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Generalise GE's own N64 16:9 mode (aspect = vp_ratio*0.75*16/9, the TV pre-squash) to the real window aspect: the port's canvas->window stretch is that TV, so the world renders undistorted at any aspect (Hor+, vertical FOV kept). All of GE's 16:9 special cases generalised under #ifdef PORT (camera aspect NTSC+EU, crosshair sprite width, rocket viewmodel offset); Rule-2 approved. Phase-4 vertical FOV boost is skipped while native is on (would double-count); room-pool aspect term kept. Default on; F10 row. 4:3 identity (golden 3/3); native 16:9 centre == 4:3 frame (diff 4.3 vs 12.4 stretched); 21:9 clean on Bunker/Facility/Dam; Win + Linux builds. HUD still stretched (Phase 3 next).