ng2recomp v1.0.19
Improved - Ultrawide uses the game's own pause and menu state
Ultrawide (3D) now decides 16:9 versus ultrawide from Ninja Gaiden II's own
state instead of only counting 3D-versus-2D draws each frame - a count that
could not tell a paused weapons menu (the world is still drawn behind it) from
an in-engine cinematic or a Ninpo cast (whose 2D effects spike the count, which
is what used to make them briefly flip to 16:9).
- The pause / weapons (START) menu is now correctly 16:9 while cinematics and
Ninpo stay ultrawide. Two game globals that are set only while the pause menu
is open - found by live memory analysis and confirmed across combat, jumps and
Ninpo casts - drive the switch: opening the menu pillarboxes to 16:9 and
closing it returns to ultrawide, and a Ninpo cast or an in-engine cutscene no
longer flashes 16:9. - No more 16:9 flip during boss fights or Ninpo. The old draw-count ratio
guess that caused those is gone.
Scene-transition fades still show 16:9 (pillarboxed) - making them fill an
ultrawide screen without stretching the HUD is queued as a follow-up, because
the game draws a fade as a 2D layer at its own 16:9 extent. Ultrawide (3D), the
v1.0.18 crash fixes, and everything else are unchanged.