Converting from DirectX material POWER to OpenGL shininess

I’m loading .X (DirectX model files) to display in my scene. Each material has a power which is the specular exponent of the material. My question is, how does this map to OpenGl shininess.
The weak DirectX documentation doesn’t give what range this value falls in.

GL_SHININESS specifies the specular exponent of the material. Valid values between 0-128 I think.

-Mezz