Widescreen patch - #1
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…ine BG-fill) WIDESCREEN_PLAN.md: target MODE1_GBA_WIDTH~288 (36 tiles, true 16:9 at 160 tall). Half A (render): bring the unpatched Switch ViruaPPU onto the widescreen scaffolding (overridable MODE1_GBA_WIDTH + clip extents), gameplay-only wide clip, drop the Phase-1 stretch. Half B (engine, hard/iterative): BGs 256x256 -> 512x256 (64 tiles) + fill the extra columns in scroll.c, recenter HUD/textboxes, handle off-screen-sprite leak + affine paths. Milestones W1-W5. Notes the dependency on the virtuappu-fps (threading) branch for playable framerate. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…IDTH + clip extents First implementation step on the widescreen branch (built on the merged threading base). In the Switch ViruaPPU (captured in switch-parallel-render.patch): - mode1.h: MODE1_GBA_WIDTH becomes an overridable #define (default 240, set via -DMODE1_GBA_WIDTH=N) pulled out of the enum; add MODE1_GBA_VIEWPORT_X (OAM clip) and MODE1_GBA_BG_CLIP_X (BG composite clip). - mode1.c: clip OAM at VIEWPORT_X and BG composite at BG_CLIP_X (force-black past it) so a wider frame doesn't expose stale BG/parked-sprite data. All three extents stay 240, so this is BEHAVIOR-NEUTRAL until -DMODE1_GBA_WIDTH is raised and the engine is taught to fill the wider BG buffer (Half B in WIDESCREEN_PLAN.md — the visible, HW-iterated part). Builds clean. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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