So how does one actually load Turbo-CD images? Pointing to the ISO gives a memory error (file too big), and the old .toc/.ogg method isn't even recognized.
- It supports the same formats (minus physical media) as Mednafen (http://mednafen.sourceforge.net/documentation/#features-cdrom) (which it is a port of), primarily bin/cue or iso/cue. --Raz0red 18:16, 17 October 2011 (CEST)
The Game Boy Advance games are unplayable with a nunchuk due to the absurd contol scheme (mapping "B" to the nunchuk's "C" button is a very bad idea). Are there any plans to allow the user to customize the controls on a system-per-system instead of a game-per-game basis?
I'd suggest these button mappings for GBA emulation:
--ICEknight 17:36, 4 February 2012 (CET)
- My recommendation is to use a less absurd emulator. --Raz0red 19:28, 4 February 2012 (CET)
- I uhh what. --ICEknight 05:14, 5 February 2012 (CET)
First of all, obviously, fantastic work and thank you, this is exactly the kind of thing people enable homebrew for. More to the point, I'm curious what resolution you're rendering to with WiiMednafen. It's just I'm having a horrible time trying to achieve 2:1 or possibly 3:1 pixels, basically anything that avoids unpleasant pixel doubling. I think the Wii is capable of 480 lines, but most of everything uses 456 internally; is this true of WM?
Most of these systems should definitely be able to fit a raw 2x scale into the Wii's resolution, so that's what I've been shooting for, using games that display a checkerboard pattern (basically anything dithered) to achieve square-ish pixels through fine-tuning of the x- and y-scaling. I've been able to achieve some satisfying results, but knowing exactly what I'm working with I can probably do better tweaking the Medna configs manually, assuming you retained the same format.
Thanks for any assistance. Vague Rant 14:57, 4 November 2011 (CET)
- Actually, I'm doing a terrible job finding the configs to edit manually. It seems wiimednafen.conf in /wiimednafen is where the defaults are stored, but custom settings seem to be somewhere else that I can't find. Help? - Vague Rant 05:59, 5 November 2011 (CET)
- I have added the ability to toggle between sets of "default" display modes for each emulator (1x, 2x, Full, etc.). I have also added a GX+VI scaler which should do a better job of displaying non-squarish resolutions. All of these changes will be part of the 0.1 release. Message me if you would like to test out a preview version. Thanks! --Raz0red 16:17, 26 November 2011 (CET)
It's never worked for me. Now I'm using 0.1.1 but when I enable it, I just get a messed-up screen until I return to the options menu.... I'm using a US Wii and LCD TV. Regular mode works fine, and looks great.... What benefit is double-strike anyway? I'm not sure what difference it will make. --Mr. Reaper 08:57, 29 January 2012 (CET)
- If you are using an LCD, Double Strike most likely won't do anything for you (except possibly mess up the display). Double Strike simulates the 240p mode used by the older consoles. They output 240 lines of progressive which caused scan lines to appear. This mode allows those that are still using a CRT to closely recreate the display of those consoles (complete with scanlines). Many LCDs are not compatible with this display mode, thus the messed-up screen you are seeing. For more info, check out the following Wikipedia page: http://en.wikipedia.org/wiki/Low-definition_television --Raz0red 01:06, 30 January 2012 (CET)
- Even as a user of a 1080p LCD TV, double strike mode is potentially of interest if you are serious about old-school gaming and use an upscaler optimized for 240p input. For more information, check out: http://retrogaming.hazard-city.de/ (especially Micomsoft products). Kerframil 05:34, 10 April 2012 (CEST)
Great job on the emulator. I installed it because I was interested in its PC Engine support. As the owner of an XRGB-Mini upscaler, I thank you from the bottom of my heart for implementing double strike mode. Not only is the compatibility superior to Hugo, the graphics look wonderful and it serves as a viable alternative to a real PC Engine. Thank you so much! I have a somewhat unusual request though. Could you possibly implement an optional delay/countdown - defaulting to 5 seconds - which takes effect when exiting the menu in order to start (or resume) emulation? The reason for this is that, when switching between 240p and 480p, it takes about 5 seconds for the output of the XRGB-Mini (over HDMI) to 'settle' again. This is relevant when enabling double strike mode because the user interface is still rendered at 480p. Because PC Engine ROMs tend to initialize instantly, Mini users miss a few seconds of the introduction - where applicable. Granted, it doesn't affect gameplay at all but having this feature would be a really nice touch for the Mini owners among us. Kerframil 05:30, 10 April 2012 (CEST)
- Thanks for the kind words, I really appreciate it! Just send me an email and I will work with you to add this in (svia test builds, etc.). Thanks! --Raz0red 15:11, 11 April 2012 (CEST)