I use a Super NT for all my SNES playthroughs now, would be cool to get widescreen support included in that. Though it makes me wonder how the did Super Mario World. Mega Man X could be cool, but the enemy spawning is way too strict with the edge of the screen. There are numerous places where two screens to match up so you can see odd background graphics. I know Super Mario World has had a widescreen patch for a while.ĪLTTP is also good, but seem to recall seeing a lot of world map flaws with that one. There's obviously some fixed screens which perfectly fit a 4:3 aspect ratio, so no way to work around that. I have no idea how this is done, but I wonder if it would be possible to stop the screen scrolling when it reaches the edge of a 16:9 window but that probably requires changes to the logic of the game, not something an emulator does. Since 1996, the Metroid Database has provided Metroid fans with manuals, reviews, walkthroughs, maps, artwork, and FAQs for each title, as well as news, fan works, utilities and a thriving forum community. Metroid Zero Mission Map 1 by Falcon Zero. This is really interesting with how they've managed to handle the door transitions, looks like the screen stops scrolling leaving the 4:3 black bar when it reaches the edge of the map. Use these handy maps to navigate the twisted caverns of Zebes.
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