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RETROARCH BSNES WIDESCREEN MOD
A video of a playthrough of the mod is after the break. The answer is a significant time investment and an eye for detail.Īll the code is available on GitHub. So how do you make a game widescreen without ruining the timing of every enemy that spawns? Suddenly the hours of muscle memory that fans have drilled in over the years is a disadvantage rather than a strength. However, to save cycles, enemies and items don’t start moving until they get close to the screen edge. By taking away the panning feature and render a larger section of the viewport to the screen, you get a widescreen view. The viewport is considered to be two times the screen resolution and so items will be rendered within the widescreen resolution.

The left and right shoulder buttons allowed a player to pan the camera to the left and right. On a technical level, this hack was achieved by using the panning feature built into the game. went through each of these single-screen width levels and expanded them by writing the extra assembly needed. This patch represents a true labor of love as many levels were designed with a specific screen width in mind. has a long list of incredible patches such as optimizing code for better frame rates and adding code to take advantage of the SA-1 accelerator chip, so out of anyone he has the know-how to pull a widescreen mod off.

Turning a game like Super Mario World for SNES into a widescreen game is not a small task, but accomplished just that.
