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Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#351
Originally Posted by javispedro View Post
Use 2x scaler, and enable turbo mode for any real measurement.
What does turbo mode do anyway?
________
CHEAP EASY VAPE VAPORIZER

Last edited by nax3000; 2011-03-18 at 12:36.
 
Posts: 337 | Thanked: 192 times | Joined on Feb 2010 @ Atlanta
#352
Do SuperFX games such as Star Fox, Vortex and Stunt Race FX work at playable framerates with this emulator?
 
Posts: 436 | Thanked: 406 times | Joined on Jan 2010
#353
Since I'm an ideas guy, I'll present my ideas towards making the emu faster (whether or not they are implemented does not matter to me, I'm simply throwing out ideas in an attempt to contribute to community)....Here goes:

Create option to enable/disable transparency
Create option to disable 'individual' sound channels

Create option to enable 'smart skipping'

This option gives the illusion of having full speed. I think vampent use 'smart skipping' concept for their symbian emulators particularly 'vbag'. This makes the emulator skip a certain amount of frames whenever it reaches a point where game is slowed down. I'll make a quick psuedo code to provide an example of my understanding in this concept.

While rom is running
Wait 5 secs
Disable autoskip
Check current fps
If current fps is <= 50fps
Then autoskip = 5 frames

//process is repeated by rechecking the current fps and skipping frames to a certain convenience in order to create the illusion of a smoother gameplay. Honestly though this concept may be a bit far fetched since I have only heard users mention this concept, and not vampent themselves.

There is also the option of creating a recompiler as smoku did, as there is high possibility of improving/doubling performance, but one has to know the emu they're porting extremely well (as in inside and outside well) as This method may actually degrade performance....
For example I have p64 emulator on my comp, by default the emulator is set to 'cpu interpreter' which is quite slow, but when I enable 'cpu recompiler' option, its performance / speed is doubled (doesn't happen for all games though)

Also I think vampent may have actually set the certain layers of sprite to perform a certain way, not sure.

Last edited by SavageD; 2010-03-23 at 04:13.
 
Posts: 345 | Thanked: 467 times | Joined on Nov 2007 @ Germany
#354
Originally Posted by javispedro View Post
Well, if that's your wish...
I actually don't care, but imho the zeemote stuff should not annoy/affect the average user.
 
Posts: 24 | Thanked: 4 times | Joined on Mar 2010
#355
I noticed that DrNokSnes got updated today!
 
Posts: 255 | Thanked: 109 times | Joined on Dec 2009
#356
yup,
its a bit annoying that zeemote is not supported again tho! ;0)
 
Posts: 147 | Thanked: 32 times | Joined on Sep 2009
#357
any changelog ?
 
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Posts: 4,365 | Thanked: 2,467 times | Joined on Jan 2010 @ Australia Mate
#358
Originally Posted by baron von bubba View Post
yup,
its a bit annoying that zeemote is not supported again tho! ;0)
..........HUH???


javispedro
Re: DrNokSnes (SNES emulator for Maemo 5)
Originally Posted by Ronaldo View Post

I just tried mario kart and not getting near 30fps in race (checkin fps on left corner)

Use 2x scaler, and enable turbo mode for any real measurement.

thanks for the tips
 
Posts: 255 | Thanked: 109 times | Joined on Dec 2009
#359
yeah, no options for it now, it was discussed a few posts ago!
slightly over my head tho! ;0)
 
Posts: 78 | Thanked: 36 times | Joined on Nov 2009 @ Moscow
#360
Originally Posted by tangs View Post
any changelog ?
Endorse. Do not tell me what has changed?
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