gaterooze posted on Oct 24 2006 at 09:49 PM said:Can't you load the state with sound disabled, then re-enable sound and save a new state?
When you disable sound chips they are faked and their state is no longer known. So when you enable them back it is not clear where spc700 should be executing and what should be in it's RAM. So no, it can't be fixed (at least I don't know how). That is what the "mute audio" option is for.SunSpire posted on Oct 24 2006 at 11:41 PM said:Then later, when I turned sound emulation on again I could not load the savegames that I made during audio being turned off ...
Quite odd but maybe it can be fixed? I have to finish the game without sound now or start over from the beginning, argh
gaterooze posted on Oct 23 2006 at 01:52 PM said:yalborap posted on Oct 23 2006 at 05:34 PM said:Ninja Warriors is sadly still at 15-30 FPS, even when I overclock.
I found with Ninja Warriors that the autoframeskip didn't work as well on .39 as .38, but when I set it to FS1 it worked better than ever.
And yes, this game seems to be more CPU-intesive than almost any other without a special chip.
yalborap posted on Oct 24 2006 at 09:18 PM said:FS1, you say? At what clockspeed?
stormyandcold posted on Oct 23 2006 at 06:04 PM said:Donkey Kong Country works great on some levels and jerkily on others.
The very first level for example runs around 20fps but the 2nd level (dark setting) runs well, bonus levels (from the 2 that I've tried so far) run very smoothly if not perfect and gives us an idea of how the game would feel if it was running 100% all the time. In-game character sections also suffer from this slowdown even though theres hardly anything going on.
Any idea whats causing the slowdown?
Great work Notaz, thanks!
stormyandcold posted on Oct 25 2006 at 05:32 AM said:Its a very good time to be a GP2X owner!
Thanks for the info. There is a similar case with FF6, if you completely disable all rendering it is still too slow.. I think it has something to do with HDMA there..DaveC posted on Oct 25 2006 at 04:42 AM said:Raster interrupts. Those really tank the speed of the emu. It must be the way SNES9X handles them (NKs emu isn't effected as much?).
notaz posted on Oct 22 2006 at 09:23 PM said:Probably broke that. What are other formats besides .smc .swc .sfc and .bin ?WhiteFalcon posted on Oct 22 2006 at 09:45 PM said:Is it just me or are .fig files not supported anymore? (at least inside zip files). They just kick me back into the menu after trying to load them.
Cleary, you played too much to MKDS . I have the exact same problem with powerslide when I play Mario kart snes :lol: The same goes for the gba version. The slide tech is completly different between each version.MiL0 posted on Oct 25 2006 at 01:06 PM said:Maybe I've been playing Mario Kart on the DS too much but Super Mario Kart on the SNES feels like a totally different game from what I remember when I used to play it on the SNES. I realise it's being emulated and the framerate makes it feel choppy but even the graphics look different! The gameplay just feels really different... doing powerslides round corners with Toad causes me to crash into barriers everytime! I need to dig out my old SNES to test if its just me going crazy I think lol
Vollgasasi posted on Oct 25 2006 at 02:47 PM said:yea actually there is no real slide thing in super mario kart and mario kart: super circuit for the gba. it was only used i the n64, gamecube and nds version.