wideNES – Peeking Past the Edge of NES Games

Have you been a proud owner of a Nintendo Entertainment System in the 1980’s and enjoyed playing for example Super Mario Bros on your 4:3 CRT? Have you played SMB also on a current setup – like a 1080p HDTV – recently? It probably filled only half of the screen…. What about if these NES titles could be played in proper widescreen? That is exactly where wideNES is trying to fill the gap. Check out the following article:

wideNES – Peeking Past the Edge of NES Games

In the mid 1980s, the Nintendo Entertainment System (NES) was the home console to have. Boasting the best sound, the best graphics, and the best games of any home-console to date, it pushed the envelope for what home-gaming could be. To this day, titles like Super Mario Bros., The Legend of Zelda, and Metroid are hailed as some of the best games of all time.

Well, it’s been over 30 years since the NES was released, and while those classic games have aged well, the same can’t be said for the hardware they ran on. With a screen-resolution of just 256×240, the NES didn’t give games all that much screen real-estate to work with. Nevertheless, intrepid game developers squeezed amazing, iconic worlds into NES games: the maze-like dungeons of The Legend of Zelda, the sprawling planet of Metroid, or the colorful levels of Super Mario Bros.. And yet, due to the NES’s hardware limitations, gamers only ever experienced these worlds a single 256×240 viewport at a time…

Until now.

Introducing: wideNES. A new way to experience NES classics.

wideNES is a novel technique to automatically and interactively map-out NES games, in real time.

As players move within a level, wideNES records the screen, gradually building-up a map of what’s been explored. On subsequent playthroughs of the level, wideNES syncs the action on-screen to the generated map, effectively letting players see more of the level by “peeking” past the edge of the NES’s screen! Best of all, wideNES’s approach to mapping games is totally generalized, enabling a wide range of NES games to work with wideNES right out of the box!

But how does it work?

Read the rest of the article here including a download link to try it out yourself.

4DO: 3DO libretro emulator supports now arcade games

The libretro core of the 3DO emulator 4DO supports now finally arcade games. As you can see, there are even playable games. The lightgun can be emulated by using your mouse.

From the blog:

After recently involving myself in the 3DO emulator 4DO I started looking over miscellaneous 3DO forums. Over at the Arcade-Museum.com forum I came across a post by willkaotix of klov who had the 3DO based arcade game Shootout At Old Tucson and had desoldered the ROM with an interest to get it dumped. This was back on 2015-10-18. Having not seen a conclusion to the thread nor the ROM floating in the wild I reached out to willkaotix.

willkaotix got back to me and having realized he had the ability to dump the ROM himself he did so… and here it is: 3do_arcade_saot_rom.zip

  • filename: 3do_arcade_saot.bin
  • size: 524288
  • crc32: b832da9a
  • md5: 8970fc987ab89a7f64da9f8a8c4333ff
  • sha1: 520d3d1b5897800af47f92efd2444a26b7a7dead

I’ve added support for the ROM in LibRetro’s 4DO core. This enables the loading, but currently not the playing (see below), of the publicly available dumped 3DO arcade games: Shootout At Old Tucson and Orbatak. The reason these games are not currently playable is due to these arcade games using custom controllers but there is an effort to reverse engineer them. It was/is possible to use the patched FZ-10 BIOS as well to boot these but for completeness it is nice to have this dumped finally.

Things of note: the BIOS is half the size of retail units. It has no attract mode. Retail games will not boot when using it.

Source: http://spawn.link/3do-arcade-saot-bios/

RPCS3 introduces high resolution rendering

RPCS3, the promising Playstation 3 (PS3) emulator, introduces high resolution rendering. What does that mean? That RPCS3 is producing a much nicer picture then the original PS3 could handle. This is achieved by using a much higher resolution which brings many more details of the texture and assets of the games to the light. Have a look at the below video to see the difference:



Check out their blog posts for further details on this exciting feature the RPCS3 team developed.