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author | Nebuleon Fumika | 2013-02-08 05:50:22 -0500 |
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committer | Nebuleon Fumika | 2013-02-08 05:50:22 -0500 |
commit | 927d456306672110870eb3386742c1c1ef8eb4f6 (patch) | |
tree | 509da9ac1727570b02572068aefb9cdf102ad75b /README.md | |
parent | 433749b6ef1e2b070755c3bb7fc0d81b5ecaa7b1 (diff) | |
parent | d4fcf2697c9a45594e3ee0b8bf82e480ddd0b69b (diff) | |
download | snes9x2005-927d456306672110870eb3386742c1c1ef8eb4f6.tar.gz snes9x2005-927d456306672110870eb3386742c1c1ef8eb4f6.tar.bz2 snes9x2005-927d456306672110870eb3386742c1c1ef8eb4f6.zip |
Merge branch 'master' into 8bitsound
Conflicts:
source/nds/entry.cpp
Diffstat (limited to 'README.md')
-rw-r--r-- | README.md | 60 |
1 files changed, 48 insertions, 12 deletions
@@ -1,4 +1,4 @@ -CATSFC version 1.23, 2013-01-22
+CATSFC version 1.28, 2013-02-04
A Super Nintendo emulator for the Supercard DSTWO.
@@ -27,6 +27,18 @@ MIPS compiler (`gcc`), extract it to `/opt/ds2sdk`, follow the instructions, then download version 1.2 of the DS2 SDK and extract its files into
`opt/ds2sdk`, overwriting version 0.13.
+Additionally, you will need to add the updated `zlib`, DMA
+(Direct Memory Access) and filesystem access routines provided by BassAceGold
+and recompile `libds2a.a`. To do this:
+
+> sudo rm -r /opt/ds2sdk/libsrc/{console,core,fs,key,zlib,Makefile} /opt/ds2sdk/include
+> sudo cp -r sdk-modifications/{libsrc,include} /opt/ds2sdk
+> sudo chmod -R 600 /opt/ds2sdk/{libsrc,include}
+> sudo chmod -R a+rX /opt/ds2sdk/{libsrc,include}
+> cd /opt/ds2sdk/libsrc
+> sudo rm libds2a.a ../lib/libds2a.a
+> sudo make
+
## The MIPS compiler (`gcc`)
You also need the MIPS compiler from the DS2 SDK.
The Makefile expects it at `/opt/mipsel-4.1.2-nopic`, but you can move it
@@ -72,19 +84,43 @@ menu's "Load a cheat file" option. In the Video & audio menu, the **Frame skipping** option allows you to select
a number of frames to skip between rendered frames.
-* Setting this to 0 will show every single frame, but this will slow down the
- game considerably, as the DSTWO would only have enough processing power to
- emulate **and** render a few frames per second. It has enough power to
- emulate all frames and render **some**, though.
+
+As of version 1.29, the default is - (Keep up with the game). For most games,
+this setting keeps video and audio fluid, without the sudden slowdowns of
+previous versions when many sprites fill the screen. The DS controller buttons
+are also responsive at this setting.
+
+For some games, you may need to adjust frame skipping.
+* If a game runs at 5 frames per second, like *Yoshi's Island*,
+ *Kirby Super Star*, *Star Fox* or *Super Mario RPG*, setting frame skipping
+ to 1 will allow you to jump, move or shoot at the right times.
+* If you want to show more frames per second in a game that already shows 20,
+ setting frame skipping to 1 or 0 will cause more frames to appear,
+ but your DS button input may stop responding for 2 entire seconds every so
+ often. The audio will also be stretched. (This is similar to NDSGBA.)
* Setting this to 10 will skip 10 frames and render one, but this will
severely desynchronise the audio. You will also find yourself unable to
- perform actions during the correct frame with the controller.
-* Setting this to - (Keep up with the game) will make the emulator try to
- render the game at its correct speed, dropping frames as needed (up to 8).
-
-It is recommended to start with frame skipping 4 (Show 1 frame every 5) and
-go to 3 or 2 if the game doesn't run with major slowdowns with them. If you
-don't like the slowdowns, return to frame skipping 4 or -.
+ perform actions during the correct frame with the DS buttons. It is advised
+ to set frame skipping to the lowest value with which you can play a game.
+
+# Fluidity
+
+Fluidity is an option you can find under the Video & audio menu in a game.
+By default, video fluidity is preferred over audio fluidity in games.
+
+* Preferring video fluidity makes audio skip certain notes, up to
+ 23 milliseconds, in order to render more video. In many games, this
+ difference is not audible, but you may hear certain audio glitches if a game
+ depends highly on timing for its audio.
+ Use this option if you want to play games that require fluid imagery more
+ than precise audio emulation. You can also use this option when watching game
+ introductions, endings and cutscenes.
+* Preferring audio fluidity makes video skip certain images, up to
+ 46 milliseconds, in order to render audio closer to 32,000 times per second.
+ Use this option if you want to play games mainly for their soundtracks, or in
+ a game's sound test mode. You can also use this option to experiment with the
+ green berry glitch in Super Mario World that makes TIME go over and under 100
+ units constantly and makes the music play very fast.
# Hotkeys
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