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Post by sickpunk on Apr 12, 2006 19:20:56 GMT 1
Hello, I'm new, so I apologize ahead of time if I rub someone the wrong way with this question... If I am correct, SNES9XTYL uses 16 bit rendering(which is awesome and holds more possibilities for accuracy). Would it be possible to implement an option to use 8 bit rendering? From what I've read, it would make transparencies impossible, but emulators such as DrMD have seen dramatic speed increases as a result of using it. If I am off base, I'm sorry. The emulator is great, and I love being able to play SNES on the go :-) Keep up the work, guys!
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Post by laxer3a on Apr 15, 2006 3:03:21 GMT 1
It help with soft rendering, but not with the GPU of the PSP. The problem is not so much in the rendering but how the snes handle graphics which is quite heavy.
Moreover, I am not sure that now the rendering is the biggest part in emulation cost.
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Post by craig588 on Apr 15, 2006 16:49:37 GMT 1
I don't think the CPU operations are really hitting it that hard either, considering I only get a few FPS extra after speedhacking most games.
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Post by sickpunk on Apr 18, 2006 19:01:27 GMT 1
It help with soft rendering, but not with the GPU of the PSP. The problem is not so much in the rendering but how the snes handle graphics which is quite heavy. Moreover, I am not sure that now the rendering is the biggest part in emulation cost. Thanks for the information The SNES certainly is a complicated beast! Thanks again for all the hard work you've all put into bringing the emulator this far!
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Post by Tinnus on Apr 20, 2006 13:09:55 GMT 1
I don't think the CPU operations are really hitting it that hard either, considering I only get a few FPS extra after speedhacking most games. ...the speedhacks affect the GFX, not the CPU operations.
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Post by craig588 on Apr 20, 2006 15:47:05 GMT 1
Really? Why in the world are they (The original programmers of the games) looping GFX routines without any output? I've been "42"ing so many games and I'm never getting graphics errors, but occasionally I'll get the game to crash because I NOPed a critical routine.
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Post by laxer3a on Apr 23, 2006 15:42:35 GMT 1
craig588 > Relax, I believe Tinus does not have a PSP. And I think he mistaken with the other graphic tuning options that are available since a long time on the LJZ. Yes, speed hacks are "code patch". Now I am wondering how you patch your code :-P NOPing everywhere ? For sure it is not anymore a loop but the program aint gonna act like a correct program to me
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Post by craig588 on Apr 24, 2006 1:49:12 GMT 1
I'm using the SNES advance style hacks supported in the beta and following the SNES advance tutorials for finding them.
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