Squidgesnes V0.37a Released


I've got a question.
What exactly are fast sprites and transhack?
What do they do?

Transhack will enable a sort of hacked up Transparencys. Its really hard to explain, it looks like its just every other line, which is really a pain on a flickery gp2x. But it gets the job done a little better then nothing.

As far as fast sprites goes, idk. I heard it is automatically on in this version so it does not matter.

I want to know what the v-sync is for, I understand on a CRT but not a LCD.
 
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I didn't try Reesy's release but I just tried this one and it seems perfect to me. Sprite order needs to be fixed though.
 
Huh, strange. 0.35 with atuoframeskip runs...faster than 0.37 does with autoframeskip. Really weird.

EDIT: Whoa! Turn off frame limiter! It makes it run a LOT better now! It will run a bit too fast on some things (i.e. some cases where it's a blank screen), or some areas in Chrono Trigger during battle) I know, but damn it runs a lot better!
 
check the wiki for an overclock script... it's really quite easy.
 
Most games run full speed at 200mhz+no sound

For the more demanding games+sound squidgesnes just doesn't have the power (yet) to handle them.
 
I've got a question.
What exactly are fast sprites and transhack?
What do they do?

Transhack will enable a sort of hacked up Transparencys. Its really hard to explain, it looks like its just every other line, which is really a pain on a flickery gp2x. But it gets the job done a little better then nothing.

As far as fast sprites goes, idk. I heard it is automatically on in this version so it does not matter.

I want to know what the v-sync is for, I understand on a CRT but not a LCD.


I didn't try Reesy's release but I just tried this one and it seems perfect to me. Sprite order needs to be fixed though.

I might be saying something that everyone already knows, but seeing as no-one has brought it up...

The incorrect sprite priority is from the fast sprites code, which puts the sprites out as fast as possible, regardless of layer priority. AFAIK The fact that it is automatically on is what is causing the problem.
 
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Can someone give an example rom where the sprites are being displayed in the wrong order as I want to test something.

Thanks
 
also I checked out secret of mana with the transparency hack enabled and it seems that the things that are supposed to be viewed transparently are not shown but a bunch of other sprites are made transparent that were not supposed to. Is this normal or could this be caused by the wrong sprite order? For example: the water-layer that is supposed to be transparent doesn't appear at all, you can only see the ground of the creek. The player and npc sprites are made transparent which they indeed shouldn't.
 
Can someone give an example rom where the sprites are being displayed in the wrong order as I want to test something.

Thanks

Super Metroid and Megaman X2 has it as well, but you have to look carefully to notice it. Megaman VII has it apparent in some sections.
 
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I noticed this .37 version has the "min vol" and "bg..... 1 2 3 4" stick on the screen a lot of the time. I have to change the volume all the way down and then up to get it to go away or hold start+select to get the other to go away.
They also come up randomly, I had not even touched them for like 4 min and when I was playing it would just pop up.

As for sprite order check out Super Street Fighter II. The things in the background are always floating above my charaters. Or in Final Fantasy II (is it really V I forget), the little numbers that say the damage you have done pop up BEHIND the charater.
 
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