TMNT (GCN/WIIRD/PAL)
Posted: Sun Aug 11, 2024 9:18 am
TMNT [GYRP41]
This is Ubisoft's TMNT game based on the 2007 movie. The original game runs in 4:3 letterboxed down to 16:9 with forced black bars. There's no option to display in true 4:3 or true 16:9, just the unpleasant middle ground. Conversely, while the Wii port still has letterboxed 4:3->16:9, it also supports proper 16:9 widescreen. The true 16:9 code above behaves like the Wii version, giving you widescreen display with no letterboxing.
Alternatively, the true 4:3 code disables the black bars, allowing you to see slightly more than intended. This does have some side-effects: none of the 2D assets were ever meant for native 4:3, so the HUD graphics, FMVs, etc. look squished when presented at that aspect ratio.
For anybody else interested in hacking this game, the Wii port includes a debug symbol map, jadeWii_f.MAP. While this won't directly help you in locating code in the GameCube version, it's pretty handy.
Code: Select all
True 16:9 Widescreen
0426C6BC 38800000
0426C6CC EC601824
0426C6D0 EC641828
0426C6E0 D06D9344
0426C6F8 C05F01A8
0426C704 D08D9348
0426C70C D08D934C
True 4:3 Fullscreen
040DDB6C 38600000
04152F4C 38600000
0426C6F8 C05F01A8
0426C704 D08D9348
0426C70C D08D934C
Alternatively, the true 4:3 code disables the black bars, allowing you to see slightly more than intended. This does have some side-effects: none of the 2D assets were ever meant for native 4:3, so the HUD graphics, FMVs, etc. look squished when presented at that aspect ratio.
For anybody else interested in hacking this game, the Wii port includes a debug symbol map, jadeWii_f.MAP. While this won't directly help you in locating code in the GameCube version, it's pretty handy.