Replying inline in bold.
- Going into some menus sets the cursor to the back button, while going into other menus sets the cursor to the first item in the list, providing inconsistency in the placement as well in the face that when it starts on the back button you need to hit B twice to back out, whereas if it starts on a normal menu item you only need to hit B once to back out.
Neb: I don't really see that happening, but I'll investigate when I'm up to GUI modifications.
- In Castlevania: Circle Of The Moon, pressing Select to bring up the map causes graphical issues during the transitions in and out. I took some screenshots... but the screenshots I took during the graphical issue all came out blank! The ones showing the screen before I accessed the map, and the map itself came out fine.
Neb: Might be a gpSP core issue. I'll investigate that after the GUI.
- The audio does sound a bit better when fast-forwarding, the poppiness isn't ear-killing, but if it's going to be a hassle for you or the system I can just turn the volume down when fast-forwarding to avoid it.
Neb: That's the best I can do without forcing fast-forward to sync its sound, which slows down the rate of fast-forwarding. It discards audio if it's being emitted faster than the DS can play it, but I preserve 8 buffers worth to prevent the bubbly sound. If I preserve any more, it's like fast-forward isn't even there anymore.
- Frameskip... how does "Keep up with the game" judge things? It seems to consistently set it to 1-in-3, whereas most games seem to run fine at 1-in-2 (judging on the lack of audio skipping/popping). Is 1-in-3 just default to avoid the whole invisible-while-flashing thing that 1-in-2 creates?
Neb: What you said is correct. Auto frameskip is forced to be 2 or above, never below. I think it's for the flashing, yeah, but the input may be skipped if the DSTwo-DS link is congested and frameskip is 1 or 0, much like CATSFC.
- In Wario Land 4, when you hit the frog switch in each level, everything gets terrible slowdown and lag, almost to the point where the game is unplayable. I recorded a video at frameskip 0 on purpose just to show the speed difference before and after hitting the switch in a level. This is the intro level where you only need to deal with the effect for a few seconds, but in some levels you need to play upwards of 3/4ths of the level with the effect going.
Neb: Ouch. Well, you can set the CPU clock to [5] 396 MHz, and see if that will do anything. Or keep the frameskip on auto. Is it still bad on auto?
- Could some FPS counter option be added?
Displayed / Rendered / Real
Or
Displayed
Rendered
Real
Neb: I think all frames are rendered that are displayed, and vice versa. See this code:
It "flips" the upper screen if frameskip isn't cutting the current frame, which is a fancy way of saying that the DSTwo sends the DS those screens. It's also stopping rendering of a frame if frameskip is cutting it. I'll look into adding a FPS counter option in the beta.Code:if(to_skip >= SKIP_RATE) update_scanline(); /* later... */ if(to_skip >= SKIP_RATE) { flip_gba_screen(); to_skip= 0; } else to_skip ++;
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