![]() ![]() Thanks for your attention and for this awesome piece of software RettroArch is. ![]() Are cheats ghonna work on that core? Will it have same problems with runahead when using cheats or will it be solved? Mesen-S sounds like snes9x if you leave RetroArch's resampler quality on 'Normal', but closer to bsnes if you set it to 'Highest'. This is with both using the most accurate 'guassian' interpolation option. I’ve heard a brand new, better performing, bsnes core is on the ways, with HD-mode7 and based on latest bsnes source code by byuu. The bsnes2014 and bsnes-mercury cores are fine, too, and you'd be hard-pressed to tell a difference between them and up-to-date bsnes as far as accuracy is concerned (the accuracy improvements that have occurred since then have largely been below the human threshold for detection), but they lack HD Mode 7 (OTOH, they support cheats and. bsnes has noticeably 'clearer' audio compared to snes9x if you record a sample of both and listen carefully. I’ve done some fast tests on all of my other cores and haven’t seen any similar problem on other cores, but you never know. Has anybody experienced similar problems?Īre these type of problems with cheats expected when using runahead on this or any other cores? I want to minimize latency to minimum possible value for my HyperSpin cab, but I wouldn’t like to sacrifice accuracy or features. With snes9x and runahead I could not reproduce same results, so I guess it’s some type of bug specifically on bsnes. With the second instance option disabled results are not the same, different bugs, but gameplay is buggy yet. I did some more tests, with only 1 frame of runahead, and even tried withoud second instance. Anothe issue is, if I press the button Y to spin and keep it pressed, Mario will repeat th spin continously (it’s supposed to do it only once until you release and press the button again). Results: When jumping over enemies, there are serious strutters, and the character appears on different part of the screen. Once ingame, I load a cheat to force Mario to “Always have the cape powerup”. Load Super Mario World (USA) on bsnes mercury balanced, with Runahead with second instance option enabled and 2 frames to run ahead. That said, while the latest bsnes is a lot faster than higan for regular SNES emulation, the 'HD' and 'Overclocking' features are quite CPU intensive. The problem is, if I try to enable any cheat for a game while running in RunAhead, it will cause strange behaviour, I’ll try to explain it: However, bsnes is Free Software and anyones allowed to make their own modified version (as DerKoun did to make bsnes-hd in the first place), so hopefully somebody will step up to the challenge. The Snes9x cores base height is 224 when the Crop Overscan core option is set to enabled. Automated Linux build is now CPU neutral. The Snes9x cores core provided FPS is 60.0988118623 for NTSC games and 50.0069789082 for PAL games. Changed storage paths from bsnes to bsnes-hd beta. Corrected widescreen object wrap-around point to 352. Changed Show Overscan setting, replacing Soft Crop. Baddum tish, no more bsnes from the author that got you mode 7 perspective correction and enhanced resolution and had plans for widescreen patches for selected. Changelog (beta 10) Based on latest bsnes (114, ) Experimental libretro core. Namely because he rightfully told the internet Trump is trash and the scum of the internet decided a doxing campaign was in the cards. ![]() On bsnes_mercury_balanced, I was able to set it up and it works as expected. I call them nazis, theyre actually Trump fans. I guess I'm after anyone's experience with this to say what the dangers are and how to avoid them.Recently I’ve been testing Run-Ahead option for various cores. I can continue using Beetle Supafaust, say, but I'm concerned something similar may happen again when the set of available cores change. srm file for Super Mario Kart, so I cannot show any logs of this 'failing'. Unfortunately this has become more speculative than I'd hoped as I've overwritten my original. I have tried saving one using Beetle Supafaust, and loading it with SNES9X and that works fine. srm files that are incompatible with other cores? Now since I've set this current one up, the original "beetle bsnes" core is no longer installed (this is Retroarch Retail edition (EDIT: on Xbox Series) so downloading another isn't a simple click), and when I fire up the game using a different SNES core, with the backed up save files copied into place, there are no lap records within the game, and no mark of progression. These were generated while using the "beetle bsnes" core. rtc files from Super Mario Kart a little while back, as I was changing my Retroarch setup. ![]()
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