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feat: add opt-in native 1440p rendering to Kirby - #2164

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xiaoyaodabing:codex/kirby-native-1440p
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xiaoyaodabing wants to merge 1 commit into
ly05010419:mainfrom
xiaoyaodabing:codex/kirby-native-1440p

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Add an opt-in native 2560×1440 mode to Kirby 1.0.0 on Mac. It increases the game canvas and scene render targets, including the matching half- and quarter-resolution targets. The HUD reports the presented game canvas and window size separately. The menu saves the choice and asks the player to relaunch when changing canvas size.

The patch checks the original words and available patch space before writing. Square shadow maps and movie source resolution retain their original sizes. Dynamic resolution and fixed 1080p remain available.

Validation

  • Built, packaged and verified the signature and launcher on Apple M1 Max with macOS 27.2.
  • Played into the opening forest using copied saves. Selected native 1440p in Settings from a fixed 1080p run, quit and relaunched without a resolution override. Verified that the HUD reported 1920×1080 and then 2560×1440 with the same 960×540 window. Captured game frames at both reported canvas sizes.
  • All 24 Kirby tests passed, including the original 1080p allocation, larger render target and version mismatch checks. The full source test group ran 1,466 tests. The archive timeout PID-file error and the existing Tears of the Kingdom work-folder assertion also reproduced on the unmodified base on this Mac.

Why draft

A player reported pronounced ground shadow flicker in the opening forest at 1440p. I compared 24 consecutive game frames while idle and another 24 while walking forward at each resolution, with 60 FPS selected and the same save and opening scene. The idle captures showed no comparable large shadow jumps in either mode. Shadow boundaries moved in both walking captures, where the camera also moved. These short samples did not establish the cause of the reported flicker or rule out a rendering regression. Broader scene and Mac coverage is still needed.

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