For some reason, after a battle the music does not replay in Chrono Trigger. Is it a faulty rom?
check sha1 of rom with no-introFor some reason, after a battle the music does not replay in Chrono Trigger. Is it a faulty rom?
You need some tool like HashCalc that calculate it, and data for you game from http://datomatic.no-intro.org/. Then compare.How does one do that? A tutorial would be nice.
Dunno if it has been tested already, but Street Fighter Alpha 2 runs full speed now.
Chun-li stage sound mixing is off, thought
With frameskips tho
because pocket snes was and prolly will never be optimised for o3ds.why does this run better the pokect snes
you'll need a n3ds and retroarch pocketsnes for that. sorry but theres really no way the o3ds will ever get those chip games to run anywhere near full speed.I want to play SMRPG and Kirby Super Star at full speed!
Well KSS doesn't matter since the DS version exists but I want KDL3!
nintedo could have made snes vc for the old 3ds as well like an unofficial emulator runs games pretty well on the old 3ds
when it comes to vc, the only thing truly not understandable is nintendo's insistence to keep on holding a 5 year old promise about early adopters being the only ones to ever get official gba games on their 3ds.
yeah, its an audio issue alright.Has anyone ever tested out the Chrono Trigger issue? Just start a new game, go to the Truce Inn, try opening the sealed box, and then you'll notice that the music doesn't replay until you move to another section where another track is supposed to play. Wouldn't this count as an audio issue in the compatibility list?
Life takes its toll on us but the work you have done will be appreciated (in case you stop working on this emu). Its great to enjoy snes on my O3DSXL.v0.51 released. With some small fixes:
- Hires mode 5. Now Secret of Mana, Seiken Densetsu, Air Strike Patrol is playable, somewhat. It uses alternate frame flickering the achieve the pseudo-hires effect. Some of you may not like it... but this seems like the most optimal (at least from a performance standpoint) of achieving hi-res that is readable (especially for the Japanese version of Seiken Densetsu). I earlier tried doing filtering, but the Japanese text was way too difficult to read.
Turns out that I couldn't really implement the sprite layering fixes in time. It will require me to re-think some of approach that we render sprites to the screen. I'll probably have a look at it when I have much more time available.
@Midnight Locke - Thanks for pointing it out. Unfortunately, I am not that familiar with the sound emulation part of SNES, and I've also kind of running out of time for this project.
@Osakasan - You are using the EUR version I suppose? If it's running at 50fps, there should be very little frame skips.