14 widescreen 2D fighting games on Retroid Pocket 3+

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Published on ● Video Link: https://www.youtube.com/watch?v=QwgQw_iTrso



Duration: 20:22
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00:00 - Street Fighter III 3rd Strike
00:36 - Capcom vs SNK 2: Millionaire Fighting 2001
01:32 - The King of Fighters - Dream Match 1999
02:07 - The King of Fighters - Evolution
02:45 - Marvel vs Capcom 2
04:01 - Samurai Showdown VI
05:07 - The Rumble Fish 2
06:53 - Killer Instinct Gold
08:53 - BlazBlue Continuum Shift Extend
10:06 - Guilty Gear XX Accent Core Plus
10:58 - Ultra Street Fighter II The Final Challengers
13:21 - Super Street Fighter IV - 3D Edition
15:41 - Street Fighter X TEKKEN
18:09 - Mortal Kombat (2011)

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Here are some details for each game on how to get them to widescreen:

Street Fighter III 3rd Strike:
Method: Put patched ROM (sfiii3ws.zip) and Original ROM (sfiii3.zip) in same folder, run the patched ROM
Retroarch Core: Final Burn Neo
Info: https:// www.reddit.com /r/StreetFighter/comments/w6cslq/street_fighter_iii_3rd_strike_widescreen_mod/
Patch: http:// sfiii3ws.bankbank.net

All the Dreamcast / atomiswave games, use retroarch with the flycast core and enable the widescreen hack. Also make sure your aspect ratio / resolution is set to auto or widescreen. No other special settings needed.

Killer Instinct Gold
Method: glide64 aspect ratio set to “Wide (Adjusted)” in Mupen64plus
Retroarch Core: Mupen64Plus Next GLES3

PSP games use PPSSPP (latest version) with OpenGL (Vulkan should also work great) 3x resolution.
Set skip GPU read backs, lazy texture caching, render duplicate frames to 60hz, hardware transform, software skinning all checked “on” in Graphics and Fast memory set to “on” and i/o timing method: Fast in System

For switch use latest Skyline with Executor Slot Count Scale to 6, Executor flush threshold to max, Enable Fast GPU read back, enable fast read back writes, disable GPU subgroup all set to “on”

For 3DS I used Citra canary build 2575 with graphics API set to Vulkan, Enable SPIR-V shader generation, disable asynchronous shader compilation, resolution to 1x, linear filtering and disk shader cache to “on” and accurate multiplication to “off”

For PS vita use Vita3K (latest) with these settings:
Core → Modules Mode: Automatic
CPU → CPU Backend: Dynamic
CPU → Enable Optimizaions: Yes
GPU → Backend Renderer: Vulkan
GPU → GPU: Mali-G52
GPU → Enable Anti Aliasing : No
GPU → Enable Linear Filter: Yes
GPU → internal resolution upscaling: 1x 960x544
GPU → Anisotropic Filtering: 1x
GPU → memory mapping method: double buffer
System → PS TV Mode: Off
Emulator → Audio Backend: Cubeb
Emulator → Texture Cache: Yes







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