

The program will then wait for horizontal blank and change the layer's scroll position just before the display system begins to draw each scanline. Typically, strips higher on the screen will represent things farther away from the virtual camera or one strip will be held stationary to display status information. The more sophisticated games on such systems generally divide the layer into horizontal strips, each with a different position and rate of scrolling.
#Wii vc wads set Pc#
These include most of the classic 8-bit systems (such as the Nintendo Entertainment System, the original Game Boy, and the PC Engine). I had to disable it in “Rainbow Islands” because the game slowed down when too many enemies were on the screen.īelow I have quoted what Wiki says about “Raster”:ĬODE“Some display systems have only one layer. You will just have to experiment with this option as I don’t know which games are programmed to use it.Īlso beware that games that don’t support “raster” might slow down. I know “Star Parodier” uses this option and in “Puyo Puyo CD” (inject Nintendo Wii Channel, not official Nintendo Wii Channel), it fixes a tiny 'glitch' in the scrolling of the high score screen. I’m not a 100% sure but I think this option is to allow scrolling backgrounds to display correctly.

If activated, when you start the game, an option appears which will allow you to set which “Wii Remotes” / “Gamecube Controllers” to use.Ġ = Controller 5 is not connected to Multitapġ = Controller 5 is connected to Multitap Use this option if the “MULTITAP=” option is set to 1 and the game you are injecting supports 5 Players. The "TurboGrafx 16" / "PC Engine" only had one once controller port and in order for multiplayer (up to five players) to work, a multitap has to be connected.Ġ = No Multitap connected (only 1 Controller is connected)ġ = Multitap is connected (4 Controllers are connected)

Saves data (if game uses a save feature) so if the power is turned off (not using the Wii VC Save State), the data won’t get loss. Just put the title of the game’s name here (keeping it short and using ASCII characters only). Now open config.ini in your working folder and edit the NAME and ROM entry to match the file you just copied. It's already compressed.Ĭopy the 00000000.app file from your 480i game into the working folder.Ĭopy your compressed LZ77xyz.BIN, LZ77_html.arc files as well as savedata.tpl and TITLE.TXT from your 480i game into the 00000005_app_OUT folder of your working folder. If there is a LZ77xyz.BIN file (for example LZ77N43300YL.BIN) instead, do nothing. (replace both xyz with the filename of your game) If there is a xyz.pce file (for example N43406YP.PCE) type 'wwcxtool /c0 xyz.PCE LZ77xyz.BIN' and press enter. Type 'wwcxtool /c0 html.arc LZ77_html.arc' and press enter Copy wwcxtool.exe into the 00000005_app_OUT of your 480i game and open a command (cmd) prompt in this folder Since the game files from the older 480i VC titles are uncompressed we need to compress them now. The later (240p capable) version of the TurboGrafx-16 emulator uses LZ77 compression for its roms.

We will replace these files with Blazing Lazers in the next steps. In the 00000005_app_OUT folder delete the files LZ77N43800PL.BIN, LZ77_html.arc, savedata.tpl and TITLE.TXT. Delete 00000000.app (the banner file) and 00000005.app (the emulator, settings and rom) from it.
#Wii vc wads set archive#
Now use Tools > Unpack U8 Archive to unpack the 00000005.app file you just extracted.Ĭreate a new folder and copy the contents of Bomberman '94 including the 00000005_app_OUT folder into it. Right click on Bomberman '94 and select Extract To Folder.
#Wii vc wads set 240p#
Before installing wad files on your Wii you should check if they work in the Dolphin emulator on PC.įor this tutorial I will use the NTSC-U version of Bomberman '94 as a donor for the 240p emulator version and Blazing Lazers as an example of a 480i game. Warning: I highly recommend using BootMii on your Wii to prevent a soft brick from a broken wad file.
#Wii vc wads set mod#
ShowMiiWads v1.4 (requires common-key.bin) OR ShowMiiWads mod 1.0 (v1.5) which doesn't require common-key.bin (optional) Triiforce to force 240p 60Hz RGB output wad versions of a 480i and a 240p TurboGrafx-16 VC game A Wii with Homebrew Channel + an SD card This guide may look long and complicated, but it's mostly just copying files around. However since some of the later releases run in 240p we can take their emulator version and convert the older 480i releases to output in 240p. This is not the case for many TurboGrafx-16 titles, which only run in 480i with an added blur filter. Tutorial: Convert a 480i TurboGrafx-16 VC title to 240pīackground: Most VC titles on the Wii can be played in 240p.
