2020, 5:08 am

I recently found out about the BSnesHD and its widescreen options so decided to try it with the DKC trilogy, it didn't work as it should, widescreen area graphics pop in and out, but it gave me a preview of what it could look like if done properly and is amazing, imagine been able to see about 40% more of the stage at all times and enemies in the distance, I would love if someone could try to get this to work properly in the future, I don't know anything about rom hacking but is it really that hard to get this to work? I see someone already did it with Super Mario World and is almost perfect.


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Re: DKC Trilogy True 16:9 Widescreen

Postby WesternTanager794 » October 6th, 2022, 2:40 am

It would take extra effort but not impossible. I was planning to make a DKC4 Fangame and I was considering using DKCRE since DKCLB doesn’t seem to be coming out anytime soon. When DKCRE comes out with the new features ability to edit vertical levels and the ability to incorporate the whole trilogy’s sprites for one rom I’ll do it. But your idea would be a good one for it. What you would have to do is easy to do, you have to change the camera angles to 40% longer, there will be some exceptions, but that is mainly what you would do. I might not use DKCRE and instead program it from C++ and use the DELTA game engine but that would take a very long time so with the new features I might use DKCRE. I do need help with that project though and if you wanted to help that would be great! :parry:
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Re: DKC Trilogy True 16:9 Widescreen

Postby rainbowsprinklez » October 7th, 2022, 4:57 am

I don't know anything about rom hacking but is it really that hard to get this to work?


Pretty hard, but I might be overcomplicating it. There are A LOT of little things to do, at least from a DKC1 perspective. if I recall correctly, the objects that spawned are hard-coded. Also, vram management could be tricky. Because the screen is larger and sprites must be drawn longer, there is always a chance that things aren't spawned because too much exists.
Also, idk but I think tilemaps are hard-coded to 256px wide, but that might be the easier of the evils.
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Re: DKC Trilogy True 16:9 Widescreen

Postby WesternTanager794 » October 7th, 2022, 5:10 am

I forgot about hard coded spawns! I’m have decided that I am going to start making a rom hack that is specifically just widescreen! I am updating my profile to include that in my projects. This topic was a great idea! :parry:
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Re: DKC Trilogy True 16:9 Widescreen

Postby Cosmicman » November 28th, 2024, 12:49 am

WesternTanager794 wrote:I forgot about hard coded spawns! I’m have decided that I am going to start making a rom hack that is specifically just widescreen! I am updating my profile to include that in my projects. This topic was a great idea! :parry:


After losing my ability to login to the website I was unable to see my older posts and this was one of them, I keep thinking about this often, checking to see if someone finally did it. I would love if you can make any progress on this, I'm sure like RainbowSprinklez stated this will be extremely difficult... and I wish I could help, but I have zero knowledge on how roms work or this would be my top priority.
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