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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James Dansereau committed 2026-09-10 22:59:00 -04:00
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@@ -109,13 +109,21 @@ From the `pd_port` checkout (N64 PD had no widescreen; the port added it):
behavior. Net effect: GE shows ~9% more vertical content than PD at the
equivalent native resolution. Revisit only if a `Video.SafeAreaOverlay` debug
knob is ever wanted to visualize the original TV-safe region.
- **"Ratio" 4:3/16:9 option (candidate 3):** PD deleted its N64-era per-player
Ratio dropdown on PC (`options.c` forces `SCREENRATIO_NORMAL` outside
`PLATFORM_N64`). **GE deliberately keeps the opposite call** — the shipped
`SCREEN_RATIO_16_9` path (`get/set_screen_ratio`, `options.c:553-558`,
persisted per-save, consumed by the camera) is exactly what Option B above is
planned to build on. Not a gap to close toward PD; a future reviewer should
not "fix" this toward PD's behavior either.
- **"Ratio" 4:3/16:9 option (candidate 3) — correction, M-87 review:** PD
deleted its N64-era per-player Ratio dropdown on PC (`options.c` forces
`SCREENRATIO_NORMAL` outside `PLATFORM_N64`). GE's equivalent (`SCREEN_RATIO_16_9`,
`get/set_screen_ratio`, `options.c:553-558`, persisted per-save, consumed by
the camera) is a live, functioning code path — but it's an old **anamorphic
stretch toggle**, not true wider-FOV rendering, and this doc's own **Open
Questions** (below) already flag the tension and lean the *other* way: leave
this legacy flag **dormant** and have a **separate, new, port-owned
`Video.Aspect` config** be Option B's actual trigger — the same
separation-of-concerns choice PD itself made (PD didn't repurpose its legacy
flag either). Repurposing the shipped save-flag to drive a brand-new render
path risks desync (existing saves silently gaining/missing the modern
feature, or the flag and `Video.Aspect` disagreeing). **Not yet decided**
("Decide Phase 1" below) — correcting an earlier note here that overstated
this as settled.
## Option B — the standard (native 16:9, PD-parity)