Talk:The Legend of Zelda: Four Swords Adventures: Difference between revisions
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Codes that didn't result in issues would obviously be preferred, but similar to the Widescreen hack I don't think we should always expect them to be without issues. We should minimally note some of the issues caused though. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 04:51, 7 February 2016 (CET) | Codes that didn't result in issues would obviously be preferred, but similar to the Widescreen hack I don't think we should always expect them to be without issues. We should minimally note some of the issues caused though. [[User:Kolano|Kolano]] ([[User talk:Kolano|talk]]) 04:51, 7 February 2016 (CET) | ||
== VBA-M version and mGBA instructions == | |||
Will someone please post a link to somewhere the correct VBA-M version can be downloaded, or provide instructions for VBA-M? [[Special:Contributions/162.216.46.109|162.216.46.109]] 19:16, 13 May 2016 (CEST) |
Revision as of 19:16, 13 May 2016
16:9 Aspect Ratio Code
I'm unsure if we should keep this code. By using the built-in widescreen hack, nothing changes in the game (like reeally nothing, it's still running 4:3 literally everywhere). On the other hand, by using the Aspect Ratio code the game does output at 16:9 but with lots of minor graphical glitches (especially during the cutscenes). So, what do you guys think? Keep it our remove it? - Jhonn (talk) 22:10, 6 February 2016 (CET)
Codes that didn't result in issues would obviously be preferred, but similar to the Widescreen hack I don't think we should always expect them to be without issues. We should minimally note some of the issues caused though. Kolano (talk) 04:51, 7 February 2016 (CET)
VBA-M version and mGBA instructions
Will someone please post a link to somewhere the correct VBA-M version can be downloaded, or provide instructions for VBA-M? 162.216.46.109 19:16, 13 May 2016 (CEST)