Squidgesnes With Squidge Mmu Hack


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I am getting similar experiences to DaveC, very choppy gameplay and lower framerates then previous on FF3/6 which is all I really play right now on the SNES until it's won.

Think ima revert to .37a but thanks for trying! :)
 
Hanz™ posted on Jul 1 2006 at 05:56 AM said:
I just shipped out my GP2X today and to come home to see this...

:( :( :(
Didn't I and others say that there is plenty of life left in the GP2X?! :rolleyes:
Uh...I don't know? I don't remember reading anything about that...what are you talking about? :huh:
Something like this. :)
I wasn't saying that the scene wasn't lively because it only had so many focal points. By that I mean that the whole scene seemed to me to place a lot of focus on key applications (PSX/Neo-Geo emu, DrMD, PCE emu). DrMD was fine to me, so I ignored any updates for it. I wasn't interested in PSX emulation because I know it could never get full speed with sound (for obvious reasons). Neo-Geo emulation was decent but too big of a hassle. I wasn't interested in PCE anymore.

I mainly sold my GP2X because of these reasons. I was barely using it and all the news updates were things I could care less about. Plus, I needed some money and I could do everything that I used the GP2X for on my computer.

But I think it was worth selling since I was able to spend the money on some audio gear B)

(So, this SquidgeSNES is as fast as SNES emulation on the Zodiac, but not as fast as SNES emulation on the PSP, right?)
 
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Alright, I know this is a Squidge-injected GPE file, but what version of SquidgeSNES do I use this GPE file with? There's three different versions for download in the archives. I tried it with .37, but the framerates were obviously not up to snuff with what everyone's been reporting.
 
IntenseWage posted on Jul 2 2006 at 02:59 PM said:
Alright, I know this is a Squidge-injected GPE file, but what version of SquidgeSNES do I use this GPE file with? There's three different versions for download in the archives. I tried it with .37, but the framerates were obviously not up to snuff with what everyone's been reporting.
It's a standalone version... No other gpe needed.
 
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Well, Megaman X used to run at an average of 24 FPS at 300 MHz ARM920T clock with older versions. Now, a solid 60 FPS average, rarely dipping as low as 49 FPS when it used to drop to 7 or 8. Bravo.
 
My favorite, Bubsy, was topping 60 in the splash screens, but when the sound was on and the action was intense, it dropped to liike 30. Not bad, considering.
 
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pepone posted on Jul 3 2006 at 11:01 AM said:
Here is a version with mmu hack who let you choose between autoframeskip and classic frameskip.
I didn't test it very much, so it may be buggy :)
http://m.peponas.free.fr/gngeo/download/sq...esnes_0.37c.zip

Ps: turning Autoframeskip on disable vsync, fpslimiter and classic frameskip as it's incompatible and/or redondant.

Thankyou. I find the autoframeskip to be lame.. It makes the game lag unlike the classic :p
 
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Sweet.

I can get Super Fire Pro Wrestling Premium working at about 20fps with sound at frameskip 1. It's getting better and better!

Super Mario World - 60fps solid with sound. I have to use the frame limiter!

Ogre Battle: 15fps map, 25-30fps battles. Frameskip 1.

All that has to be done now is fixing ther layer order issue. It's pretty noticible in Ogre Battle and definately in Fire Pro, as their arms are stuck on backwards.

Great stuff though!
 
rmatheso posted on Jul 4 2006 at 11:36 AM said:
Sweet.

I can get Super Fire Pro Wrestling Premium working at about 20fps with sound at frameskip 1. It's getting better and better!

Super Mario World - 60fps solid with sound. I have to use the frame limiter!

Ogre Battle: 15fps map, 25-30fps battles. Frameskip 1.

All that has to be done now is fixing ther layer order issue. It's pretty noticible in Ogre Battle and definately in Fire Pro, as their arms are stuck on backwards.

Great stuff though!

The other problem with ogre battle is the cursor on several of the submenus appears under the menu, which means you need a pretty good memory of where the cursor should be. But it's still playable.

The koei games on the other hand.... Does anyone know what's happening in the menus for several of these (Liberty or Death, as an example) -- for some reason the text doesn't highlight to show the current selected option. Which kinda kills the game a bit. I've flicked layers on and off to no avail, so I'm guessing it's transparancies. I hope it isn't. Bah!
 
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