Wide view
Paint more of the game's world beside the picture, for packs that support it.
Wide view draws the game's own 240x160 picture in the middle of a wider one and paints the world beside it, read from the game's memory. On a wide screen you see the cliffs, rivers and rooms the game keeps just off-screen, instead of black bars.
Turn it on
Wide view is per game and is switched from the companion screen, not the quick menu: tap the pack's WIDE (or Wide) button. It says ON or OFF. A game remembers its choice.
If the pack has no Wide view, tapping it says so.
Which games
A pack has to describe the game's world, so it only works where a pack does:
| Game | Pack | Needs GBA Duo |
|---|---|---|
| Pokémon FireRed and LeafGreen (US) | all FireRed and LeafGreen packs | v0.1.9 |
| The Legend of Zelda: The Minish Cap | Minish Cap companion | v0.1.10 |
| Golden Sun (US) | Golden Sun companion | v0.1.11 |
Packs are made against one release of a game, so a different region or a ROM hack may not line up. When that happens nothing breaks: the margins just stay black.
What you'll see
- The margins show the map: ground, water, walls, roofs. People and monsters aren't part of it, so they don't appear out there; they pop in when they walk onto the real picture.
- Menus, battles and screens the pack doesn't describe keep black margins.
- GBA Duo checks every frame that the pack's description matches what the game drew. If it stops matching, for example while the game fades or changes screen, the margins hide after a moment and come back once it matches again. A wrong guess looks like "no wide view", never like garbage.
- Wide view costs a few percent of one CPU core.
Pack makers: see game.lua and Wide view.