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Scale widescreen cull margin to the display width; keep ratio sites on the 320 basis
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -583,3 +583,15 @@ To enable 21:9 later: widen the backdrop generation, then promote the launcher's
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2-state toggle to a 3-way Off / 16:9 / 21:9 (the `cycle_aspect` callback already
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cycles `aspect_index` 0/1/2 and is the scaffold). Full feasibility analysis in
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the session memory `native_wide_fov_autocull.md`.
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## Cull margin follows the display width (2026-10-24)
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`psx_ws_x_margin()` on the squash path was `160 * (1/s - 1)`, correct only for
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320-pixel modes. The reveal is a fraction of the game's own half-width, so it
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is now `(W/2) * (1/s - 1)` with `W` the live horizontal display width (512 in
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Army Men's gameplay, 368 in Ape Escape): pixel-domain screen-X culls
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(`[widescreen.cull]`) get that margin. Ratio-style consumers (terrain angle,
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aspect cone, `cull_scale`, the gameplay-field scaler) read
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`psx_ws_x_margin_320()`, the same reveal on the 320 basis, and keep their
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behaviour in every mode. 320-wide titles are unchanged bit for bit.
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Test: `ws_cull_margin_width_test`.
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