![]() Which the Files inside this folder, will look like this: 3) After I chose a File (to play either SGB 1 or 2) I choose the Gameboy game I want, that would look like this: So now I want to emulate similar in Launchbox. Thanks for the list, it definitely of what kind of things might be worth exploring eventually.Īlso, slightly unrelated, but I was thinking about using bass' 6502-like syntax for the SPC's disassembly (once I get to that). Sameboy (funfact: SNES emulator bsnes is using this core for Super Game Boy emulation) BGB Gambatte (has ceased development. 2) I have to choose One of 2 Super Gameboy Roms. I'm unsure how zsnes' netplay compares, haven't used it in a very long time. That being said, Mesen's netplay isn't the greatest, but it works nicely at low pings & should never desync (unless there are bugs in the emulation core). This core has been compiled with the Performance profile. I'm not just talking about sticking borders around games like Visual Boy Advance does either, I mean all the features you'd see in a real SGB in a real SNES, such as being able to draw custom borders and modify palettes and all that. ![]() Out of the box, Pocket is compatible with the 2,780+ Game Boy, Game Boy. It just so happens that bsnes is the only emulator with full, proper Super Game Boy support. Maximum accuracy is still uncompromising anything that affects accuracy is optional and off by default. Inside your SNES is a MIDI synthesizer waiting to be set free With Super MIDI. SMC Corporation of America is a comprehensive manufacturer of components for the Automation, Controls, and Process industries. Netplay is definitely on my list - it should only take a little bit of time to port over Mesen's netplay since the overall architecture of both emulators is pretty identical. bsnes-mercury is a fork of higan, aiming to restore some useful features that have been removed, as well as improving performance a bit. Overclocking-wise, is the general idea to add ppu scanlines and slow down the APU's timers to compensate for it? Just adding scanlines without compensating would increase the music's tempo, I think? That being said, I'm not a guru when it comes to optimization, and usually try to strike a balance between code readability/maintenance and performance, too, so unsure how far I'll get on that front. I do want to try to balance performance and accuracy as much as I possibly can, especially considering the overhead the debugger tools tend to have when they're opened.
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