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vitorvilela
vitorvilela

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TEST NOW - Super Mario World Widescreen v1.10 - Now with 2:1 + 16:9 + 16:10 support

Hi! I'm happy to share with you all the release candidate version of SMW Widescreen v1.10. This version adds support for 2:1 screens (with PAR enabled - SMW Extrawide), 16:9 screens (with PAR disabled - SMW Extrawide and enabled - SMW Widescreen) and 16:10 (with PAR disabled - SMW Widescreen).

This version also fixes two bugs: 1) koopa shells appearing on the middle of the screen when they're offscreen and 2) sprites not facing Mario when entering a level (for example the Dry Bones from Wendy's Castle).

Now we have two versions of the base patch, one which makes Super Mario World run at 352x224 (Widescreen version) and another that runs at 384x224 (Extrawide version). These are pretty similar, with the changes being in the resolution and some levels that had to be adapted to not break with them.

Using PAR (pixel aspect ratio correction) ON or OFF we can get 2:1, 16:9 and 16:10 screen support. Whenever if you like the CRT screen shape or just prefer playing with original 1:1 pixels, the objective of this version is offering both experiences, specially in the 16:9 version.

Here is the difference with each version:

16:10 version, with pixel aspect ratio correction off (this is SMW Widescreen)


16:9 version, with pixel aspect ratio correction turned on (this is SMW Widescreen)


16:9 version, with pixel aspect ratio turned off (this is SMW Extrawide)


2:1 version (often marketed as 18:9), with pixel aspect ratio correction turned on (this uses SMW Extrawide)

Download

You can download the newer version under the attachments of this post. Make sure to follow the instructions to set up your emulator.

If playing via bsnes_hd, you may have to set up whenever if you want to use pixel aspect ratio correction or overscan on or off; try playing with the settings and/or with the stretching option to get your most favorite SMW look.

Where is Ultrawide version?

Once SMW Extrawide is released to the public and there is no breaking bugs found, SMW Ultrawide will be released in sequence. SMW Ultrawide has a pretty high resolution (448x224), which will require me refactoring some of the bosses levels and redesigning some enemies such as the Castle Smashers, which will pretty much be useless if we keep with the same shape as the widescreen version. This means that unlike SMW Widescreen, the SMW Ultrawide version will have some difficulty compensation since 448x224 is almost twice larger as the original 256x224 version.

Thank you for the support

Once again, thank you all for the support on this Patreon page. The support is being pretty important for me, with the economic crisis on Brazil affecting prices due of the inflation propagation. Without the support I would not have the time available for focusing on the SNES projects because of the increasing bills.

In other news, I finally took the first shot of the anti-COVID vaccine. I'm feeling good, without symptoms and my 2nd shot is planned in around 20 days.

TEST NOW - Super Mario World Widescreen v1.10 - Now with 2:1 + 16:9 + 16:10 support

Comments

Nice!

Le Duc

Where's Super Metroid and U.N. Squadron? I'm currently working on a project called Quantum S, which is a SNES simulator that will be important for working on these games. The tool will allow me to take heuristics for generating SA-1 code faster compared to the other projects and with less bugs. If everything goes well, development of SA-1 projects may end up being 2x-5x faster compared to normal.

Vitor


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