Retro Arch (HexaEco) Video settings for 240p/480p modes.

Hi, I wanted to share some video settings for a number of cores in SuperrSonic's fork of Retro Arch for both 240p and 480p modes. The specific numbers will most probably work with official releases, but my short time with newer official versions in order to use the PicoDrive's core and its Sega 32x support the setting options themselves differ.

I do not have settings for every Core/System, as things like the Arcade emulators will use a variety of video formats and in all honesty, I do not have much experience with them using Retro Arch, specially since Mame cores were separated in several different ones and I'm kinda lost. For the most part the games I try to play crash and send me back to the HBC, so I'll need to keep trying with it...

This will cover systems with various video formats, and in fact I do recommend having multiple copies of the same core for each, specially for something like Genesis Plus GX and its capability to emulate several systems with their own needs, some of them also having more than one video format.

I will try to separate everything into sections using Spoiler tags, to make the thread less obnoxious to look at.

Oh, and by the way, all of these are for a Wii set in 4:3, not 16:9. Wii uses Anamorphic Widescreen, which is not true Widescreen, and while you may think it gives you "more screen", it's not true, and in fact hurts picture quality. The only time I feel forced to use 16:9 is for games that are letter boxed like Xenoblade or Donkey Kong Country Returns... And in the case of the latter I end up forcing 4:3 on the TV, so whatever...

I guess the Widescreen Correction option could help, so try that.

But first, a few pointers on some these settings:
Screen Resolution: This is the main video setting. Sometimes we can get the exact resolution we want, most times we will need to go to something close and work from there.

Custom Ratio: Here is where we input the actual resolution, it's the most important one.

Custom Viewports: These are useful to see the "coordinates" where the video output begins, and they change based on the Custom Ratio. They're used to help you centre the picture. While I may give certain values here and there, the final word is yours, as different displays might behave differently.

Custom Width/Height: These will be the exact same as your Custom Ratio. You can Press Start while on any of these two settings to reset the screen.

Correction Amount: This does not affect anything, you can easily ignore the numbers given in my settings.

Screen Width: Pretty important setting! This is not to configure the video output. This will not help you to get the correct pixel ratio. This lets you get closer to a 8:7 or 4:3 depending what you like after you have done the video settings first. This is purely on your taste. Input a larger number to get closer to 4:3, lower for 8:7, limited to the Resolution selected.

I favour 8:7 way over 4:3, not only for the aspect ratio, but because picture quality is sharper (after all, most systems' output is stretched to reach 4:3) so the Screen Width for my settings is on the lower end. You should use whatever you like the most. Don't let others force you into their tastes, you may even like something in-between. Just try and when you find something you feel comfortable with, use it.

Texture, Menu Scaling: These are filters that blur the games and the menu respectively. I strongly dislike them, but if you want them, turn them on. I wonder though, why would you want these settings if you're going to use Bilinear filter, as when that's turned on you are not going to be capable of seeing pixels anymore, but...

It is recommended that you go to Settings > Menu and turn on Full Screen Menu! This will help you navigate the menu when playing on cores of systems with smaller screens/resolutions.

Home Systems:

Nintendo Entertainment System and Famicom Disk System:
The NES has several emulators available, of which I will mention three:

Fceumm, which I find to be the overall best.
Nestopia.
QuickNES.

My reason for choosing Fceumm over the others is, among other things, seems to be the most compatible of all three. For example, Nestopia will crash with games such as Kid Dracula, and others, like StarTropics, will have weird emulation glitches. The other big reason is that Fceumm has a Core Setting that lets you increase the power of the emulated system, helping tremendously to remove slowdown or entirely eliminating it, which is a fantastic thing for me.

Nonetheless, the Video Settings are the same for all three, so use whatever Core you're more fond of.

Now, the NES has a perceived resolution of 256x240. Of those 240 vertical pixels, 16 of them (8 top, 8 bottom) are basically ignored. Thus, the real vertical resolution is 224. Fortunatelly, this can be easily worked with and needs not much thought.

The horizontal part, though, it's a lot more bothersome. You see, some games DO use the full 256 pixel width. Games such as Super Mario Bros 1, Final Fantasy III, Castlevania, or Contra use the entire 256 pixels.

But many other games do not, such as Super Mario Bros 3, Tiny Toon Adventures, Mega Man games, and quite a few side-scrollers use 16 of those 256 horizontal pixels for a number of things, such as to load graphics (sometimes called garbage data) or palette changes, leaving only 240 to be important. I'm sure you have seen the garbage graphics in Super Mario 3 sometime, maybe by playing yourself, maybe by looking at some gameplay video, or mere screenshots around the net.

They weren't supposed to be seen but emulation is certainly not bounded by CRT technology and its limits, so they show the entire thing. Fortunately, there's a way to hide those rows of pixels.

It is called Crop Overscan in Fceum, Mask Overscan in Nestopia, and in QuickNES this option also exists, but it activates instead of disabling it, for some odd reason. It simply cuts away the extreme sides of the picture (both vertically and horizontally, a setting for each).

The thing is, each width (240 vs 256) needs a different set up, and you can't really have a Core using both at the same time. What you can do, though, and what I've been doing for years, is to have two copies of the FCEUM Core, with different names. FCeum and FCeum Wide.

This way you don't need to change anything on the Video Settings, and only need to choose the Core the game you want to play needs and turn on/off Crop Overscan accordingly.
Otherwise, you could use one core, let's say Fceum for 256, and Nestopia for a 240 setting and not have to change anything at all, but I value the frame rate boost too much to not use Fceum.

For 240p:

256x224 Full Screen:
Code:
Core Options (While game is loaded)
-----------------------------------
Fceum:
Crop Overscan Hor.: No 
Crop Overscan Ver.: Yes 

Nestopia: 
Mask Overscan Hor.: No 
Mask Overscan Ver.: Yes 

QuickNES: 
Show Hor. Overscan: Yes 
Show Ver. Overscan: No 

Settings > Video (Any NES Core)
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 512x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 448
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

240x224 Crop Overscan:
Code:
Core Options (While game is loaded)
-----------------------------------
Fceum: 
Crop Overscan Hor.: Yes
Crop Overscan Ver.: Yes 

Nestopia: 
Mask Overscan Hor.: Yes
Mask Overscan Ver.: Yes 

QuickNES: 
Show Hor. Overscan: No  
Show Ver. Overscan: No 

Settings > Video (Any NES Core)
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 480x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 21
Custom Viewport X : 0
Custom View Width : 480
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 448
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

Here are settings for 480p:

256x224 Full Screen:
Code:
Core Options (While game is loaded)
-----------------------------------
Fceum:
Crop Overscan Hor.: No 
Crop Overscan Ver.: Yes 

Nestopia: 
Mask Overscan Hor.: No 
Mask Overscan Ver.: Yes 

QuickNES: 
Show Hor. Overscan: Yes 
Show Ver. Overscan: No 

Settings > Video (Any NES Core)
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 512x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0   (See Below) 
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 448 (Unimportant)
Screen Width      : 512 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

240x224 Crop Overscan:
Code:
Core Options (While game is loaded)
-----------------------------------
Fceum: 
Crop Overscan Hor.: Yes
Crop Overscan Ver.: Yes 

Nestopia: 
Mask Overscan Hor.: Yes
Mask Overscan Ver.: Yes 

QuickNES: 
Show Hor. Overscan: No  
Show Ver. Overscan: No 

Settings > Video (Any NES Core)
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 480x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 21
Custom Viewport X : 0
Custom View Width : 480
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 448
Screen Width      : 512 
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

Sega SG-1000:
The Sega SG-1000 was Sega's first attempt to a home system, and it's not very well known. Funny enough, it was released the same day the Famicom was in Japan!

...It's not as powerful as the Famicom/NES, though and Its games use a 256x192 resolution. I'm sure some will not want to play the SG-1000, as it did not have many games in comparison with Nintendo's system, and well, the furthest it reached was Australia from what I know, it never got to Europe or America... But it is supported by Genesis Plus GX, so why the hell not pay it some respect?

As a curiosity, the SG-1000 had several revisions, like the SG-3000 and SG-1000 II (what a confusing name).

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 512x192
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0   (See Below) 
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 192
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 512 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 512x384
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 384
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

Sega Master System:
The Master System is basically a revision of the SG-1000 third revision, the Mark III. The Master System was Sega's first internationally released system, and it is a rather large update compared to the SG-1000. Color-wise it was a lot more capable than the NES, but I hesitate to think it's better. Not only sound-wise seems to be more limited, even with FM sound (just compare the highlight soundtracks of both systems), to me it's rather notorious for how common slowdown can get.

Thankfully, Genesis Plus GX can Boost CPU and help with the slowdown! Just like with the NES cores, disabling a Sprite Limit can also make it look better.
It uses the common 256x224 resolution, so setting it is quite simple.

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None, but remember that boosting CPU to 150% or so will help a lot with the common slowdown in SMS games!

Settings > Video
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 512x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
None, but remember that boosting CPU to 150% or so will help a lot with the common slowdown in SMS games!

Settings > Video
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 512x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

Super Nintendo:
There's only "one" SNES emulator, Snes9x, but it comes in a variety of versions for different uses. I will cover three, but the settings are the same for everyone:

Snes9x Next : This could be seen as your main version. As far as I know (and I was told by SuperrSonic himself long ago), this one has the best performance overall for all games.

Snes9x 05 Plus: This is a "heavy duty" version of sorts. This one is what you want for games with some special effects, such as Kirby's Dreamland 3 transparencies or Mario's Super Picross' black textbox without issues. It can not only show the effects as it also can play Kirby 3 without slowing down like other emulators.

Snes9x: This one is heavier than the other cores. It is used to play a few things, like the Tengai Makyou Zero fan translation.

Pretty much all my time goes into Next, but I like having all three.

The Super Nintendo is much simpler than other systems... It only has one single video mode for everything, 256x224.

For 240p:
Code:
Settings > Video (Any SNES Core)
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 512x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 448
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

For 480p:
Code:
Settings > Video (Any SNES Core)
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 512x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 448
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

Sega Mega Drive & Sega Mega CD:
Thankfully, both the Mega Drive and the Mega CD use the same video modes, you can use the same cores for both libraries.
You'll probably want two copies of the Genesis Plus Core for this.

These systems use two different resolution, 320x224 for games like the Sonic trilogy, and the more standard 256x224 for games such as Shining Force I and II.
Sadly, some games use both (like, maybe 320x224 for title screens and menus, and 256x224 for actual gameplay, or viceversa) and we can't do much about it, but it's not like it was any different on old CRTs...

Let's get to it:

For 240p:

320x224 Full Screen:

Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video (SMD/CD 640 Core)
-----------------------------------
Screen Resolution : 640x240
Custom Ratio      : 640x244
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0   (See Below) 
Custom Viewport X : 0
Custom View Width : 640
Custom View Height: 244
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 640 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

256x224 Cropped:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video (SMD/CD 512 Core)
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 512x244
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0   (See Below) 
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 244
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 512 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

For 480p:

320x224 Full Screen:

Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video (SMD/CD 640 Core)
-----------------------------------
Screen Resolution : 640x480
Custom Ratio      : 640x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0   (See Below) 
Custom Viewport X : 0
Custom View Width : 640
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 640 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

256x224 Cropped:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video (SMD/CD 512 Core)
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 512x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0 
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

PC-Engine / TurboGrafx & CD:
There are two cores. Beetle PC-E Fast and Beetle PC-E. Forget the second, use only Fast, if you want my advice.

The PC-Engine/TG-16 uses, at least I know three different resolutions, only one of them is "standard" being 256x224. The other's are 256x232, and a very weird one being 340x225!

This was pretty annoying before, but with more modern versions you can have the first two resolutions on a single Core's setting and they'll work fine. You will need a second copy of PC-E Fast for the 340x225 games, though. Fortunately there's only a handful of games that use it, I only know of Ninja Spirit, Aoi Blink and Legend of Hero Tonma.

Anyway, let's go:

For 240p:

256x224/232:
Code:
Core Options (While game is loaded)
-----------------------------------
Keep Aspect     : Yes 
Initial Scanline: 8
Last    Scanline: 232

Settings > Video (PC-E 256x224/232)
-----------------------------------
Screen Resolution : 512x224
Custom Ratio      : 512x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

340x225:
Code:
Core Options (While game is loaded)
-----------------------------------
Keep Aspect     : Yes 
Initial Scanline: 8
Last    Scanline: 232

Settings > Video (PC-E 340x225)
-----------------------------------
Screen Resolution : 640x240
Custom Ratio      : 680x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : -32
Custom Viewport X : 0
Custom View Width : 680
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
Keep Aspect     : Yes 
Initial Scanline: 8
Last    Scanline: 232

Settings > Video (PC-E 256x224/232)
-----------------------------------
Screen Resolution : 512x448
Custom Ratio      : 512x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 512
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

340x225
Code:
Core Options (While game is loaded)
-----------------------------------
Keep Aspect     : Yes 
Initial Scanline: 8
Last    Scanline: 232

Settings > Video (PC-E 340x225)
-----------------------------------
Screen Resolution : 640x480
Custom Ratio      : 680x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : -32 (See Below) 
Custom Viewport X : 0
Custom View Width : 680
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 640 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

SuperGrafx:
The core is the Beetle SuperGrafx.

The SuperGrafx was supposed to be the successor of the PC-Engine but it failed miserably, dying quickly and being replaced... By the PC-Engine itself, that kept living for years after the SuperGrafx. It only has 5 games, and most people think about this system for one: DaiMakai Mura.

...The resolution seems to be different for each game, at least from those that I tried, so you'd need a different setting for each game, which is annoying. Because DaiMakai Mura is the one popular game it has, I will share the settings to play that. A few pixels will be obscured on both the right and left, but there's not much you can do about it and it won't affect you.

This is one of the few cases you will want to follow the Viewport data, so you can centre the picture well enough to not lose any important visual information.

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
Horizontal Overscan: 352
Initial Scanline: 3
Last    Scanline: 242

Settings > Video (PC-E 340x225)
-----------------------------------
Screen Resolution : 640x224
Custom Ratio      : 704x240
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : -78
Custom Viewport X : -13
Custom View Width : 704
Custom View Height: 240
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
Horizontal Overscan: 352
Initial Scanline: 3
Last    Scanline: 242

Settings > Video (PC-E 340x225)
-----------------------------------
Screen Resolution : 640x448
Custom Ratio      : 704x480
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : -78
Custom Viewport X : -13
Custom View Width : 704
Custom View Height: 480
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

Neo Geo:
Truth to be told, I do not play too much Neo Geo, but at the very least I wanted to have it set for some WindJammers.

Here's a funny thing. When you read around the net about the resolution, most sites say it's 320x224 but truth be told, it's not exactly that. The Neo Geo does something akin to the NES, in which 8 pixels to the left and the right sides are cut. The games I've tested use a real resolution of 304x224 and that's what are we going to set up.

If there are other video modes (which in my research haven't show up, but it's entirely possible) I guess we could do more, but here's this one:

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x224
Custom Ratio      : 608x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 608
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x448
Custom Ratio      : 608x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 608
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes
Frame Delay       : 0

Handheld Systems:

Game Boy & Game Boy Color:
You only have the Gambatte Core here, but it doesn't matter as it is pretty darn good.
Thankfully GB and GBC use the exact same resolution, of 160x144.

For 240p, you don't have much choice. It will take a lot less screen than the other systems, as you'd imagine, but this gives you the chance to use borders (I will link my collection here below). For 480p, you have two choices. A similarly sized screen like 240p, or a much larger picture, which might look good or not to you depending on how do you like big pixels.

One cool thing is that you can set up with the Core Settings to imitate the original greenish, early LCD ghosting effect for some novelty, or you can use the GBC palettes (and many more) for GB games. Anyway, here's the normal settings:

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video 
-----------------------------------
Screen Resolution : 512x240
Custom Ratio      : 320x144
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 96   (See Below) 
Custom Viewport X : 47
Custom View Width : 320
Custom View Height: 144
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 512 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p (small):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video 
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 320x288
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 97
Custom Viewport X : 47
Custom View Width : 320
Custom View Height: 288
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p (large):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video 
-----------------------------------
Screen Resolution : 512x480
Custom Ratio      : 480x432
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 00
Custom Viewport X : 20
Custom View Width : 480
Custom View Height: 432
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

Game Boy Advance:
You have mGBA for this. I would recommend you using the standalone version, as it is updated regularly through nightlies, and it has better performance in some harder-to-emulate games. In any case, if you want to use it, it will run well a good chunk of games.

You should use Gambatte for GB and GBC. Here's the only setting, with the GBA games using a 240x160 you need:

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video 
-----------------------------------
Screen Resolution : 480x224
Custom Ratio      : 480x160
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0 
Custom Viewport X : 25
Custom View Width : 480
Custom View Height: 160
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video 
-----------------------------------
Screen Resolution : 480x448
Custom Ratio      : 480x320
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0 
Custom Viewport X : 25
Custom View Width : 480
Custom View Height: 320
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

Sega Game Gear:
The Game Gear was, basically, a slightly downgraded Master System, and was quite powerful compared to the Game Boy... At the cost of a horribly fast battery consumption rate. Of the several GB rivals, this one was to get the closest to rival it, even if wasn't close to be as successful.

The Game Gear games use a 160x144 resolution, the exact same as the Game Boy funny enough, so setting it is basically the same.
With that said, if you want the wider look of the SGG screen, remember to adjust the Screen Width option to your liking.

Here's some extra cool thing: People around the world congregate in the website "Sega Master System Power!" to do all sorts of projects on SMS games.
Why it's interesting for the Game Gear? Well, because they have ported a whole bunch of Game Gear to the Master System, to take advantage of the higher resolution and power!
So, some games, like Tails Adventure, one of the best SGG games, has a SMS port that's an overall improvement. Please check those out!

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x240
Custom Ratio      : 320x144
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 320
Custom View Height: 144
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512 < To your liking.
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

For 480p (small):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x480
Custom Ratio      : 320x288
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 320
Custom View Height: 288
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512 < To your liking. 
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

For 480p (large):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x480
Custom Ratio      : 480x432
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 480
Custom View Height: 432
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 512 < To your liking.
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : Yes 
Frame Delay       : 0

Atari Lynx:
The core for this system is Handy.

The Atari Lynx was one of the several systems trying to compete with the Game Boy (released only two months after the GB!). It was a rather beefy system for its time, being able to do scaling effects and also the first system to have a back-lighted screen... But it's price, size and battery consumption made it a hard sell, which affected third party support, and ended up being failing hard.

The games play at a resolution of 160x100, which is lower than both the Game Boy and Game Gear.

In any case, here are the settings:

For 240p (small):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x224
Custom Ratio      : 320x100
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 155 (See Below) 
Custom Viewport X :  60
Custom View Width : 320
Custom View Height: 100
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 (Unimportant)
Screen Width      : 640 (See Below)
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p (small):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 480x224
Custom Ratio      : 320x200
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 155
Custom Viewport X :  60
Custom View Width : 320
Custom View Height: 200
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

For 480p (large):
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 480x448
Custom Ratio      : 480x300
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 155
Custom Viewport X :  60
Custom View Width : 480
Custom View Height: 300
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes 
Frame Delay       : 0

WonderSwan & WonderSwan Color:
The WonderSwan was a pretty neat little machine designed by Gunpei Yokoi. Yes, that Gunpei, the very same person that worked at Nintendo, and the Game Boy, the D-Pad, the Game & Watch... The WonderSwan was the last device he designed.

It was more powerful than a Game Boy, and it also had a "Color" successor. The most interesting thing about the WonderSwan was its design, as it could be played horizontally, or vertically, with the latter one using the two D-Pads on the left side to control games. Thus, we need two copies of the Core Mednafen WonderSwan, one for horizontal games, another for Vertical. One thing we must do is turn off VSync for this core. With it turned ON, the performance will take a pretty large hit, for some reason.

The WonderSwan games use a resolution of 224x144, being the largest screen om these early Hanheld systems.
Let's get to it:

For 240p (horizontal):
Code:
Core Options (While game is loaded)
-----------------------------------
Rotate Button Mappings   : Disabled

Settings > Video (WS Horizontal)
-----------------------------------
Screen Resolution : 448x224
Custom Ratio      : 448x144
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 40
Custom View Width : 448
Custom View Height: 144
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 448
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : No 
Frame Delay       : 0

For 240p (vertical):
Code:
Core Options (While game is loaded)
-----------------------------------
Rotate Button Mappings   : Enabled 
With this enabled you won't need to remap controls!

Settings > Video (WS Vertical)
-----------------------------------
Screen Resolution : 480x224
Custom Ratio      : 288x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 80
Custom Viewport X : 0
Custom View Width : 288
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : 90 Degrees
Vsync             : No 
Frame Delay       : 0

For 480p (horizontal):
Code:
Core Options (While game is loaded)
-----------------------------------
Rotate Button Mappings   : Disabled

Settings > Video (WS Horizontal)
-----------------------------------
Screen Resolution : 448x448
Custom Ratio      : 448x228
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 40
Custom View Width : 448
Custom View Height: 288
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 448
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : No 
Frame Delay       : 0

For 480p (vertical):
Code:
Core Options (While game is loaded)
-----------------------------------
Rotate Button Mappings   : Enabled 
With this enabled you won't need to remap controls!

Settings > Video (WS Vertical)
-----------------------------------
Screen Resolution : 448x448
Custom Ratio      : 288x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 80
Custom Viewport X : 0
Custom View Width : 288
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 448
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : 90 Degrees
Vsync             : No 
Frame Delay       : 0

Pokémon Mini:
I would have never guessed that the Wii could get a Pokémon Mini emulator. I did not know there was a Pokémon Mini emulator to begin with, because it seemed that this device fell into obscurity almost as quickly as it launched. Nonetheless, the "PokéMini" is a tiny handheld system with capabilities similar to the Pokémon Pikachu. It's amazingly simple, with the most basic of LCD screens, and really simple games, almost on a Game & Watch level I'd say.

The core is Pokemini. The settings I will give is to make it feel like if you were playing with the original LCD screen, if only because if we were to emulate it as, I don't know, a GB is usually emulated, between the super small screen and the roughness of its visuals and refresh rate it would be rather annoying to watch.

Talking about annoying: Please, careful with the sound! The Pokémon Mini had very low sound capabilities, and music can be very scratchy, so don't play this with earphones and a high volume. Ironically, in games such as Pokémon Tetris with sound options, increasing the volume in-game will make it sound a lot more bearable.

The Pokémon Mini games are supposedly rendered at 96x64. That made it a bit tricky to find a good Custom Ratio, but here it is:

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
Video Scale : Seems to not matter 
LCD Filter  : dotmatrix
LCD Mode    : 3Shaders
LCD Contrast: 64
LCD Bright. :  0
Palette     : Of your choosing, but Default, Old, Sepia, Blue LCD and LedBacklight look neat.
Piezo Filter: Enabled

Settings > Video
-----------------------------------
Screen Resolution : 576x224
Custom Ratio      : 288x128
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 140 
Custom Viewport X :  40
Custom View Width : 288
Custom View Height: 128
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 576
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
Video Scale : Seems to not matter 
LCD Filter  : dotmatrix
LCD Mode    : 3Shaders
LCD Contrast: 64
LCD Bright. :  0
Palette     : Of your choosing, but Default, Old, Sepia, Blue LCD and LedBacklight look neat.
Piezo Filter: Enabled

Settings > Video
-----------------------------------
Screen Resolution : 576x448
Custom Ratio      : 288x256
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 140 
Custom Viewport X :  40
Custom View Width : 288
Custom View Height: 256
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 576
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes
Frame Delay       : 0

Neo Geo Pocket & Pocket Color:
...Yeah, everybody wanted a handheld system back then! It's somewhat comparable with the Wonderswan Color, and like that one, it has a few cool games.

The Neo Geo Pocket games work at a 160x152 resolution, 8 pixels taller than the Game Boy and Game Gear.

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------

Settings > Video
-----------------------------------
Screen Resolution : 480x224
Custom Ratio      : 320x152
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 40
Custom View Width : 320
Custom View Height: 152
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : No 
Frame Delay       : 0

For 480p (small):
Code:
Core Options (While game is loaded)
-----------------------------------

Settings > Video
-----------------------------------
Screen Resolution : 480x448
Custom Ratio      : 320x304
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 40
Custom View Width : 320
Custom View Height: 304
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : No 
Frame Delay       : 0

For 480p (large):
Code:
Core Options (While game is loaded)
-----------------------------------

Settings > Video
-----------------------------------
Screen Resolution : 480x448
Custom Ratio      : 480x456
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 40
Custom View Width : 480
Custom View Height: 456
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480
Screen Width      : 480
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : 0
Gamma             : 0 
Rotation          : Normal
Vsync             : No 
Frame Delay       : 0

Extra: Cannonball Core (Outrun)

Cannonball is an enhanced engine for the classic arcade game Outrun written in C++, and the Wii got two versions, the standalone release and the RetroArch Core. Of the two, I have to recommend the core in SuperrSonic's Retro Arch. Not only seems to be a more updated release than the standalone, you can get a better picture out of it this way.

It's by far the best version you can play on your Wii, really. Every port made to systems of the tame is quite choppy, and while I commend and enjoy the GBA version for being far, far closer to the real deal, and playing at 60 fps automatically making it the best "port" on these old systems, Cannonball is just the superior choice on the Wii.

It was developed by Chris White, so thanks for such an amazing work! But Cannonball is more than merely playing the Arcade version of Outrun, it adds a bunch of options, like new camera angles, settings for traffic and such, analog controls (which are a godsend) and my favourite: A special mode in which you can drive through ALL areas in a single run for a longer playthrough!

Here's the github page with info on how to set it up:
https://github.com/libretro/cannonball

But remember that you also need to create a dummy file with an extension of "game" like for example "outrun.game" in order to boot it from Retro Arch.

Anyway, here's the video settings:

For 240p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x224
Custom Ratio      : 640x224
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 640
Custom View Height: 224
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : -10 (Personal taste)
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes
Frame Delay       : 0

For 480p:
Code:
Core Options (While game is loaded)
-----------------------------------
None!

Settings > Video
-----------------------------------
Screen Resolution : 640x448
Custom Ratio      : 640x448
Force 288p        : No 
Aspect Ratio      : Custom 
Integer Scale     : Off 
Custom Viewport Y : 0
Custom Viewport X : 0
Custom View Width : 640
Custom View Height: 448
Auto-Switch Reso. : Off
Widescreen Correc.: Off
Correction Amount : 480 
Screen Width      : 640
Deflicker         : No 
Dither            : No 
Frame Blend       : No 
Prescale          : No 
Trap Filter       : No 
Texture Scaling   : Point  
Menu    Scaling   : Point 
Blend   Scaling   : Point 
Brightness        : -10 (Personal taste)
Gamma             : 0 
Rotation          : Normal 
Vsync             : Yes
Frame Delay       : 0

And I think that's all I have. I tried to set the Atari 2600 core but I couldn't get the ratio well, and Arcade systems hade way too many ways to be set up...
I know I'm missing the Sega 32x now that it's working on the Wii, but the version in HexaEco RA is not been updated to the current official one, and does not work as well.
That said, I will check my Pico Drive settings on the official version, which I'm pretty darn sure are the same as the ones for standard Mega Drive...

I will leave a link for some SGB borders in the form of overlays I did long ago, they're neat for handheld systems. They should go into the private/other/overlays folder, but you can put them wherever you want.

I will check my OSSC settings and add them later but to be fair they're not perfect, and were made for an old TV so the settings might not be useful for many people.
 

Maeson

Well-Known Member
OP
Member
Joined
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Hello. I am glad that this post helped people out there, even if It's kinda weird that it didn't get a single comment but so many likes.

I would like to point out a couple things.

RA-HexaEco got updated some weeks ago, and two of the SNES cores did get some updates, the 2005 Plus and the 2010 ones. One interesting thing I've noticed is that with 2005 Plus, games that previously had some hiccups in performance work better on it.

More specifically, Tokimeki Memorial, which was translated not too long ago, has some serious frame rate issues in most emulators, because it makes very heavy use of the High Resolution graphics mode to display a lot of text with large fonts.

You may have seen this mode in games such as the Secret of Mana/Seiken Densetsu titles among others. Fortunately, with some of the SNES cores you could disable the High Res. mode and play with the simpler font, which looks of course much simpler but I was pretty okay with it myself.

Now with 2005 Plus, you can actually play with the High Res. mode and have no issues that I've seen, so that's pretty great.

But there's a small issue, and If SuperrSonic reads this (Thanks for your work, as always), I would like to point out that Save States seem to be broken at least on these two updated cores (I haven't tried the other cores on the last release because supposedly are the same as the older releases), but even then not always.

Sometimes they crash and you go back to HBC, others do not. This is a behavior that did not happen before, so be careful.

About the OSSC settings, I ended up not sharing them because I wanted to wait for the firmware update where you could actually make a copy of your profiles to an SD card... But the version 0.89 was bugged.

0.90 fixed it and I actually made the file, but, and here's the weird thing, when i look around a bit of info on the BIN file it creates, I find absolutely nothing. I only get entirely unrelated stuff.

I don't feel comfortable sharing a file that I can't read anything about, but if someone has any experience on the OSSCPROF.BIN files the device creates and they're safe to use with other OSSC's, well... please tell me.
 

Maeson

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I am a bit lost on arcade cores, as there are a variety of resolutions used, and different cores are used for different games.

I wouldn't mind check it on more detail if I have enough time but, is there any resource that points to me which cores can play which games? Specially those A B C D etc cores.

I won't give every resolution used because again, too many games to look at, but if we could find some formats that are widespread enough.
 

hadi aulia

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I am a bit lost on arcade cores, as there are a variety of resolutions used, and different cores are used for different games.

I wouldn't mind check it on more detail if I have enough time but, is there any resource that points to me which cores can play which games? Specially those A B C D etc cores.

I won't give every resolution used because again, too many games to look at, but if we could find some formats that are widespread enough.
Maybe this list could help
Post in thread 'Mame 2003 Plus' https://gbatemp.net/threads/mame-2003-plus.499497/post-7930544
 
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Maeson

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That's a pretty good start, actually. I'll add it to the list of things to do then, thank you.

Oh, I just remembered, that after writing the original post, I found something very, very peculiar.

I mentioned that the Super Nintendo only has one video mode, being 256x224, but I found one game that does something wacky: Dragon Quest V.

I was bumbling around with games when I found out that this game looked off. I thought my settings were somehow distorted, but everything was fine. Then I ended doing a screenshot, just to be sure.

That game, for some inexplicable reason, uses the resolution of 256x239. Yes, 239. I've never seen another game, let alone SNES game that does this. So if anyone wants to play DQV looking properly, it will need to tweak the aspect ratio... The game doesn't even use the extra pixels, they're just black, empty space.

Maybe an oversight, or who knows...
 

hadi aulia

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That's a pretty good start, actually. I'll add it to the list of things to do then, thank you.

Oh, I just remembered, that after writing the original post, I found something very, very peculiar.

I mentioned that the Super Nintendo only has one video mode, being 256x224, but I found one game that does something wacky: Dragon Quest V.

I was bumbling around with games when I found out that this game looked off. I thought my settings were somehow distorted, but everything was fine. Then I ended doing a screenshot, just to be sure.

That game, for some inexplicable reason, uses the resolution of 256x239. Yes, 239. I've never seen another game, let alone SNES game that does this. So if anyone wants to play DQV looking properly, it will need to tweak the aspect ratio... The game doesn't even use the extra pixels, they're just black, empty space.

Maybe an oversight, or who knows...
Any recomended filter for neo geo?
 

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Any recomended filter for neo geo?
Try this
Screen resolution(external resolution): 640x224p or 640x448
Custom ratio(internal resolution of the console/game) :320x224 or 304x224 or core provided to let the core select the native resolution
Integer scaling: ON
Screen width: 640
Deflicker: OFF
Dither: OFF
Trap filter: OFF
Texture Scaling: Point
Menu Scaling: Point
Vsync: OFF

this is the closest output to the original neo geo mvs/aes
you can fiddle little more in the screen/custom resolutions if you want but i dont recommend it

for consoles/game that use 239 vertical resolution just change the screen resolution to 240p or 480
 
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