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🧵 Donk Recomp: The framebuffer has been a pretty weird thing to get my head around. The game uses a LOT of dual-perspective effects for transitions, which relies on a snapshot of the previous frame overlaid on top of gameplay to create neat transitions like the warp transition.

What becomes troublesome is that when you are working (properly) with RT64, the framebuffer is still in the 4:3 bounds, and it is not wise to try and bump the framebuffer itself to widescreen.

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The reason why it's not wise is that, if you have a quad-monitor ultra mega widescreen gigachad wanting to play DK64, they're going to put more load onto the game with memory allocation because it's storing more of the framebuffer to RDRAM.

After consulting Dario from the N64 recomp server, and some wizard RT64 magic (that I'm still trying to wrap my head around), we can get actual proper widescreen framebuffer transition effects. There's quite a few, so it's still WIP. But it looks glorious.