Differences in setting/options from bsnesīsnes-hd (called " HD Mode 7 mod, for bsnes" in early betas) is a fork of bsnes (great SNES emulator by Near) that adds HD video features, such as: HD Mode 7.Discord if you prefer chatting (Thanks to everyone who set it up and keeps it running).Reddit for announcements and discussions on r/emulation.GitHub project for source code, issues, feature requests.downloads for the latest betas (there are only beta) / also on the libretro auto-updater.My medium-high end box can do two but threeĪlso seems straightforward but I haven't tested it.: Vitor's Super Mario World widescreen patch is available: bsnes-hd beta 10.6 Reduce input latency at a high performance cost. High level meaning less accurate but faster and HLE is high level emulation and LLE is low level emulation. Interpolation filter with a cubic interpolation filter "This option replaces the SNES’ default gaussian Note: DSP refers to one of the audio processing chips. Speedhack, not sure how big of an effect it has.Īccording to this guy Der Langrisser, Super Mario World, and Timecop have audio emulation problems so I guess this should be off for those games. Honestly can't decide how to match these up Ignore: Ignore the Mosaic effect completely." Looks as intended, but disables HD and widescreen.ġx scale(default): Instead of the set Scale use "1x". Non-HD: Use 'classic' Mode 7 with Mosaic applied. "How to handle Mosaic effects on Mode 7 backgrounds. Precision at the original resolution, e.g. "Allows basing every resulting pixel on the average of Optimized, avoiding limitations of SNES integer math." "Whether and how pseudo 3D perspective are Higher setting drastically increase CPU usage. Note: HD Mode 7 stuff is taken from here, I modified the text to fit how the settings appear on the bsnes core but I've made a few guesses so not sure about all of this. Turning this on also cut off the border on Would have been hidden by the bezel around the edge ofĪ standard-definition television screen." "Crop out the potentially random glitchy video output that Opposite of "Crop Overscan" from mercury? The SNES must have a similar limit but IĬan't figure out which games are effected by it. Would alternate which frame sprites were drawn on causing I know the NES had a strict 8 per-line sprite limit so devs Note: PPU refers to the video processing chips. Air Strike Patrol" mightīe the only game that requires this to be off. Speedhack with a big effect on performance. In SuperFX games but seems like it always speeds Speeds up the SuperFX chip which can reduce lag Of games (even streaming audio games such as The result is a method of removing slowdown in justĪbout any SNES game, without any framerate or pitchĭistortion, and without harming compatibility in 99% Without running the video and audio during this time. " additional scanlines into the CPU thread, The video and audio rate, or break games." Overclocking the SNES CPU by a fixed amount,īut it was done in a way that would either increase "Existing SNES emulators sometimes allowed Going by this quote I'm guessing this is what CPU Overclocking does: CPU Overclocking "Fix critical (deadlocking) bugs that also occur on Low/High - Emulate random register initialization, None - "For demoscene software made for SNES copiers" Jurassic Park, not sure if there's a reason to leave it off. Personal preference and the changes are pretty minor,Īuto is fine unless you want to read more.Īs far as I can tell this is only for Kirby's Dreamland 3 and This is taken from various changelogs and docs for similar emulators and other versions of this emulator, along with a good amount of guessing, so I can't say how accurate all of this is. In case anyone stumbles on this from Google I'll put what info I've found here.
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