![]() There are 100 games that work in widescreen. Game Specific Core Option files (.opt) for widescreen games that work with the Wide Adjusted (GLide64 Plugin Only) What you get for the Mupen64Plus-Next Core in RetroArch: Game Specific Custom Resolution Configuration files (.cfg) to 'zoom' into the image making it as large as possible while retaining the proper scale. Game Specific Core Option files and Custom Resolution Configuration files for native widescreen games. Please note that the resolution has been set to 1280x720 Wide Adjusted. If you change the internal resolution of the core it will remove the custom resolution which is what zooms the image. If you want to change the resolution do it before adding the. cfg file to RetroArch.įor native widescreen games: do not forget to set the proper IN GAME display setting. Instructions, correct settings and info on how display settings are auto loaded in game for your next play are in the list below.Īs usual back up your own files if you have them, just in case.Īll of the native games will appear to be zoomed in too much until this is done. RetroArch/config/Mupen64Plus-Next - Place files here Make sure your games and the files are named the same.Īnd remember we are forcing widescreen on games that didn't support it, some UI or menus may appear stretched or within the 4:3 space. I intend to put this pack out at other resolutions to save people some time. If everyone can let me know their preferred resolution. So, after realising Mupen64Plus-Next with the GLide64 plugin has a 'Wide Adjusted' setting I tested a few games. I was shocked at how well it worked, going in with low expectations. Tested the entire USA/European (and some Japanese games too) with this setting to see what games would work with no pop in or other issues. ![]() Then log all this information and present a pack to download. There are also a number of native widescreen games with a 'Letterbox', 'Hi Rez' or 'Wide' mode. Some of games these were designed with widescreen TV's that have a zoom capability in mind. Scaling everything (including menus etc) into a 16:9ish box. Just type an 'E' at the beginning of the address.With these games I was able to set a custom resolution via a game override to effectively zoom into the image, filling the entire screen.ish. If you alter those to simple loadword/storeword that should inhibit the errors.Īlso, in case you were wondering why Nemu doesn't like to display addresses, remember they used a weird TLB range. In case you were wondering why Nemu doesn't like this game, it has to do with it using the loadlinked/storelinked opcodes, mostly to atomicly update controller input. In particular, -wbits suppresses the header on read/write. Set the options Z_BEST_COMPRESSION, DEFLATED, and -MAX_WBITS to make identical archives. List continues to -1Īll Midway/Atari z archives are headerless without crc. Number of entries are given in ROMDisk header.įollowing the pointers are the resource table entries they point at.Ġx0 4 usually 20000000. The first segment are pointers to resources. That lists most (but not all) of the files in the game.Ġx0 20 "-=ROMDISK Header - HERE I AM=-"Ġx24 4 ROM offset to index (relative to this header) ![]() That "header" is 0x30 long and reveals the location of the main ROM index. It can be found easiest by searching directly for this string: The entries have a descriptive string, ROM offset to data, size, TLB range it will be allocated to, etc. To find this you could look for some of the initialization tables, roundabout 0x12E0 (PAL, others differ but close). ROM offsets are relative to the ROMDisk header offset, internally names $ROMDisk. There will be roughly three z archives prior to the ROMDisk header. Unlike most Midway/Atari N64 titles, only.
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