From 59975a6fa1cedf96a03330f39af3a50f24b3a477 Mon Sep 17 00:00:00 2001 From: MelonSpeedruns Date: Wed, 8 Apr 2026 11:20:08 -0400 Subject: [PATCH 1/3] Oxygen & Tears of Light now widescreen --- src/d/d_meter_HIO.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/d/d_meter_HIO.cpp b/src/d/d_meter_HIO.cpp index dbfe11cf53..c23e6c3230 100644 --- a/src/d/d_meter_HIO.cpp +++ b/src/d/d_meter_HIO.cpp @@ -2293,7 +2293,10 @@ void dMeter_drawHIO_c::updateOnWide() { g_drawHIO.mMainHUDButtonsPosX = mDoGph_gInf_c::ScaleHUDXRight(g_drawHIO.mMainHUDButtonsPosX); g_drawHIO.mRingHUDButtonsPosX = mDoGph_gInf_c::ScaleHUDXRight(g_drawHIO.mRingHUDButtonsPosX); + g_drawHIO.mLightDrop.mVesselPosX = mDoGph_gInf_c::ScaleHUDXRight(g_drawHIO.mLightDrop.mVesselPosX); + g_drawHIO.mLightDrop.mVesselTalkPosX = mDoGph_gInf_c::ScaleHUDXRight(g_drawHIO.mLightDrop.mVesselTalkPosX); g_drawHIO.mRupeeKeyPosX = mDoGph_gInf_c::ScaleHUDXRight(g_drawHIO.mRupeeKeyPosX); + g_drawHIO.mOxygenMeterPosX = mDoGph_gInf_c::ScaleHUDXLeft(g_drawHIO.mOxygenMeterPosX); g_drawHIO.mButtonCrossOFFPosX = mDoGph_gInf_c::ScaleHUDXLeft(g_drawHIO.mButtonCrossOFFPosX); g_drawHIO.mButtonCrossONPosX = mDoGph_gInf_c::ScaleHUDXLeft(g_drawHIO.mButtonCrossONPosX); g_drawHIO.mLifeGaugePosX = mDoGph_gInf_c::ScaleHUDXLeft(g_drawHIO.mLifeGaugePosX); From 10d0b014c636d304c5223a07534847b822988f3a Mon Sep 17 00:00:00 2001 From: MelonSpeedruns Date: Wed, 8 Apr 2026 11:39:53 -0400 Subject: [PATCH 2/3] Modified line width back to vanilla default --- src/d/d_map_path.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/d/d_map_path.cpp b/src/d/d_map_path.cpp index f7ce0f1a51..c57dd85a48 100644 --- a/src/d/d_map_path.cpp +++ b/src/d/d_map_path.cpp @@ -19,7 +19,7 @@ constexpr u16 kMapResolutionMultiplier = 4; // Line widths are relative to the framebuffer size. Since we're rendering to a separate // framebuffer, we have to scale them accordingly. The original game used about half of the // EFB for the map rendering, so this is a reasonable approximation. -constexpr u8 kMapLineWidthMultiplier = 2; +constexpr u8 kMapLineWidthMultiplier = 1; #endif void dMpath_n::dTexObjAggregate_c::create() { From 406580c5d64e920282d35e5350d83a5c235d2863 Mon Sep 17 00:00:00 2001 From: MelonSpeedruns Date: Wed, 8 Apr 2026 11:44:35 -0400 Subject: [PATCH 3/3] nvm that --- src/d/d_map_path.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/d/d_map_path.cpp b/src/d/d_map_path.cpp index c57dd85a48..f7ce0f1a51 100644 --- a/src/d/d_map_path.cpp +++ b/src/d/d_map_path.cpp @@ -19,7 +19,7 @@ constexpr u16 kMapResolutionMultiplier = 4; // Line widths are relative to the framebuffer size. Since we're rendering to a separate // framebuffer, we have to scale them accordingly. The original game used about half of the // EFB for the map rendering, so this is a reasonable approximation. -constexpr u8 kMapLineWidthMultiplier = 1; +constexpr u8 kMapLineWidthMultiplier = 2; #endif void dMpath_n::dTexObjAggregate_c::create() {