Swiss/Forced Progressive Compatibility List

From GC-Forever Wiki
Revision as of 10:36, 22 April 2012 by Vague Rant (talk | contribs) (Switch in new-school lists.)
Jump to navigation Jump to search

This is a compatibility list for the Swiss feature enabling the video mode to be forced to 480p. This is something of a different concern for NTSC and PAL games--many NTSC games are already capable of running in 480p simply by holding the B button on startup, and so the feature is only important for those games which lack the feature. In PAL regions, all games had progressive output removed, and so forced 480p is relevant to all of that video standard's games.

NTSC games

The original model GameCube (DOL-001) as well as the Wii are already capable of supporting 480p for many games. On the GameCube, the progressive menu is summoned in compatible games by holding B as a game is started, while the Wii will ask automatically if it's set up for progressive display. This list is specifically for those games which do not natively support 480p.

NTSC game list

Game Swiss rev. 480p 576p
Three screenshots of a fighting video game, labelled "50Hz mode at 576 lines", "50Hz mode at 480 lines", and "60Hz mode at 480 lines".
Forcing 480p in Super Smash Bros. Melee's 50Hz mode (the second shot) causes the bottom of the screen to be lost (see "Common issues").

PAL games

While the PAL GameCube supported 480p just fine in hardware (in the DOL-001 revision with Digital AV Out port), for whatever reason, the feature was removed for all PAL game releases. Where holding B on a compatible NTSC game enabled progressive output selection, for PAL this is just a 60Hz (480i) or 50Hz (576i) switch: offering players a tradeoff between framerate and resolution. With some modchips and now with Swiss, it is possible to force the 480p video mode on PAL games, with some caveats and issues.

Common issues

Since these games were never intended to be run at 480p, forcing it can cause a number of issues, such as:

  • Games still targeting their rendering to what they expect to be a 576i output resolution. This results in an image which looks stretched vertically, with the bottom fifth of the screen being cut off. The 576i image is too tall and in the wrong aspect ratio for 480p display.
  • Games which set their video mode much later than the initial boot will generally bypass the forcing--e.g. the Zelda compilation discs will only run the game menu in 480p.

Wherever possible, it is better to test using the 60Hz mode included in many games. Forcing 480p also forces the VI to 60Hz, so ideally, the GameCube should be targeting a 60Hz setup. Changing the in-game Hz setting changes more than just the refresh rate, since there are associated resolution differences which games cater to by altering things such as the field of view (FOV) at which they will render. Thus, 60Hz mode is generally preferred. In an ideal world, this will bring the game closer to the way it played in NTSC regions.

PAL game list

Game 60Hz Swiss rev. 480p 576p
Animal Crossing (Australia) {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Baten Kaitos: Eternal Wings and the Lost Ocean {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Battalion Wars {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Bloody Roar: Primal Fury {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

F-Zero GX {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Final Fantasy: Crystal Chronicles {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Fire Emblem: Path of Radiance {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Ikaruga {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Legend of Zelda, The: Collector's Edition ^ {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Legend of Zelda, The: Ocarina of Time/Master Quest ^ {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Legend of Zelda, The: Wind Waker, The {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Lego Star Wars: The Video Game {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Lego Star Wars II: The Original Trilogy {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Lost Kingdoms {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Luigi's Mansion {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Mario Kart: Double Dash {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Metroid Prime {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Metroid Prime 2: Echoes ^ {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Paper Mario: The Thousand Year Door {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Pikmin {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Prince of Persia: Sands of Time, The {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Prince of Persia: Two Thrones, The {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Prince of Persia: Warrior Within {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Resident Evil {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Skies of Arcadia Legends {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Sonic Mega Collection {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

SoulCalibur II {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Spider-Man {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Spider-Man 2 {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Spy Hunter {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Star Fox Adventures {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Star Wars: Bounty Hunter {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Star Wars Rogue Squadron II: Rogue Leader {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Star Wars Rogue Squadron III: Rebel Strike {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Super Mario Sunshine {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Super Smash Bros. Melee {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Tales of Symphonia {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Viewtiful Joe {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}

Viewtiful Joe 2 {{{ir}}} {{{er}}} r136 {{{status1}}} {{{status2}}}
  • ^ 60Hz-only game

Special cases

  • Metroid Prime PAL is a 50/60Hz game, however when forced to 480p, it will crash when attempting to run using the game's 60Hz mode. It will run fine in "50Hz mode" (and it will still be running at 60Hz), but since the game expects to be running at 576i50, it will render using a field of view (FOV) appropriate for that resolution. Since 576 is 96 pixels more than 480, the 50Hz mode FOV makes the image's aspect ratio 20% taller/skinnier than its 60Hz equivalent. This means that if you're using a widescreen-capable TV, you may wish to stretch the picture horizontally in order to correct the aspect. The ideal ratio is 8:5 (16:10), however most TVs will only offer 16:9, which is at least pretty close. Ultimately, all any of this means is that you can play Metroid Prime in widescreen 480p.