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Joined: Jan 2007
Posts: 30
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Joined: Jan 2007
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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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Joined: Jan 2006
Posts: 3,694
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,694 |
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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Joined: May 2004
Posts: 1,773 Likes: 34
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Very Senior Member
Joined: May 2004
Posts: 1,773 Likes: 34 |
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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Joined: Jul 2001
Posts: 105 Likes: 1
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Senior Member
Joined: Jul 2001
Posts: 105 Likes: 1 |
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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Joined: Mar 2001
Posts: 17,258 Likes: 267
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Very Senior Member
Joined: Mar 2001
Posts: 17,258 Likes: 267 |
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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Joined: Aug 2009
Posts: 1,283 Likes: 220
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Very Senior Member
Joined: Aug 2009
Posts: 1,283 Likes: 220 |
oh, well, no problem. we are late to the party anyway, given that most people willing to play with it was already using SSF  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  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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Joined: Mar 2004
Posts: 702 Likes: 2
Senior Member
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Senior Member
Joined: Mar 2004
Posts: 702 Likes: 2 |
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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Joined: Feb 2006
Posts: 30
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Joined: Feb 2006
Posts: 30 |
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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Joined: Mar 2001
Posts: 17,258 Likes: 267
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,258 Likes: 267 |
Thanks! We only emulate the "is slave" bit in BCR1 read back right now it looks like.
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Joined: Aug 2009
Posts: 1,283 Likes: 220
Very Senior Member
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Very Senior Member
Joined: Aug 2009
Posts: 1,283 Likes: 220 |
Yeah, puzzled me out a lot that bug, thanks! ![[Linked Image from mamedev.emulab.it]](http://mamedev.emulab.it/kale/fast/files/0316_3630878292.png) The whole sh2 internal stuff needs rewriting from scratch, might as well just start a branch specifically for that ..
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