Anthony817 wrote:Honestly I don't know why all modern developers for DC don't include anamorphic widescreen options.
Then prepare to learn something now!
While anamorphic widescreen is usually dead simple to add to 3D games simply by changing one or two values of the projection matrix (the "camera"), this does not necessarily apply to 2D games. Many 2D games don't have a projection matrix or scale setting at all.
Secondly, 2D games are often programmed with the assumption that sprites and/or tiles will always be drawn at integer positions. Scaling the coordinates by a non-integer value can cause the output to appear jagged or blurry, introduce (flickering) gaps between tiles, and/or cause an undesirable undulating effect to all the graphics when they move across the screen.
In the case of Intrepid Izzy, there is a "camera" with independent width and height settings, so it is possible to remap the coordinates to achieve the anamorphic effect. But the result will look quite bad on account of the effects mentioned in my second point.
To get around this I have experimented with custom resolutions, attempting to create a true widescreen output signal (ideally something close to 720x400). However this has proved to be very difficult and caused syncing problems on both the TV and the DC. It would be cool to have though, so maybe I will try again later.
In any case, Intrepid Izzy
will have a widescreen option - at the very least one for letterboxed 640x360.