aboutsummaryrefslogtreecommitdiff
path: root/README.md
diff options
context:
space:
mode:
authorNebuleon Fumika2013-02-07 17:33:04 -0500
committerNebuleon Fumika2013-02-07 17:33:04 -0500
commit07b9c9e8c1f4cdbb94ac9c1bd7c8272fab7d5f21 (patch)
tree06caa8cfcb5e49935b1b91113d90d6b89f90843c /README.md
parentea8ff33951d53f0e71801052c540dcc1bd0f7f42 (diff)
downloadsnes9x2005-07b9c9e8c1f4cdbb94ac9c1bd7c8272fab7d5f21.tar.gz
snes9x2005-07b9c9e8c1f4cdbb94ac9c1bd7c8272fab7d5f21.tar.bz2
snes9x2005-07b9c9e8c1f4cdbb94ac9c1bd7c8272fab7d5f21.zip
README.md: Add more recent information about frame skipping and fluidity.
Diffstat (limited to 'README.md')
-rw-r--r--README.md38
1 files changed, 22 insertions, 16 deletions
diff --git a/README.md b/README.md
index 5fb7351..d205989 100644
--- a/README.md
+++ b/README.md
@@ -84,19 +84,24 @@ 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
@@ -105,12 +110,13 @@ 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.
- Use this option if you want to play games that require precise controls or
- fluid imagery more than precise audio emulation. You can also use this option
- when watching game introductions, endings and cutscenes.
+ 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
- 166 milliseconds, in order to render audio closer to 32,000 times per second.
+ 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