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Everything posted by Warped Polygon
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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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Photoreal Controller Vectors by Pineapple Graphics
Warped Polygon commented on Dan Patrick's file in Platform Console Images
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Triforce Arcade System Platform Video (16:9/soundtrack)
Warped Polygon replied to CTRL-ALT-DEFEAT's topic in Platform Media
Thanks for the info. It is a tut video so won't post here. Of course no links to roms or anything like that. -
Triforce Arcade System Platform Video (16:9/soundtrack)
Warped Polygon replied to CTRL-ALT-DEFEAT's topic in Platform Media
I could upload here but you'd need to download it and not sure if that is ok with the LB team. -
Triforce Arcade System Platform Video (16:9/soundtrack)
Warped Polygon replied to CTRL-ALT-DEFEAT's topic in Platform Media
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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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_BUTTON4 L1 = 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_BUTTON10 L3 = JOY1_BUTTON11 R3 = JOY1_BUTTON12 D-PAD Up = JOY1_POV1_UP D-PAD Down = JOY1_POV1_DOWN D-PAD Left = JOY1_POV1_LEFT D-PAD Right = JOY1_POV1_RIGHT Left Stick UP = JOY1_YAXIS_NEG Left Stick DOWN = JOY1_YAXIS_POS Left Stick LEFT = JOY1_XAXIS_NEG Left Stick RIGHT = JOY1_XAXIS_POS Right Stick UP = JOY1_RZAXIS_NEG Right Stick DOWN = JOY1_RZAXIS_POS Right Stick LEFT = JOY1_ZAXIS_NEG Right Stick RIGHT = JOY1_ZAXIS_POS Left 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_INV Right 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_INV ADDING 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 file InputJoy1XDeadZone = 5 InputJoy1YDeadZone = 5 InputJoy2XDeadZone = 5 InputJoy2YDeadZone = 5 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_YAXIS Pre-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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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 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_BUTTON4 LB = JOY1_BUTTON5 RB = JOY1_BUTTON6 Select = JOY1_BUTTON7 Start = JOY1_BUTTON8 L3 = JOY1_BUTTON9 R3 = JOY1_BUTTON10 LT = JOY1_ZAXIS_POS RT = JOY1_RZAXIS_POS D-PAD Up = JOY1_POV1_UP D-PAD Down = JOY1_POV1_DOWN D-PAD Left = JOY1_POV1_LEFT D-PAD Right = JOY1_POV1_RIGHT Left Stick UP = JOY1_YAXIS_NEG Left Stick DOWN = JOY1_YAXIS_POS Left Stick LEFT = JOY1_XAXIS_NEG Left Stick RIGHT = JOY1_XAXIS_POS Right Stick UP = JOY1_RYAXIS_NEG Right Stick DOWN = JOY1_RYAXIS_POS Right Stick LEFT = JOY1_RXAXIS_NEG Right Stick RIGHT = JOY1_RXAXIS_POS Left 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_INV Right 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_YAXIS ADDING 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 file InputJoy1XDeadZone = 5 InputJoy1YDeadZone = 5 InputJoy2XDeadZone = 5 InputJoy2YDeadZone = 5 Pre-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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Version 1.0.0
1,049 downloads
This pack will make all these compatible games as wide as possible and fill the screen as much as they can while correctly scaling everything. There are 100 games that work in widescreen. What you get for the Mupen64Plus-Next Core in RetroArch: -Game Specific Core Option files (.opt) for widescreen games that work with the Wide Adjusted (GLide64 Plugin Only) -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. Everything else is default. If you change the internal resolution of the core it will remove the custom resolution which is what zooms the image. I'm not sure why RetroArch does this. If you want to change the resolution do it before adding the .cfg file to RetroArch. For native widescreen games: do not forget to set the proper IN GAME display setting. All of the native games will appear to be zoomed in too much until this is done. Instructions, correct settings and info on how display settings are auto loaded in game for your next play are in the list below. As usual back up your own files if you have them, just in case. Make sure your games and the files are named the same. And 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. Where do I put these files? Easy. RetroArch/config/Mupen64Plus-Next - Place files here I intend to put this pack out at other resolutions to save people some time. If everyone can let me know their preferred resolution. I know N64 is very subjective. 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. So, I did what I do best. 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. 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. For e.g. Jet Force Gemini has a widescreen setting that creates a 16:9 image in the 4:3 space, all I did was scale this image up to fill the 16:9 screen space and boom...full screen true anamorphic 16:9. Not all games scale to 16:9. I didn't want any distortion and wanted every to scale correctly. As a result some games came up just shy of 16:9. Some games like Wave Race 64 end up with a letterbox look. Some other "native" widescreen games aren't really made with widescreen TV's in mind. More like bringing a widescreen experience to a 4:3 TV. This is evident from the lack of scaling in the menu systems when using its widescreen function (unless TV's back then auto scaled according to what's on screen?). Also things like in Hybrid Heaven where its health/energy meter is outside the widescreen image when using that mode, if a TV were to zoom in you couldn't see the health/energy meter. I have made a list of these games and why widescreen doesn't really work with them despite having widescreen options and appearing in "native widescreen lists" online. Standout games that work really well are: Diddy Kong Racing Goldeneye AreoGauge Snowboard Kids 1 & 2 And.... well all of it So after all that I can safely say I have caught the majority, if not all of the working N64 widescreen games and created a configuration file for it. Below is the list of games working in widescreen in categories. Native Widescreen Games That Can Be Scaled Into Full Screen For native widescreen games do not forget to set the proper IN GAME display setting. All of the native games will appear to be zoomed in too much until this is done. 007: The World Is Not Enough -Go to 'Options' from main menu and in the 'Graphics' setting change 'Aspect Ratio' to 'Widescreen'. -This title DOES NOT auto load save data on startup. This title saves option settings on a per save file basis and WILL automatically apply the 16:9 setting upon load. Armorines: Project S.W.A.R.M. -Go to 'Options' from the main menu and select 'Options' then change 'Resolution' to 'HI-REZ-LB' -This title DOES NOT automatically load display settings even upon loading a save file. You will need to set 'HI-REZ-LB' every time you start the game. Banjo-Tooie -Go to 'Settings' (the honeycomb TV) from the main menu then change 'Wide-Screen Mode' to 'ON'. -This title WILL auto load the game save data on satrtup and widescreen will be automatically active. Donkey Kong 64 -Go to 'Options' (the question mark) from the main menu, change 'Screen Size' to 'Widescreen'. -This title DOES NOT auto load save data on startup. It also doesn't save the widescreen setting to a save file, meaning you'll have to set it to widescreen each time you startup the game. GoldenEye 007 -Widescreen can only be activated from the pause menu in game. Go to the fourth menu on the watch, set 'Ratio' to '16:9'. 'Screen' should be on 'Full'. -This title WILL load the game save data on startup and widescreen will be automatically active. Only after completing the first level or quitting via the pause menu will a save be made. Jet Force Gemini -Go to ''Options' from the main menu and selesct the bottom left icon (<-->) and change this to 'Widescreen'. -This title WILL auto load the game save data on start-up and widescreen will be automatically active Mickey's Speedway USA -From main menu select 'Options' then select 'Wide-Screen Settings' and change to 'Wide-Screen [16:9]'. -This title WILL load the game save data on startup and widescreen will be automatically active. -This title is an odd one. It has a 16:9 setting while in 4:3 that squashes and distorts the image into a letterbox. However, adjusting this to fit the proper 16:9 space perfectly scales everything. Mission: Impossible -Widescreen can only be activated from the pause menu in game. Go to 'Options' and change 'Aspect Ratio' to '16:9'. -This title saves option settings on a per save file basis and WILL automatically apply the 16:9 setting upon load. This means each in game save file will need to be set to display 16:9 for it to automatically load that way. Perfect Dark -Widescreen can only be activated from the first terminal in the game. The one you are standing at immediately after creating an agent file. Go right to 'Options' and select 'Video' then change 'Ratio' to '16:9'. 'Screen Size' should be 'Full' and 'Hi-Rez' unchecked. -This title saves option settings on a per save file basis and WILL automatically apply the 16:9 setting upon load. This means each in game save file will need to be set to display 16:9 for it to automatically load that way. South Park -Go to 'Options' from the main menu and change the bottom option to 'HI-REZ (TM) LETTERBOX' -This title DOES NOT automatically load display settings even upon loading a save file. You will need to set 'HI-REZ (TM) LETTERBOX' every time you start the game. Starshot: Space Circus Fever -Widescreen can only be activated from the pause menu in game. Go to 'Options' then select 'Video Settings' and change to '16/9 Ratio'. -This title WILL auto load the game save data on startup and widescreen will be automatically active. Superman: The New Superman Adventures -Widescreen can only be activated from the pause menu in game. Go to 'Display' and change to 'Normal'. This is used as well as the adjusted wide screen function in Mupen64plus to achieve full 16:9. -I didn't play this far enough (because it's garbage) for a save to trigger so no idea if it auto loads display settings. Top Gear Overdrive -Go to 'Setup' from the main menu and change 'Hi Rez' to 'Full' -This title WILL auto load the game save data on start-up and widescreen will be automatically active Turok 2 - Seeds of Evil -Go to 'Options' from the main menu or the pause menu and change 'Resolution' to 'HI-REZ-LB' -This title DOES NOT automatically load display settings even upon loading a save file. You will need to set 'HI-REZ-LB' every time you start the game. Turok 3 - Shadow of Oblivion -Go to 'Options' from the main menu or the pause menu and select 'Display' then change 'Resolution' to 'Letter Box'. -This title DOES NOT automatically load display settings even upon loading a save file. You will need to set 'Letter Box' every time you start the game. Letterbox Games That Work Better With The 'Adjusted Widescreen' Hack Daikatana -Hi Rez/Wide looks really bad. Vasaleine look to the max. -'Adjusted 16:9' option works just fine as an alternative. However cut scenes are jacked. Hybrid Heaven -'Letterbox' mode only applies when in game. When using the 'letterbox' mode the health/energy meter when playing in game sits between the edge of the letterboxed image and the blank space above it. This is because the letterbox mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -'Adjusted 16:9' option works just fine as an alternative. World Driver Championship -Native 'Wide' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -Native Wide option is very wide. Adjusted widescreen option is a better solution. Games That Work With 'Wide Adjusted' Hack Bassmasters 2000 Batman Beyond: Return of the Joker Bio F.R.E.A.K.S. Blues Brothers 2000 Bomberman 64: The Second Attack! Carmageddon 64 Charlie Blast's Territory Chopper Attack Choro Q 64 2: Hachamecha Grand Prix Race Clay Fighter 63 1/3 Clay Fighter: Sculptor's Cut Cruis'n Exotica Densha de Go! 64 Destruction Derby 64 Diddy Kong Racing ECW Hardcore Revolution F1 Racing Championship Flying Dragon Gauntlet Legends Hercules: The Legendary Journeys Hot Wheels Turbo Racing Indy Racing 2000 International Track & Field 2000 Killer Instinct Gold Knife Edge: Nose Gunner Kobe Bryant in NBA Courtside Mia Hamm Soccer 64 Milo's Astro Lanes Mini Racers Monaco Grand Prix Monopoly Nagano Winter Olympics '98 NBA in the Zone '98 NBA Jam 99 NBA Showtime: NBA on NBC NFL Blitz NFL Blitz 2000 NFL Blitz 2001 NFL Blitz: Special Edition Nuclear Strike 64 Olympic Hockey 98 PGA European Tour Pokémon Stadium Pokémon Stadium 2 Quest 64 Rally Challenge 2000 Ready 2 Rumble Boxing Roadsters Rugrats: Scavenger Hunt Rush 2: Extreme Racing USA San Francisco Rush: Extreme Racing San Francisco Rush 2049 Shadowgate 64: Trials of the Four Towers Sin and Punishment Snowboard Kids Snowboard Kids 2 Star Wars: Shadows of the Empire Twisted Edge Extreme Snowboarding War Gods Wave Race 64 WCW Mayhem WCW Nitro WCW/nWo Revenge Wetrix Wildwaters World Driver Championship WWF Attitude WWF No Mercy WWF War Zone WWF WrestleMania 2000 Xena: Warrior Princess: The Talisman of Fate Letterbox Games Truly Not Intended for Widescreen Army Men: Sarge's Heroes -'Letterbox' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -No other alternative for widescreen as there is pop in using the adjusted widescreen option. Army Men: Sarge's Heroes 2 -'Letterbox' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -No other alternative for widescreen as there is pop in using the adjusted widescreen option. Excitebike 64 -'Letterbox' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -No other alternative for widescreen as there is pop in using the adjust widescreen option. Road Rash 64 -'Letterbox' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -'WIDE' and 'WIDE HI REZ' look horrific. I man bad bad, I'd rather not use these modes over 4:3. -No other alternative for widescreen as the background/sky is still 4:3 when using the adjusted widescreen option. Ken Griffey Jr's Slugfest for N64 -'Wide' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -Doesn't work with glide so no other widescreen alternative. Turok: Rage Wars -'Letterbox' mode only applies when in game. Menus are not adjusted to 16:9, cutting off selections from view when cropping for gameplay only. This is because the 'Wide' mode in this particular title was intended to bring a widescreen experience to a 4:3 TV. -No other alternative for widescreen as there are black lines separating the 16:9 space when using the adjusted widescreen setting in Mupen64-Plus Stunt Racer 64 -HI REZ Letterbox mode shakes kinda like interlacing shaking. Unusable -'Adjusted 16:9' option is still distorted. -
Version 1.0.0
639 downloads
Did you know cheat codes can be applied to Dreamcast games to make them play in true anamorphic 16:9 widescreen? Yes you can. The Flycast core even has these hard coded with an option to automatically apply them when available. What is this project and why am I doing this? I discovered that some games with cheats available had a lot of pop in. So I decided to test every game with a widescreen cheat to see which worked with no pop in and log all this information down. Most of these work, with a negligible amount having pop in or other issues. All of this info will be in the list below. I am providing RetroArch config files for the games that actually work in 16:9. With these you can simply drop them into RetroArch. With widescreen hacks and cheats turned off in the core options, you can rest assured only games with working widescreen will be activated. And the rest playing as per normal/your settings. The resolution has been set to 1440x1080 and VMU1 setting used for memory card management. Everything else, aside from the widescreen cheats and hack option, is default. With the natively widescreen games, some actually have widescreen cheats available and have better results. Other widescreen games that have a 16:9 option will need a per game override config file (provided) to set RetroArch itself to 16:9. This is due to Flycast/RetroArch not auto adjusting to 16:9 when selected in game. A game specific core options file will also be provided for the native widescreen games. This will have widescreen cheats and hacks turned off so it will not clash if you have these turned on. I also tested the core widescreen hack on the entire USA/European library and some Japanese games. This yielded only a small amount of games that actually work with this function. Cheats are almost always far better. Needless to say this has taken quite a while with multiple passes made. I spend hours doing this so you don't have to Creating a 'definitive' pack for play..... not display. Important: Ensure your games are the correct region. A lot of the cheat codes for widescreen are Region specific. With the European or Japanese version taking precedence over the USA version. USA versions are always my default. Sometimes the USA cheat didn't work but the USA or Japan version did. This makes this list the 'Widescreen' list. Ensure your games are the correct region. Please also check the name of your games and the config files are the same otherwise they will not work. Redump naming conventions used. Also, remember we are forcing widescreen on games that did not support it. Some menus and UI elements may still be stretched or within the 4:3 space. Where do I put these files? Easy. RetroArch/config/Flycast - place the config files here Below is the list of games that have been broken down into 4 categories: Native Widescreen Games, Games Working with Widescreen Cheats, Games Working with Widescreen Hack, Games With Cheats that Do Not Work Native Widescreen Games AeroWings (USA) Native Only Donald Duck: Goin' Quackers (USA) Use native widescreen over Cheat Code F355 Challenge: Passione Rossa (USA) Use native widescreen over Cheat Code MSR - Metropolis Street Racer (USA) Use Cheat over Native Widescreen Has a unlockable 16:9 option. However cheat codes work better. Rayman 2: The Great Escape (USA) Use native widescreen over Cheat Code Starlancer (USA) Native Only Test Drive: V-Rally (USA) Native Only Tokyo Highway Racer / Tokyo Xtreme Racer (Europe) Use Cheat over Native Widescreen. Runs at 50fps/PAL Tokyo Highway Racer 2 / Tokyo Xtreme Racer 2 (Europe) Use Cheat over Native Widescreen Toy Commander (USA) Native Only Toy Racer (USA) Native Only TrickStyle (USA) Widescreen option doesn't save. Manually select it in game every play session Wacky Races (USA) Native Only Games Working with Widescreen Cheats 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) When locked on the target is slightly miss aligned. Playable Capcom vs. SNK 2: Millionaire Fighting 2001 (Japan) Carrier (USA) Charge 'n Blast (Europe) ChuChu Rocket! (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) Draconus: Cult of the Wyrm (USA) Dragon Riders: Chronicles of Pern (USA) 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 (USA) Gauntlet Legends (Europe) Has a black bar at top of screen. Playable. Godzilla Generations (Japan) Godzilla Generations Maximum Impact (Japan) Golem no Maigo / The Lost Golem (Japan) Headhunter (Europe) House of the Dead 2, The (USA) Black bars in 4:3 space during cut scenes. Will need calibrating. 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) 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 / Nanatsu no Hikan - Senritsu no Bishou (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 PAL Suzuki Alstare Extreme Racing (Europe) Slight pop in on bike models, barely detectable playing at full speed. Sword of the Berserk: Guts' Rage (USA) Slight pop in on models. Playable Time Stalkers (Europe) Tony Hawk's Pro Skater 2 (USA) Vanishing Point (Europe) Virtua Fighter 3tb (Europe) Virtua Tennis 2 (Europe) Wetrix+ (Europe) World Series Baseball 2K2 (USA) Zero Gunner 2 (Japan) Slight pop in. Playable. Zombie Revenge (USA) Zusar Vasar (Japan) Mr. Driller (Europe) Games Working with Widescreen Hack Chaos Field (Japan) F1 World Grand Prix (USA) F1 World Grand Prix II (Europe) Fire Pro Wrestling D (Japan) Mat Hoffman's Pro BMX (USA) Tony Hawk's Pro Skater (USA) WWF Royal Rumble (USA) Games With Cheats that Do Not Work Biohazard: Code: Veronica Complete (Japan) Cheat will pick this version up and apply cheat codes, unfortunately they do not work. Capcom vs SNK: Millennium Fight 2000 Pro (Japan) Cheat Misplaces health bars and menu systems. Capcom vs. SNK 2: Mark of the Millennium 2001 (Japan) You can see the edges of the backgrounds. Confidential Mission (Europe) Cheat deactivated from core with reason 'only works on real hardware' Deadly Skies (Europe) Lots of pop in Death Crimson 2: Meranito no Saidan (Japan) Lots of pop in Death Cromson OX (USA) Lots of pop in Frame Gride (Japan) Lots of pop in Gundam Side Story 0079: Rise From the Ashes (USA) Lots of pop in Half Life (Unl) Cheat deactivated from core with reason 'not working' Jet Grind Radio (USA) Lots of pop in Kao the Kangaroo (USA) Lots of pop in Kiss Psycho Circus - The Nightmare Child (USA) Cheat deactivated from core Max Steel (USA) Lots of pop in Napple Tale: Arsia In Daydream (Japan) Cheat deactivated from core NBA 2K2 (USA) Cheat deactivated from core Sega Rally 2 (USA) Cheat deactivated from core Shenmue (Europe) Lots of pop in Shenmue II (Europe) Lots of pop in Slave Zero (Europe) Euro version goes to console/bios menu and wont play the game 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) Lots of pop in Super Runabout: San Francisco Edition (Europe) Cheat deactivated from core Tennis 2K2 (USA) Cheat only stretches to 16:9. Use Euro version (Virtua Tennis 2) to get this to work Test Drive La Mans (USA) Cheat doesn't work. Use Euro version (La Mans 24 Hours) to get this to work The Ring: Terror's Realm (USA) Lots of pop in TNN Motorsports Hardcore Heat (USA) Cheat only stretches to 16:9. Use Japan version (Buggy Heat) to get this to work. Tomb Raider: The Last Revelation (Europe) Cheat deactivated from core. Ultimate Fighting Championship (USA) Cheat causes camera to not be aligned. Euro vers has major pop-in Virtua Athlete 2K (Europe) Cheat deactivated from core Virtua Tennis (USA) Lots of pop in Volgarr the Viking (Unl) Cheat deactivated from core- 1 comment
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Restoring and Preserving Historical Video Game Box Art
Warped Polygon replied to Jonny Severn's topic in Game Media
You absolute masochist. Keep going. Will these be available as a pack in the future? -
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Archive.org Collection Sync
Warped Polygon commented on Jason Carr's file in Third-party Apps and Plugins
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I love this set. By far the best euro set out there IMO. However I noticed the holographic sticker on games that did not get one. Only games with the black 'Playstation' banner at the bottom have a holographic sticker as this came in a bit later into the PSX life. For e.g. Alien Trilogy, Assault Rigs, Bedlam, Destruction Derby 1 and 2 do not have the banner and therefore do not have the holographic sticker. On some of these titles the sticker covers a publishers/developers logo. Would it be possible to remove this from those games to make this more authentic to the retail releases? I am totally willing to go through the set and make a list of all the games that need the sticker removing. Cheers
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Did this request get taken on? I would also like this feature