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Amazing Work esabeta78, Can you add widescreen options in the Video options, as its only set at 4.3 Cheers
Ive been looking what other systems and games used widesreen.

Dreamcast games that have widescreen options are:
-Donald Duck's Quack Attack
-F355 Challenge
-Metropolis Street Racer (16:9 is an unlockable feature for some odd reason)
-NASCAR Thunder
-Rayman 2
-Star Lancer
-Test Drive V-Rally
-Tokyo Highway Challenge 2
-Toy Commander
-Toy Racer
-Trickstyle
-Wacky Races
-Ginat Gram: All Japan Prowrestling 2
-Giant Gram 2000: All Japan Prowrestling 3

Saturn games presented in widescreen are:
-High Velocity
-Nights
-Christmas Nights
-Panzer Dragoon Zwei
-Bomberman
-Tounge: King of Spirits 2 (3rd option down)
-All Japan Pro wrestling featuring virtua

32X games presented in widecreen:
-Virtua Fighter (first 16:9 home game EVER)

Nintendo 64 games in widescreen:
-Banjo-Tooie
-Donkey Kong 64
-Goldeneye 007
-Jet Force Gemini
-Perfect Dark
-Space Circus Fever
-Turok 2: Seeds Of Evil

Playstation 1 games in widescreen:
C3 Racing/Max Power Racing
Codename Tenka
Colin McRae Rally
Formula 1 (1996)
Ghost In The Shell
ISS Pro Evolution 2
J-League Winning Eleven 2000
J-League Winning Eleven 3
J-League Winning Eleven '98-'99
Madden NFL 2002
Ms. Pac Man Maze Madness
Pac-Man World
Rush Hour
Snow Racer '98
Spyro 2 (NTSC-U version)
This is football
TOCA Championship Racing
Trap Gunner
Triple Play Baseball
Wip3out
Wip3out: Special Edition
Worms Armageddon
Yarudora Series Vol. 1: Double Cast


Dont know if they need adding into the video options for each system.

Cheers

Retro27


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Play the Past.

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the game is not technically widescreen.
it just increases internally the resolution.

dozen of games can do that, even more so on psx

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Hmm, no, I think the games listed do actually have modes that were designed for use on a widescreen TV.

For example Virtua Fighter on the 32X has an option in the options menu called 'Display' where you can select 'Normal' or 'Squeeze' and if you select 'Squeeze' it renders all the 3d at an aspect ratio that's clearly designed to be displayed on a 16:9 TV.

They predate proper standards for widescreen modes in games, but the developers added support for people with widescreen TVs anyway.



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The n64 ones support it quite well. Perfect dark let's you set the aspect ratio to be letterbox widescreen on a 4:3 TV, or full screen on a 16:9 TV, or even a more cinematic aspect ratio (2.35:1 maybe)

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Yeah, anamorphic 16:9 was almost common in the PS2 era, I did some of that programming myself. I should've kept the paper I did the math on ;-)

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Originally Posted by etabeta78
Originally Posted by F1ReB4LL
Originally Posted by etabeta78
if I'm not wrong, this is a first among open source emulators (I think only SSF supports 10 players through emulation)
http://www.libretro.com/forums/showthread.php?t=1518 -- yabause probably also could.

oh, well, no problem. we are late to the party anyway, given that most people willing to play with it was already using SSF smile

I still have to dig a bit more around the actual way SMPC reads multitap controllers though, because if it checks the controller presence it does not have enough registers to carry all the bits and it is not fully clear to me ATM if this just means that controllers are read through multiple 32-register accesses or what... maybe I will poke Kale about it too wink

In theory:
1. Have you checked params used by the INTBACK command? Especially if 255-byte mode is used. (page 37 of the SMPC manual).
2. Page 39 suggests that SR bit 5 must be on for "remaining peripheral data" to occur when SMPC returns data. I'm guessing that there isn't enough space for all 10 players in the SMPC buffer OREGs, so HW probably sends a first INTBACK with bit 5 on then a second one with bit 5 off.
There must also be an hand-shake flag from SH-2 side to get remaining data, no idea how that occurs exactly.

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Hi,
I just tested sonic3du. In the first bonus stage, sound effects get into an infinite loop, getting louder and louder.

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Don't know if this is relevant, but if it can prevent other people from tearing their hair out...

Some of the racing games, like Daytona USA CCE, use the wrong instruction to test for which CPU the code is running on, so all the bits existing in BCR1 should at least be stub-emulated(for readback).

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Thanks! We only emulate the "is slave" bit in BCR1 read back right now it looks like.

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Yeah, puzzled me out a lot that bug, thanks!

[Linked Image from mamedev.emulab.it]

[Linked Image from mamedev.emulab.it]

The whole sh2 internal stuff needs rewriting from scratch, might as well just start a branch specifically for that ..

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