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docs(WIDESCREEN-FOV-PLAN): correct overstated claim about SCREEN_RATIO_16_9
User pushed back asking whether the two PD-survey divergence notes were architecturally sound, not just factually accurate. On review, the SCREEN_RATIO_16_9 note overstated the plan: it's a live code path but an old anamorphic-stretch toggle, not true wide-FOV rendering, and this doc's own pre-existing Open Questions section already leans toward a separate new Video.Aspect config as Option B's real trigger, leaving the legacy flag dormant - the same separation-of-concerns choice PD itself made, not the opposite. Not yet decided (Phase 1). Overscan note (full frame, no crop) reviewed and confirmed sound as-is - standard modern- remaster convention, matches Nightdive's own approach. Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
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@@ -109,13 +109,21 @@ From the `pd_port` checkout (N64 PD had no widescreen; the port added it):
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behavior. Net effect: GE shows ~9% more vertical content than PD at the
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equivalent native resolution. Revisit only if a `Video.SafeAreaOverlay` debug
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knob is ever wanted to visualize the original TV-safe region.
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- **"Ratio" 4:3/16:9 option (candidate 3):** PD deleted its N64-era per-player
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Ratio dropdown on PC (`options.c` forces `SCREENRATIO_NORMAL` outside
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`PLATFORM_N64`). **GE deliberately keeps the opposite call** — the shipped
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`SCREEN_RATIO_16_9` path (`get/set_screen_ratio`, `options.c:553-558`,
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persisted per-save, consumed by the camera) is exactly what Option B above is
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planned to build on. Not a gap to close toward PD; a future reviewer should
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not "fix" this toward PD's behavior either.
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- **"Ratio" 4:3/16:9 option (candidate 3) — correction, M-87 review:** PD
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deleted its N64-era per-player Ratio dropdown on PC (`options.c` forces
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`SCREENRATIO_NORMAL` outside `PLATFORM_N64`). GE's equivalent (`SCREEN_RATIO_16_9`,
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`get/set_screen_ratio`, `options.c:553-558`, persisted per-save, consumed by
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the camera) is a live, functioning code path — but it's an old **anamorphic
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stretch toggle**, not true wider-FOV rendering, and this doc's own **Open
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Questions** (below) already flag the tension and lean the *other* way: leave
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this legacy flag **dormant** and have a **separate, new, port-owned
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`Video.Aspect` config** be Option B's actual trigger — the same
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separation-of-concerns choice PD itself made (PD didn't repurpose its legacy
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flag either). Repurposing the shipped save-flag to drive a brand-new render
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path risks desync (existing saves silently gaining/missing the modern
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feature, or the flag and `Video.Aspect` disagreeing). **Not yet decided**
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("Decide Phase 1" below) — correcting an earlier note here that overstated
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this as settled.
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## Option B — the standard (native 16:9, PD-parity)
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