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Posts posted by Warped Polygon
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40 minutes ago, C-Beats said:
We have tools to make sure moderation is taking the route we want it to but the database is pretty exclusively community driven. Anyone can update metadata and those that have proven they can do so with accuracy becomes a mod that then is allowed to approve/deny those changes. The LB team has tools to lock games, fields, and images when it's obvious we have the correct data already so that bad actors and mistaken folks can't change it to something less accurate.
Excellent! I'm constantly changing metadata and images for my own build and often think that changing it direct in the database would be better for everyone, rather than being selfish.
If I pick a smaller platform to update entirely and organise the images (like 3DO as I just finished my perfect setup) what kinda things are gonna be locked off to me?
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5 minutes ago, C-Beats said:
Nothing diagnosed, but @MysterNybble has made comments about my... zeal... for data. There is a lot I'd like to change/improve in the DB. A lot of accuracy improvements and new data points entirely.
I too have a... penchant... for data.
All the underlying stuff works great. It's more the entries themselves that get a bit messy over time. Are they maintained by the community, and/or is it someone's job to "look after" the entries and platforms on the DB?
The DB is the backbone for sure, and the best importer out there by like a mile But, I feel it can be made "perfect" if everything was a bit more uniform and definitive with the entries and images.
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This is awesome stuff!! More platforms natively supported is excellent.
Are there any plans to tidy up or overhaul existing platforms? There's quite a lot of junk and duplicate entries, along with titles that are combined that should be separate, and vice versa. As redump and no intro have changed some titles over the years the DB doesn't catch all games in newer sets, as they've not been updated with the new possible title. Updating the images to be unified would also be awesome.
Do you guys have a dedicated guy with OCD on the database? Nudge wink!
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Japanese exclusive games are always interesting. To non Japanese speakers it's an entirely unexplored library of games waiting to be discovered. However, the obvious barrier is the language.
We of course get fan translations to overcome this obstacle, and with their rising popularity it's awesome to play these games frustration free.
But, we also have games that don't have a translation but are still totally enjoyable. Sometimes Japanese only releases are entirely in English, or have a mix of Japanese & English with enough English to be able to play. Other times the Language barrier is there but the game itself has minimal text, menus and/or story, making it pretty easy to play.
Of course there are some games that are just unplayable unless you are fluent with Japanese text, mainly RPG story based games or 'menu bashing' games. I tested the games without a translation to see if the language barrier was an issue, then take note of the ones that are totally playable for me as an English only speaker & reader (with a low tolerance for frustration).
So, below is the FULL list of ALL 85 Japanese Exclusive N64 Games. Categorised into Translated, Untranslated: Still Playable & straight up unplayable.
There are 21 Games Translated - 11 Untranslated: Still Playable - 53 Untranslated: Unplayable
Hopefully this list will help you to get the most out of the N64 library while not wasting space with unplayable games.
Translated Games
Japanese Name Translated Name (if any) Notes AI Shogi 3 AI Shougi 3 Dōbutsu no Mori Animal Forest Bomberman 64 The Japanese version is a completely different game to the Western release of the same name. Choro Q 64 2: Hacha Mecha Grand Prix Race Custom Robo Densha de Go! 64 Eikō no Saint Andrews St. Andrews Old Course Fushigi no Dungeon: Fūrai no Shiren 2: Oni Shūrai! Shiren-jō! Shiren the Wanderer 2: Oni Invasion! Shiren Castle!Getter Love!!: Chō Renai Party Game Tanjō Getter Love!!: Panda Love Unit Heiwa Pachinko World 64 J.League Dynamite Soccer 64 J.League Live 64 Last Legion UX Mario no Photopi Mario's Photo Studio Masters '98: Harukanaru Augusta Masters '98: Augusta National Golf Club Nintama Rantarō 64 Game Gallery Ninja Boy Rantarou 64 Game Gallery Puyo Puyo Sun Tsumi to Batsu - Hoshi no Keishousha Sin and Punishment Virtual Pro Wrestling 2: Ōdō Keishō Virtual Pro Wrestling 64 Wonder Project J2: Koruro no Mori no Josette Tetris 64 Already in English. Untranslated: Still Playable
Ucchannanchan no Honō no Challenger: Denryū Iraira Bō Bakuretsu Muteki Bangaiō Dance Dance Revolution Disney Dancing Museum Dezaemon 3D Neon Genesis Evangelion Puyo Puyo ~n SD Hiryu no Ken Densetsu Shin Nippon Pro Wrestling: Tōkon Road — Brave Spirits Shin Nippon Pro Wrestling: Tōkon Road 2 — The Next Generation Super B-Daman: Battle Phoenix 64 Super Robot Spirits Untranslated: Unplayable
Custom Robo V2 64 Hanafuda: Tenshi no Yakusoku 64 Ōzumō 64 Ōzumō 2 64 Trump Collection: Alice no Waku Waku Trump World Bakushō Jinsei 64: Mezase! Resort Ō Bass Rush: ECOGEAR PowerWorm Championship Chōkūkan Night: Pro Yakyū King Chōkūkan Night: Pro Yakyū King 2 Derby Stallion 64 Doraemon 2: Nobita to Hikari no Shinden Doraemon 3: Nobita no Machi SOS! Doraemon: Nobita to Mittsu no Seireiseki Famista 64 Goemon Mononoke Sugoroku Hamster Monogatari 64 Itoi Shigesato no Bass Tsuri No. 1 J.League Eleven Beat 1997 J.League Tactics Soccer Jangō Simulation Mahjong-dō 64 Jikkyō GI Stable Jikkyō J.League: Perfect Striker Jikkyō Powerful Pro Yakyū 2000 Jikkyō Powerful Pro Yakyū 2001 Jikkyō Powerful Pro Yakyū 4 Jikkyō Powerful Pro Yakyū 5 Jikkyō Powerful Pro Yakyū 6 Jinsei Game 64 Kira tto Kaiketsu! 64 Tanteidan Mahjong 64 Mahjong Hourouki Classic Mahjong Master Morita Shogi 64 Nushi Tsuri 64 Nushi Tsuri 64: Shiokaze Ninotte Onegai Monsters Pachinko 365 Nichi Parlor! Pro 64: Pachinko Jikki Simulation PD Ultraman Battle Collection 64 Pocket Monsters Stadium Power League 64 Pro Mahjong Kiwame 64 Pro Shinan Mahjong Tsuwamono 64: Jansō Battle ni Chōsen Robot Ponkottsu 64: Nanatsu no Umi no Caramel Saikyō Habu Shōgi SimCity 2000 Super Robot Wars 64 Susume! Taisen Puzzle Dama: Tōkon! Marutama Chō Tamagotchi 64: Minna de Tamagotchi World Yakōchū II: Satsujin Kōro Yōsuke Ide no Mahjong Juku Zool: Majū Tsukai Densetsu -
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3 minutes ago, k_rollo said:
Hey @Warped Polygon you also seem Photoshop-savvy with the controller maps you include in your pre-configured arcade settings (which are phenomenal by the way). Do you think you'd be able to give this a try? My PS3 collection is looking kinda sad:
Thanks k
Unfortunately cover artwork and stuff like that isn't my priority.
Most of what I do is about getting everything working correctly, over presentation. I can't dedicate my time to visual presentation as it's not really what I'm in to. In the future when I have completed other bits i can start to look at the visual side.
To keep everything ubiquitous I'd want the original psd if it's avaliable.
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Jeaesus this is an awesome project. C64 was something I was dreading having to tackle especially culling all the crap out of it. Thanks for this one man, I know with this everything is taken care of and the list of games is all relevant stuff. Great documentation as well which for me is much appreciated
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On 3/23/2023 at 8:30 PM, Mr. RetroLust said:
I cant help you out man, sorry. I had the same problem with retroarch, I just ended up manually deleting the bindings in the config file.
It's actually a non issue tbh. Just being ocd, still annoying I cant remember tho
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So embarrassing, despite being a self proclaimed expert on Sega Model 2 I have completely forgotten how to delete/remove an input. It was a specific key combo or mouse click or something like that. I have tried to google it but damn it cant find it. Can anyone remember or know how this is done? I can't believe I didn't log it down.
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@Mr. RetroLust That is what I have set also however its not that option that has an impact with the M2 emu. There should be an option just below that called 'Perform scaling on' and a choice of Display or GPU. Seems like different thing happen depending on which one is set. I'm testing this later to see if this has an impact on the cursor window restriction issue and light gun calibration scaling. I have this option set to GPU and my light gun calibration changes depending on resolution, I have been getting reports that this doesn't happen for other users, I suspect they have this option set to Display. I really want to get to the bottom of that one as I will save me time updating the configuration if accuracy can scale reliably.
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6 minutes ago, Mr. RetroLust said:
I turned off rawinput though and still encountered this but it could be the resolution maybe? I dont know. Be sure to add this to the start of the script btw as I got a dialog window about running the same script when starting another light gun game "#SingleInstance Force"
Turning rawinput off let me navigate outside of the window, strange. I done this at various resolutions so don't think it's that. Perhaps to do with having your display or graphics card set to scale as this seems to be a factor with scaling light gun accuracy too. Need to investigate that.
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@Mr. RetroLust @JoeViking245 This mouse restriction issue only happens when rawinput is being used with the light gun games. I have looked into sorting this out with the M2 emu alone but there seems to be no way around it. This is a great workaround however. Can I poach this script for the next Model 2 video I do?
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1 hour ago, Retro808 said:
Media to be used in presentation of game data within LB/BB is fine and is media of your making. We do not allow sharing rom/bios files or linking to site that do. Uploaded media must be related to the topic of the post.
Thanks for the info. It is a tut video so won't post here. Of course no links to roms or anything like that.
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23 hours ago, garrett521 said:
Any chance you could reupload it here? Was looking for it this morning but was disappointed to hear your news. Thanks.
I could upload here but you'd need to download it and not sure if that is ok with the LB team.
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Thank you sooo much. YouTube has taken down the Triforce video because it was loosely connected to Nintendo. My channel is now tanking as a result so this is always a help. I'm making a video now on how I will adapt for this crap.
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8 hours ago, Zayd47 said:
Thanks but im having many issue with sm3 games.Laggy graphics and some games unplayable.
i5 with 16gb ram/NVidia GTX 960M.
No idea why.
I have worse specs and no issue here. Try dropping the resolution to 720p. What do you mean by laggy graphics?
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1 hour ago, Zayd47 said:
it would be good if you share those ini files directly?
Already done it with control reference images. Everything has been done with this build. Enjoy
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I made a video to cover this.
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WARNING: YOUR MILAGE MAY VARY. Not all DINPUT controllers have the same input ID tags in Supermodel and in general.
I have used a PS4 controller to make this list and pre configuration. Your inputs may not be the same.If you have a standard twin stick configuration controller, all of the directional inputs (D-Pad, Both Stick Directions, and all Axes) should be the same across all DINPUT controllers. It's only the buttons and triggers that can differ with their ID Tags.
I hate using the cmd remapping tool in Supermodel. Updating the ini directly is my preferred way to remap my controls.
So I have logged down and provided a list of all the button inputs for DINPUT controllers and their respective input tags for the Supermodel ini.
You can use this as reference to aid in remapping your own controls and also copy and paste. Please make sure if you are mapping to the second controller to change JOY1 to JOY2.
I'm also going to provide the input section only of my ini file with everything pre configured which you can insert into your ini file. Please make sure to insert the text accordingly to how the original ini file looked. Make a copy of your original ini file for reference and backup.
DINPUT BUTTONS/CONTROLS = SUPERMODEL INPUT ID TAGS
PLEASE NOTE: L2 can show up as both JOY1_RXAXIS_POS and JOY1_BUTTON7 in Supermodel. With JOY1_BUTTON7 being the digital input version of L2, and JOY1_RXAXIS_POS being the analogue version. R2 also does the same thing. Your controller may be one or the other, or both. If you have both (like I have pre configured for here) you want to set L2 as JOY1_RXAXIS_POS and R2 as JOY1_RYAXIS_POS for games that require or work best with analogue input. This ensures analogue is being used for e.g. the throttle and brake. For all other games that you want to set L2 and R2, use the digital input version (L2 = JOY1_BUTTON7, R2 = JOY1_BUTTON8) as this can be more responsive for things like shooters, for e.g. Virtual On 2. ONLY USE THE DIGITAL OR ANALOGUE VERSION OF THE INPUT. NOT BOTH. THE REMAPPER WILL CONFIGURE BOTH.Square = JOY1_BUTTON1
X = JOY1_BUTTON2
Circle = JOY1_BUTTON3
Triangle = JOY1_BUTTON4L1 = JOY1_BUTTON5
R1 = JOY1_BUTTON6
L2 = JOY1_RXAXIS_POS (for analogue e.g. racing games) or JOY1_BUTTON7 (for digital button input e.g. shooters)
R2 = JOY1_RYAXIS_POS (for analogue e.g. racing games) or JOY1_BUTTON8 (for digital button input e.g. shooters)Select = JOY1_BUTTON9
Start = JOY1_BUTTON10L3 = JOY1_BUTTON11
R3 = JOY1_BUTTON12D-PAD Up = JOY1_POV1_UP
D-PAD Down = JOY1_POV1_DOWN
D-PAD Left = JOY1_POV1_LEFT
D-PAD Right = JOY1_POV1_RIGHTLeft Stick UP = JOY1_YAXIS_NEG
Left Stick DOWN = JOY1_YAXIS_POS
Left Stick LEFT = JOY1_XAXIS_NEG
Left Stick RIGHT = JOY1_XAXIS_POSRight Stick UP = JOY1_RZAXIS_NEG
Right Stick DOWN = JOY1_RZAXIS_POS
Right Stick LEFT = JOY1_ZAXIS_NEG
Right Stick RIGHT = JOY1_ZAXIS_POSLeft Stick XAXIS (Used mostly for racers and light gun games) = JOY1_XAXIS
Left Stick YAXIS (Used mostly for racers and light gun games) = JOY1_YAXIS
Left Stick INVERTED XAXIS (Used mostly for light gun games) = JOY1_XAXIS_INV
Left Stick INVERTED YAXIS (Used mostly for light gun games) = JOY1_YAXIS_INVRight Stick XAXIS (Used mostly for racers and light gun games) = JOY1_ZAXIS
Right Stick YAXIS (Used mostly for racers and light gun games) = JOY1_RZAXIS
Right Stick INVERTED XAXIS (Used mostly for racers and light gun games) = JOY1_ZAXIS_INV
Right Stick INVERTED YAXIS (Used mostly for racers and light gun games) = JOY1_RZAXIS_INVADDING A DEAD ZONE TO CONTROLLER (STOP CLASHING INPUTS WHEN USING A MOUSE AND CONTROLLER FOR LIGHT GUN GAMES)
You will get this issue where your mouse will not move up and down, or left and right unless you set the following in your .ini file. This issue is mostly present in Star Wars Trilogy.
Increase these values if you have a really saggy stick. Values are %, so 5 is 5%
Place this under the "InputSystem=dinput" entry in your .ini fileInputJoy1XDeadZone = 5
InputJoy1YDeadZone = 5
InputJoy2XDeadZone = 5
InputJoy2YDeadZone = 5MOUSE INPUTS = SUPERMODEL INPUT ID TAGS
Left Mouse Button = MOUSE_LEFT_BUTTON
Middle Mouse Button = MOUSE_MIDDLE_BUTTON
Right Mouse Button = MOUSE_RIGHT_BUTTON
XAXIS = MOUSE_XAXIS
YAXIS = MOUSE_YAXISPre-Configured inputs for Supermodel INI. DINPUT. Copy and paste accordingly.
; Common
InputStart1 = "KEY_1,JOY1_BUTTON10"
InputStart2 = "KEY_2,JOY2_BUTTON10"
InputCoin1 = "KEY_3,JOY1_BUTTON9"
InputCoin2 = "KEY_4,JOY2_BUTTON9"
InputServiceA = "KEY_5"
InputServiceB = "KEY_7"
InputTestA = "KEY_6"
InputTestB = "KEY_8"; 4-way digital joysticks
InputJoyUp = "JOY1_YAXIS_NEG,JOY1_POV1_UP"
InputJoyDown = "JOY1_YAXIS_POS,JOY1_POV1_DOWN"
InputJoyLeft = "JOY1_XAXIS_NEG,JOY1_POV1_LEFT"
InputJoyRight = "JOY1_XAXIS_POS,JOY1_POV1_RIGHT"
InputJoyUp2 = "JOY2_YAXIS_NEG,JOY2_POV1_UP"
InputJoyDown2 = "JOY2_YAXIS_POS,JOY2_POV1_DOWN"
InputJoyLeft2 = "JOY2_XAXIS_NEG,JOY2_POV1_LEFT"
InputJoyRight2 = "JOY2_XAXIS_POS,JOY2_POV1_RIGHT"; Fighting game buttons
InputPunch = "JOY1_BUTTON1"
InputKick = "JOY1_BUTTON4"
InputGuard = "JOY1_BUTTON2"
InputEscape = "JOY1_BUTTON3"
InputPunch2 = "JOY2_BUTTON1"
InputKick2 = "JOY2_BUTTON4"
InputGuard2 = "JOY2_BUTTON2"
InputEscape2 = "JOY2_BUTTON3"; Spikeout buttons
InputShift = "JOY1_BUTTON4"
InputBeat = "JOY1_BUTTON1"
InputCharge = "JOY1_BUTTON2"
InputJump = "JOY1_BUTTON3"; Virtua Striker buttons
InputShortPass = "JOY1_BUTTON2"
InputLongPass = "JOY1_BUTTON1"
InputShoot = "JOY1_BUTTON3"
InputShortPass2 = "JOY2_BUTTON2"
InputLongPass2 = "JOY2_BUTTON1"
InputShoot2 = "JOY2_BUTTON3"; Steering wheel
InputSteeringLeft = "NONE" ; digital, turn wheel left
InputSteeringRight = "NONE" ; digital, turn wheel right
InputSteering = "JOY1_XAXIS" ; analog, full steering range; Pedals
InputAccelerator = "JOY1_RYAXIS_POS"
InputBrake = "JOY1_RXAXIS_POS"; Up/down shifter manual transmission (all racers)
InputGearShiftUp = "JOY1_BUTTON6" ; sequential shift up
InputGearShiftDown = "JOY1_BUTTON5" ; sequential shift down; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
InputGearShift1 = "JOY1_BUTTON4"
InputGearShift2 = "JOY1_BUTTON2"
InputGearShift3 = "JOY1_BUTTON1"
InputGearShift4 = "JOY1_BUTTON3"
InputGearShiftN = "NONE"; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
InputVR1 = "JOY1_POV1_UP"
InputVR2 = "JOY1_POV1_DOWN"
InputVR3 = "JOY1_POV1_LEFT"
InputVR4 = "JOY1_POV1_RIGHT"; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
InputViewChange = "JOY1_BUTTON4"; Handbrake (Dirt Devils, Sega Rally 2)
InputHandBrake = "JOY1_BUTTON2"; Harley-Davidson controls
InputRearBrake = "JOY1_BUTTON2"
InputMusicSelect = "JOY1_BUTTON3"; Virtual On macros
InputTwinJoyTurnLeft = "JOY1_ZAXIS_NEG"
InputTwinJoyTurnRight = "JOY1_ZAXIS_POS"
InputTwinJoyForward = "JOY1_YAXIS_NEG"
InputTwinJoyReverse = "JOY1_YAXIS_POS"
InputTwinJoyStrafeLeft = "JOY1_XAXIS_NEG"
InputTwinJoyStrafeRight = "JOY1_XAXIS_POS"
InputTwinJoyJump = "JOY1_BUTTON2"
InputTwinJoyCrouch = "JOY1_BUTTON3"; Virtual On individual joystick mapping
InputTwinJoyLeft1 = "NONE"
InputTwinJoyLeft2 = "NONE"
InputTwinJoyRight1 = "NONE"
InputTwinJoyRight2 = "NONE"
InputTwinJoyUp1 = "NONE"
InputTwinJoyUp2 = "NONE"
InputTwinJoyDown1 = "NONE"
InputTwinJoyDown2 = "NONE"; Virtual On buttons
InputTwinJoyShot1 = "JOY1_BUTTON7"
InputTwinJoyShot2 = "JOY1_BUTTON8"
InputTwinJoyTurbo1 = "JOY1_BUTTON1"
InputTwinJoyTurbo2 = "JOY1_BUTTON4"; Analog joystick (Star Wars Trilogy)
InputAnalogJoyLeft = "NONE" ; digital, move left
InputAnalogJoyRight = "NONE" ; digital, move right
InputAnalogJoyUp = "NONE" ; digital, move up
InputAnalogJoyDown = "NONE" ; digital, move down
InputAnalogJoyX = "JOY1_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY1_YAXIS_INV,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyTrigger = "JOY1_BUTTON1,JOY1_BUTTON8,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "JOY1_BUTTON2,MOUSE_RIGHT_BUTTON"
InputAnalogJoyTrigger2 = "NONE"
InputAnalogJoyEvent2 = "NONE"; Light guns (Lost World)
InputGunLeft = "NONE" ; digital, move gun left
InputGunRight = "NONE" ; digital, move gun right
InputGunUp = "NONE" ; digital, move gun up
InputGunDown = "NONE" ; digital, move gun down
InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputTrigger = "JOY1_BUTTON1,JOY1_BUTTON8,MOUSE_LEFT_BUTTON"
InputOffscreen = "JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 1 ; automatic reload when off-screen
InputGunLeft2 = "NONE"
InputGunRight2 = "NONE"
InputGunUp2 = "NONE"
InputGunDown2 = "NONE"
InputGunX2 = "JOY2_XAXIS"
InputGunY2 = "JOY2_YAXIS"
InputTrigger2 = "JOY2_BUTTON1,JOY2_BUTTON8"
InputOffscreen2 = "JOY2_BUTTON2"
InputAutoTrigger2 = 1; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "NONE" ; digital, move gun left
InputAnalogGunRight = "NONE" ; digital, move gun right
InputAnalogGunUp = "NONE" ; digital, move gun up
InputAnalogGunDown = "NONE" ; digital, move gun down
InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputAnalogTriggerLeft = "JOY1_BUTTON1,JOY1_BUTTON8,MOUSE_LEFT_BUTTON"
InputAnalogTriggerRight = "JOY1_BUTTON2,JOY1_BUTTON7,MOUSE_RIGHT_BUTTON"
InputAnalogGunLeft2 = "NONE"
InputAnalogGunRight2 = "NONE"
InputAnalogGunUp2 = "NONE"
InputAnalogGunDown2 = "NONE"
InputAnalogGunX2 = "JOY2_XAXIS"
InputAnalogGunY2 = "JOY2_YAXIS"
InputAnalogTriggerLeft2 = "JOY2_BUTTON1,JOY2_BUTTON8"
InputAnalogTriggerRight2 = "JOY2_BUTTON2,JOY2_BUTTON7"; Ski Champ controls
InputSkiLeft = "NONE"
InputSkiRight = "NONE"
InputSkiUp = "NONE"
InputSkiDown = "NONE"
InputSkiX = "JOY1_XAXIS"
InputSkiY = "JOY1_YAXIS"
InputSkiPollLeft = "JOY1_BUTTON7"
InputSkiPollRight = "JOY1_BUTTON8"
InputSkiSelect1 = "JOY1_BUTTON1"
InputSkiSelect2 = "JOY1_BUTTON2"
InputSkiSelect3 = "JOY1_BUTTON3"; Magical Truck Adventure controls
InputMagicalLeverUp1 = "NONE"
InputMagicalLeverDown1 = "NONE"
InputMagicalLeverUp2 = "NONE"
InputMagicalLeverDown2 = "NONE"
InputMagicalLever1 = "JOY1_YAXIS"
InputMagicalLever2 = "JOY2_YAXIS"
InputMagicalPedal1 = "JOY1_BUTTON2"
InputMagicalPedal2 = "JOY2_BUTTON2"; Sega Bass Fishing / Get Bass controls
InputFishingRodLeft = "NONE"
InputFishingRodRight = "NONE"
InputFishingRodUp = "NONE"
InputFishingRodDown = "NONE"
InputFishingStickLeft = "JOY1_POV1_LEFT"
InputFishingStickRight = "JOY1_POV1_RIGHT"
InputFishingStickUp = "JOY1_POV1_UP"
InputFishingStickDown = "JOY1_POV1_DOWN"
InputFishingRodX = "JOY1_XAXIS"
InputFishingRodY = "JOY1_YAXIS"
InputFishingStickX = "JOY1_ZAXIS"
InputFishingStickY = "JOY1_RZAXIS"
InputFishingReel = "JOY1_RYAXIS_POS"
InputFishingCast = "JOY1_BUTTON1"
InputFishingSelect = "JOY1_BUTTON2"
InputFishingTension = "JOY1_RXAXIS_POS"-
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On 8/28/2022 at 4:10 PM, JoeViking245 said:
Another change I have is for Light guns (Lost World). I made these changes a l o n g time ago and don't really play the 3 games affected but do recall it helped with Lost World.
; Light guns (Lost World) ; Add these 2 inputs ; Originally listed under "Analog guns". Mouse and joy conflict (so removed mouse) InputAnalogGunX = "JOY1_XAXIS" ; analog, full X axis InputAnalogGunY = "JOY1_YAXIS" ; analog, full Y axis ; Analog guns (Ocean Hunter, LA Machineguns) ; Comment out the following 2 lines ;InputAnalogGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis ;InputAnalogGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis
This can be mitigated by using dead zone for the x and y axis with the following GLOBAL options added to the .ini file. 5% seems to do the trick for me without noticing in other games
InputJoy1XDeadZone = 5
InputJoy1YDeadZone = 5-
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3 hours ago, JoeViking245 said:
One thing I have different is for Star Wars Trilogy. My brain works differently for moving left and right (no comments from the peanut gallery please. lol) so I inverted the InputAnalogJoyX
Ahh thanks man. Are you using controller or mouse? Using the mouse in the shooting sections is fine with nothing inverted (up is up etc). However for the light saber battles it is inverted on the y axis, left is right and vice versa.
EDIT: I see that you have inverted the controller Y axis which will fix my issue as I want to use the controller for the lightsabre battles anyway
3 hours ago, JoeViking245 said:Another change I have is for Light guns (Lost World). I made these changes a l o n g time ago and don't really play the 3 games affected but do recall it helped with Lost World.
Discovered this issue this morning. chased my tail for an hour but figured out its the stick interfering with the input. Brand new controller too, no dead zone with Supermodel me thinks.
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I hate using the cmd remapping tool in Supermodel. Updating the ini directly is my preferred way to remap my controls.
So I have logged down and provided a list of all the button inputs for XINPUT controllers and their respective input tags for the Supermodel ini.
You can use this as reference to aid in remapping your own controls and also copy and paste. Please make sure if you are mapping to the second controller to change JOY1 to JOY2.
I'm also going to provide the input section only of my ini file with everything pre configured which you can insert into your ini file. Please make sure to insert the text accordingly to how the original ini file looked. Make a copy of your original ini file for reference and backup.
XINPUT BUTTONS/CONTROLS = SUPERMODEL INPUT ID TAGS
A = JOY1_BUTTON1
B = JOY1_BUTTON2
X = JOY1_BUTTON3
Y = JOY1_BUTTON4LB = JOY1_BUTTON5
RB = JOY1_BUTTON6Select = JOY1_BUTTON7
Start = JOY1_BUTTON8L3 = JOY1_BUTTON9
R3 = JOY1_BUTTON10LT = JOY1_ZAXIS_POS
RT = JOY1_RZAXIS_POSD-PAD Up = JOY1_POV1_UP
D-PAD Down = JOY1_POV1_DOWN
D-PAD Left = JOY1_POV1_LEFT
D-PAD Right = JOY1_POV1_RIGHTLeft Stick UP = JOY1_YAXIS_NEG
Left Stick DOWN = JOY1_YAXIS_POS
Left Stick LEFT = JOY1_XAXIS_NEG
Left Stick RIGHT = JOY1_XAXIS_POSRight Stick UP = JOY1_RYAXIS_NEG
Right Stick DOWN = JOY1_RYAXIS_POS
Right Stick LEFT = JOY1_RXAXIS_NEG
Right Stick RIGHT = JOY1_RXAXIS_POSLeft Stick XAXIS (Used mostly for racers and light gun games) = JOY1_XAXIS
Left Stick YAXIS (Used mostly for racers and light gun games) = JOY1_YAXIS
Left Stick INVERTED XAXIS (Used mostly for racers and light gun games) = JOY1_XAXIS_INV
Left Stick INVERTED YAXIS (Used mostly for racers and light gun games) = JOY1_YAXIS_INVRight Stick XAXIS (Used mostly for racers and light gun games) = JOY1_RXAXIS
Right Stick YAXIS (Used mostly for racers and light gun games) = JOY1_RYAXIS
Right Stick INVERTED XAXIS (Used mostly for racers and light gun games) = JOY1_RXAXIS_INV
Right Stick INVERTED YAXIS (Used mostly for racers and light gun games) = JOY1_RYAXIS_INV
MOUSE INPUTS = SUPERMODEL INPUT ID TAGS
Left Mouse Button = MOUSE_LEFT_BUTTON
Middle Mouse Button = MOUSE_MIDDLE_BUTTON
Right Mouse Button = MOUSE_RIGHT_BUTTON
XAXIS = MOUSE_XAXIS
YAXIS = MOUSE_YAXISADDING A DEAD ZONE TO CONTROLLER (STOP CLASHING INPUTS WHEN USING A MOUSE AND CONTROLLER FOR LIGHT GUN GAMES)
You will get this issue where your mouse will not move up and down, or left and right unless you set the following in your .ini file.
Increase these values if you have a saggy stick. Values are %, so 5 is 5%
Place this under the "InputSystem=xinput" entry in your .ini fileInputJoy1XDeadZone = 5
InputJoy1YDeadZone = 5
InputJoy2XDeadZone = 5
InputJoy2YDeadZone = 5Pre-Configured inputs for Supermodel INI. XINPUT. Copy and paste accordingly
; Common
InputStart1 = "KEY_1,JOY1_BUTTON8"
InputStart2 = "KEY_2,JOY2_BUTTON8"
InputCoin1 = "KEY_3,JOY1_BUTTON7"
InputCoin2 = "KEY_4,JOY2_BUTTON7"
InputServiceA = "KEY_5"
InputServiceB = "KEY_7"
InputTestA = "KEY_6"
InputTestB = "KEY_8"; 4-way digital joysticks (Fighting Vipers 2, Spikeout, Spikeout Final Edition, Virtua Fighter 3, Virtua Striker 2)
InputJoyUp = "JOY1_YAXIS_NEG,JOY1_POV1_UP"
InputJoyDown = "JOY1_YAXIS_POS,JOY1_POV1_DOWN"
InputJoyLeft = "JOY1_XAXIS_NEG,JOY1_POV1_LEFT"
InputJoyRight = "JOY1_XAXIS_POS,JOY1_POV1_RIGHT"
InputJoyUp2 = "JOY2_YAXIS_NEG,JOY2_POV1_UP"
InputJoyDown2 = "JOY2_YAXIS_POS,JOY2_POV1_DOWN"
InputJoyLeft2 = "JOY2_XAXIS_NEG,JOY2_POV1_LEFT"
InputJoyRight2 = "JOY2_XAXIS_POS,JOY2_POV1_RIGHT"; Fighting game buttons (Fighting Vipers 2, Virtua Fighter 3)
InputPunch = "JOY1_BUTTON3"
InputKick = "JOY1_BUTTON4"
InputGuard = "JOY1_BUTTON1"
InputEscape = "JOY1_BUTTON2"
InputPunch2 = "JOY2_BUTTON3"
InputKick2 = "JOY2_BUTTON4"
InputGuard2 = "JOY2_BUTTON1"
InputEscape2 = "JOY2_BUTTON2"; Spikeout buttons
InputShift = "JOY1_BUTTON2,JOY1_BUTTON6"
InputBeat = "JOY1_BUTTON1"
InputCharge = "JOY1_BUTTON3"
InputJump = "JOY1_BUTTON4"; Virtua Striker buttons
InputShortPass = "JOY1_BUTTON3"
InputLongPass = "JOY1_BUTTON1"
InputShoot = "JOY1_BUTTON2"
InputShortPass2 = "JOY2_BUTTON3"
InputLongPass2 = "JOY2_BUTTON1"
InputShoot2 = "JOY2_BUTTON2"; Steering wheel
InputSteeringLeft = "NONE" ; digital, turn wheel left
InputSteeringRight = "NONE" ; digital, turn wheel right
InputSteering = "JOY1_XAXIS" ; analog, full steering range; Pedals
InputAccelerator = "JOY1_RZAXIS_POS"
InputBrake = "JOY1_ZAXIS_POS"; Up/down shifter manual transmission (all racers)
InputGearShiftUp = "JOY1_BUTTON6" ; sequential shift up
InputGearShiftDown = "JOY1_BUTTON5" ; sequential shift down; 4-Speed manual transmission (Daytona 2, Sega Rally 2, Scud Race)
InputGearShift1 = "JOY1_RYAXIS_NEG"
InputGearShift2 = "JOY1_RYAXIS_POS"
InputGearShift3 = "JOY1_RXAXIS_NEG"
InputGearShift4 = "JOY1_RXAXIS_POS"
InputGearShiftN = "NONE"; VR4 view change buttons (Daytona 2, Le Mans 24, Scud Race)
InputVR1 = "JOY1_BUTTON4"
InputVR2 = "JOY1_BUTTON1"
InputVR3 = "JOY1_BUTTON3"
InputVR4 = "JOY1_BUTTON2"; Single view change button (Dirt Devils, ECA, Harley-Davidson, Sega Rally 2)
InputViewChange = "JOY1_BUTTON4"; Handbrake (Dirt Devils, Sega Rally 2)
InputHandBrake = "JOY1_BUTTON1"; Harley-Davidson controls
InputRearBrake = "JOY1_BUTTON1"
InputMusicSelect = "JOY1_BUTTON2"; Virtual On macros
InputTwinJoyTurnLeft = "JOY1_RXAXIS_NEG"
InputTwinJoyTurnRight = "JOY1_RXAXIS_POS"
InputTwinJoyForward = "JOY1_YAXIS_NEG"
InputTwinJoyReverse = "JOY1_YAXIS_POS"
InputTwinJoyStrafeLeft = "JOY1_XAXIS_NEG"
InputTwinJoyStrafeRight = "JOY1_XAXIS_POS"
InputTwinJoyJump = "JOY1_BUTTON4"
InputTwinJoyCrouch = "JOY1_BUTTON1"; Virtual On individual joystick mapping
InputTwinJoyLeft1 = "NONE"
InputTwinJoyLeft2 = "NONE"
InputTwinJoyRight1 = "NONE"
InputTwinJoyRight2 = "NONE"
InputTwinJoyUp1 = "NONE"
InputTwinJoyUp2 = "NONE"
InputTwinJoyDown1 = "NONE"
InputTwinJoyDown2 = "NONE"; Virtual On buttons
InputTwinJoyShot1 = "JOY1_ZAXIS_POS"
InputTwinJoyShot2 = "JOY1_RZAXIS_POS"
InputTwinJoyTurbo1 = "JOY1_BUTTON3,JOY1_BUTTON5"
InputTwinJoyTurbo2 = "JOY1_BUTTON2,JOY1_BUTTON6"; Analog joystick (Star Wars Trilogy)
InputAnalogJoyLeft = "NONE" ; digital, move left
InputAnalogJoyRight = "NONE" ; digital, move right
InputAnalogJoyUp = "NONE" ; digital, move up
InputAnalogJoyDown = "NONE" ; digital, move down
InputAnalogJoyX = "MOUSE_XAXIS_INV,JOY1_XAXIS_INV" ; analog, full X axis
InputAnalogJoyY = "MOUSE_YAXIS,JOY1_YAXIS_INV" ; analog, full Y axis
InputAnalogJoyTrigger = "MOUSE_LEFT_BUTTON,JOY1_RZAXIS_POS,JOY1_BUTTON3"
InputAnalogJoyEvent = "MOUSE_RIGHT_BUTTON,JOY1_BUTTON1"
InputAnalogJoyTrigger2 = "NONE"
InputAnalogJoyEvent2 = "NONE"; Light guns (Lost World)
InputGunLeft = "NONE" ; digital, move gun left
InputGunRight = "NONE" ; digital, move gun right
InputGunUp = "NONE" ; digital, move gun up
InputGunDown = "NONE" ; digital, move gun down
InputGunX = "MOUSE1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE1_YAXIS" ; analog, full Y axis
InputTrigger = "MOUSE1_LEFT_BUTTON"
InputOffscreen = "MOUSE1_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 1 ; automatic reload when off-screen
InputGunLeft2 = "NONE"
InputGunRight2 = "NONE"
InputGunUp2 = "NONE"
InputGunDown2 = "NONE"
InputGunX2 = "MOUSE2_XAXIS"
InputGunY2 = "MOUSE2_YAXIS"
InputTrigger2 = "MOUSE2_LEFT_BUTTON"
InputOffscreen2 = "MOUSE2_RIGHT_BUTTON"
InputAutoTrigger2 = 1; Analog guns (Ocean Hunter, LA Machineguns)
InputAnalogGunLeft = "NONE" ; digital, move gun left
InputAnalogGunRight = "NONE" ; digital, move gun right
InputAnalogGunUp = "NONE" ; digital, move gun up
InputAnalogGunDown = "NONE" ; digital, move gun down
InputAnalogGunX = "MOUSE1_XAXIS" ; analog, full X axis
InputAnalogGunY = "MOUSE1_YAXIS" ; analog, full Y axis
InputAnalogTriggerLeft = "MOUSE1_LEFT_BUTTON"
InputAnalogTriggerRight = "MOUSE1_RIGHT_BUTTON"
InputAnalogGunLeft2 = "NONE"
InputAnalogGunRight2 = "NONE"
InputAnalogGunUp2 = "NONE"
InputAnalogGunDown2 = "NONE"
InputAnalogGunX2 = "MOUSE2_XAXIS"
InputAnalogGunY2 = "MOUSE2_YAXIS"
InputAnalogTriggerLeft2 = "MOUSE2_LEFT_BUTTON"
InputAnalogTriggerRight2 = "MOUSE2_RIGHT_BUTTON"; Ski Champ controls
InputSkiLeft = "NONE"
InputSkiRight = "NONE"
InputSkiUp = "NONE"
InputSkiDown = "NONE"
InputSkiX = "JOY1_XAXIS"
InputSkiY = "JOY1_RXAXIS"
InputSkiPollLeft = "JOY1_ZAXIS_POS"
InputSkiPollRight = "JOY1_RZAXIS_POS"
InputSkiSelect1 = "JOY1_BUTTON3"
InputSkiSelect2 = "JOY1_BUTTON1"
InputSkiSelect3 = "JOY1_BUTTON2"; Magical Truck Adventure controls
InputMagicalLeverUp1 = "NONE"
InputMagicalLeverDown1 = "NONE"
InputMagicalLeverUp2 = "NONE"
InputMagicalLeverDown2 = "NONE"
InputMagicalLever1 = "JOY1_YAXIS"
InputMagicalLever2 = "JOY2_YAXIS"
InputMagicalPedal1 = "JOY1_BUTTON1"
InputMagicalPedal2 = "JOY2_BUTTON1"; Sega Bass Fishing / Get Bass controls
InputFishingRodLeft = "NONE"
InputFishingRodRight = "NONE"
InputFishingRodUp = "NONE"
InputFishingRodDown = "NONE"
InputFishingStickLeft = "NONE"
InputFishingStickRight = "NONE"
InputFishingStickUp = "NONE"
InputFishingStickDown = "NONE"
InputFishingRodX = "JOY1_XAXIS"
InputFishingRodY = "JOY1_YAXIS"
InputFishingStickX = "JOY1_RXAXIS"
InputFishingStickY = "JOY1_RYAXIS"
InputFishingReel = "JOY1_RZAXIS_POS"
InputFishingCast = "JOY1_BUTTON3"
InputFishingSelect = "JOY1_BUTTON1"
InputFishingTension = "NONE"-
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You absolute masochist. Keep going. Will these be available as a pack in the future?
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Did this request get taken on? I would also like this feature
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So I have caught the widescreen bug for games that were made before the widescreen revolution. This is mostly 3D games of the 5th and 6th Console Generation. Whilst there are quite a few games that have native widescreen support there are hacks and cheats to unlock the aspect ratio to display a true Anamorphic 16:9 Widescreen image. NO IN GAME STRETCHING HERE.
What is True Anamorphic 16:9? - When you set a 4:3 game to run 16:9 and that title doesn't support it, the image will be stretched. True Anamorphic is adjusted for the 16:9 space so everything is rendered and displayed with no stretching. There are 3 ways to achieve this below.
Native Widescreen? - Some games actually have widescreen support from the older generations. I was surprised to discover Goldeneye has native widescreen support, which would have made 4 player deathmatching wayyyyy better.
Cheat Codes? - For games that have no Widescreen support there are some coding geniuses out there that have made easily implementable cheat codes to achieve Anamorphic 16:9. A small number of games need directly patching however most use cheat codes. These are made on a per game basis and yield far better results than Emulator Hacks.
Emulator Hacks? Most emulators and cores now have a "Widescreen Hack" option. This option only works on a handful of games and is generally not the way to go as pop-in is really obvious outside the 4:3 space.PLEASE UNDERSTAND EMULATOR HACKS ARE NOT CHEAT CODES. THERE IS A HUGE DIFFERENCE.
POP-IN
Pop-in is the enemy of getting games to run in 16:9. Because games were made to display in 4:3, anything that is displayed outside of that space will pop-in and out unless something is done to manipulate the code to render everything in the 16:9 space. This is due to devs simply not needing to use recourses on displaying anything outside 4:3 in those days. As I mentioned above, emulator hacks have terrible pop-in outside the 4:3 space. This is why cheat codes are the way to go if a game doesn't have native widescreen support. Cheat codes generally just work....... but not always.
UI, HUD, FMV & Menu Stretching
When using any widescreen solution there is more often than not, some 2D elements that will be stretched or not adjusted to display in the 16:9 space e.g speed dials in racers. Even native widescreen games have 2D asset stretching as the devs didn't adjust any or some of these elements. There are some examples where this doesn't happen, mostly with cheat codes as the coding genius behind it figured out how to resize or move UI elements. Sometimes selection cursors wont line up with what you are selecting as a result of the clashing 4:3 2D assets and adjusted 16:9 assets. FMV is generally stretched also, but not always.
These are really small issues and not deal breakers. Just a small price to pay for glorious in game 16:9.Regional Differences / 60Hz
Some titles for PAL/JP regions are easier/better to make codes/patches for over their USA counterparts. I had to change up my set to accommodate widescreen. I will be listing what region version is needed. Most games run at 60Hz thanks to codes but if not it will be in the notes section on the list.
What am I doing? What is the project all about?Testing. Lot's of time consuming testing. Not all cheat codes work and have noticeable pop-in, ruining the experience. Emulator hacks work on very few games. I am testing most if not all games for certain platforms to see what works correctly with no pop-in using cheat codes or emulator hacks. Also finding out what region version works better as I have come across differences in pop-in. I am collating lists of working games with notes and presenting them to everyone to enjoy. These will be definitive up to date lists. For platforms like GC I will be providing ini's with the cheat codes to save everyone some time. If it has bad pop-in it gets cut.
I'm also trying to consolidate information.
Sega Dreamcast 16:9 Widescreen Games via Flycast ListThe Flycast core has all of the up to date Widescreen Cheat Codes hard coded to the core itself. No copy and pasting. All you need to do is go to Quick Menu -> Options -> Emulation Hacks -> and enable "Widescreen Cheats".
Please make sure "Widescreen Hacks" is NOT ENABLED.You will need to set RetroArch itself to 16:9. "Auto" won't work. YOU ONLY NEED DO THIS FOR NATIVE WIDESCREEN GAMES You can set the Flycast core resolution to how you want it. You may want to save an Game Options Override on a per game basis for RetroArch.
Here is the GitHub link to the widescreen cheats for the Flycast Core that I referenced. All available codes are present at this time - https://github.com/flyinghead/flycast/blob/master/core/cheats.cpp
Native 16:9 Support - Requires RetroArch itself to be set to 16:9 & requires in game display options to be set to 16:9/Wide
AeroWings (USA) Donald Duck: Goin' Quackers (USA) F355 Challenge: Passione Rossa (USA) MSR - Metropolis Street Racer (USA) Rayman 2: The Great Escape (USA) Starlancer (USA) Test Drive: V-Rally (USA) Tokyo Xtreme Racer 2 (USA) Toy Commander (USA) Toy Racer (USA) TrickStyle (USA) Wacky Races (USA) Games With Working Widescreen 16:9 Cheats via Flycast Core - Requires "Widescreen Cheats" to be Enabled
18 Wheeler: American Pro Trucker (USA) 4 Wheel Thunder (USA) AeroWings 2: Airstrike (Europe) Game Runs at 50Hz - 25fps Alien Front Online (USA) Blue Stinger (USA) Bomber Hehhe! (Japan) Bomberman Online (USA) Buggy Heat (Japan) Cannon Spike (USA) Slightly miss aligns target overlay when locking on. Carrier (USA) ChuChu Rocket! (Europe) Charge 'n Blast (Europe) Coaster Works (Europe) Cosmic Smash (Japan) Crazy Taxi (USA) Crazy Taxi 2 (USA) Cyber Troopers Virtual-On Oratorio Tangram (USA) D2 (USA) Daytona USA (USA) Dead or Alive 2 (USA) Death Crimson OX (USA) Draconus: Cult of the Wyrm (USA) Dragon Riders: Chronicles of Pern (USA) Widescreen Cheat causes game to run slower. Dynamite Cop (USA) Ecco the Dolphin: Defender of the Future (Europe) Evolution 2: Far Off Promise (USA) Evolution: The World of Sacred Device (Europe) Fighting Vipers 2 (Europe) Floigan Bros.: Episode 1 (Europe) Fur Fighters (Europe) Gauntlet Legends (Europe) Has a black bar at top of screen. Playable. Godzilla Generations (Japan) Godzilla Generations Maximum Impact (Japan) Golem no Maigo (Japan) Headhunter (Europe) Illbleed (USA) Karous (Japan) La Mans 24 Hours (Europe) Legacy of Kain: Soul Reaver (USA) Looney Tunes: Space Race (USA) Maken X (USA) Marvel vs. Capcom 2: New Age of Heroes (USA) Millenium Racer - Y2K Fighters (Unl) Mortal Kombat Gold (USA) Nightmare Creatures II (USA) Widescreen Cheat causes game to run slower. Outtrigger (Europe) Pen Pen (Europe) Plasma Sword: Nightmare of Bilstein (USA) Power Stone (USA) Power Stone 2 (USA) Project Justice (USA) Propeller Arena (Unl) Rainbow Cotton (Japan) Re-Volt (Europe) Ready 2 Rumble Boxing: Round 2 (Europe) Record of Lodoss War (Europe) Hud and menu elements don't line up. Playable. Red Dog: Superior Firepower (Europe) Resident Evil Code: Veronica (USA) Rez (USA) Rippin' Riders Snowboarding (USA) Samba de Amigo (Europe) Seaman (USA) Sega GT (Europe) Sega Marine Fishing (USA) Seven Mansions: Ghastly Smile (Japan) Seventh Cross: Evolution (USA) Shadow Man (Europe) Silent Scope (Europe) Miss aligns target overlay on enemies when zoomed out. Playable. Skies of Arcadia (USA) SoulCalibur (USA) Space Channel 5: Part 2 (Japan) Spawn: In the Demon's Hand (USA) Star Wars: Episode I: Racer (USA) Super Magnetic Neo (USA) Super Runabout: San Francisco Edition (Europe) Surf Rocket Racers (Europe) Game Runs at 50Hz - 25fps Suzuki Alstare Extreme Racing (Europe) Slight pop-in on bike models. Playable Sword of the Berserk: Guts' Rage (USA) Slight pop-in. Playable Time Stalkers (Europe) Tony Hawk's Pro Skater 2 (USA) Vanishing Point (Europe) Virtua Fighter 3tb (Euope) Virtua Tennis 2 (Europe) Wetrix+ (Europe) Zero Gunner 2 (Japan) Code causes some pop-in. Playable. Zombie Revenge (USA) Zusar Vasar (Japan) Games That Work With 'Widescreen Hack' In Flycast Retroarch Core
Chaos Field (Japan) F1 World Grand Prix (USA) F1 World Grand Prix II (Europe Fire Pro Wrestling D (Japan) Heavy Metal: Geomatrix (USA) Mat Hoffman's Pro BMX (USA) Mr. Driller (USA) Tony Hawk's Pro Skater (USA) WWF Royal Rumble (USA) Games with Widescreen Cheat Codes but DO NOT WORK / Causes Pop-in
Biohazard: Code: Veronica Complete (Japan) Cheat will pick this version up and apply cheat codes. They do not work. Capcom vs. SNK 2: Mark of the Millennium 2001 (Japan) You can see the edges of the backgrounds. Capcom vs SNK: Millennium Fight 2000 Pro (Japan) Cheat Misplaces health bars and menu systems. Confidential Mission (Europe) Cheat causes too much pop-in. Deadly Skies (Europe) PAL Version of Airforce Delta. Cheat causes too much pop-in. Death Crimson 2: Meranito no Saidan (Japan) Cheat causes too much pop-in. Frame Gride (Japan) Cheat causes too much character pop-in. Gundam Side Story 0079: Rise From the Ashes (USA) Cheat causes too much pop-in. Jet Grind Radio (USA) Cheat causes too much pop-in. Kao the Kangaroo (USA) Cheat causes too much pop-in. Max Steel (USA) Cheat causes too much pop-in. Napple Tale: Arsia In Daydream (Japan) Cheat causes too much pop-in. Shenmue (Europe) Cheat causes too much pop-in. Shenmue II (Europe) Cheat causes too much pop-in. Silent Scope (Europe) Miss alignes target overlay on enemies. on when zoomed out. still playable Slave Zero (Europe) Cheat causes emu to go to console/bios menu Sonic Adventure (USA) Cheat causes pop-in on the right hand side of the screen only. Sonic Adventure 2 (USA) Cheat causes pop-in on the right hand side of the screen only. Sonic Shuffle (USA) Cheat causes pop-in and graphical glitches. Tennis 2K2 (USA) Cheat only stretches to 16:9. The House of the Dead 2 (USA) Cheat causes aiming to be off. Black bars during cut scenes. The Ring: Terror's Realm (USA) Cheat causes too much pop-in. TNN Motorsports Hardcore Heat (USA) Cheat only stretches to 16:9. Tokyo Xtreme Racer (Europe) Cheat causes distracting graphical issues. Ultimate Fighting Championship (USA) Cheat causes camera to not be aligned. Euro vers has major pop-in Virtua Tennis (USA) Cheat causes too much pop-in. World Series Baseball 2K2 (USA) Cheat causes shadow issues on models.
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Help Us Expand the LaunchBox Games Database!
in News and Updates
Posted
Awesome!! Once I've done my current project I'll hit 3DO, as its first alphabetically and is in need of unifying images. Plus, Redump have hit this platform hard recently and quite a few game titles have changed, thus no longer catch a DB ID.