Hi, Is there any way to see the FPS?
@[member='Toad King']: Since Wii does not have enough RAM to run most NEOGEO games
Don't rule it out just yet - all I'm saying right now.
Please note that this was only introduced in the development tree very recently, and if the option doesn't exist for you, you'll have to download and compile updated cores yourself.Hi, Is there any way to see the FPS?
Turn 'Debug Info' on in the Settings menu.
You can use NAND... much quicker and doesn't need special tricks to sidestep the use of malloc()/free() when fetching/flushing pages, which is pretty important if you're out of memory. And before anyone mentions anything about wearing out the flash, I suggest they look at what SSBB does with temporary files...gc-linux seems to have some codes to create and use virtual memory from SD and USB on Wii.
If it's possible to expain Wii RAM on virtual memory, community could expect emulation of larger roms.
But games could be unplayable, as USB or SD have slower access than MEM1/MEM2.
You can use NAND... much quicker and doesn't need special tricks to sidestep the use of malloc()/free() when fetching/flushing pages, which is pretty important if you're out of memory. And before anyone mentions anything about wearing out the flash, I suggest they look at what SSBB does with temporary files...gc-linux seems to have some codes to create and use virtual memory from SD and USB on Wii.
If it's possible to expain Wii RAM on virtual memory, community could expect emulation of larger roms.
But games could be unplayable, as USB or SD have slower access than MEM1/MEM2.

Hy guys, any chance to include Virtual Boy?

The problem is those aren't links to images, those are links to web pages. To link to the image you need to use the raw URL to the image itself. Imageshack doesn't give you that automatically anymore, so you'll need to click the image for the full size (don't skip this part) and then right-click the image and copy the URL/location.Will I ever be allowed to directly post screenshots instead of just linking them?

The problem is those aren't links to images, those are links to web pages. To link to the image you need to use the raw URL to the image itself. Imageshack doesn't give you that automatically anymore, so you'll need to click the image for the full size (don't skip this part) and then right-click the image and copy the URL/location.Will I ever be allowed to directly post screenshots instead of just linking them?
Then you get the URL you can insert.
http://img33.imagesh...ntilessnes9.png
![]()
This makes me want a slg3000 even more!The problem is those aren't links to images, those are links to web pages. To link to the image you need to use the raw URL to the image itself. Imageshack doesn't give you that automatically anymore, so you'll need to click the image for the full size (don't skip this part) and then right-click the image and copy the URL/location.Will I ever be allowed to directly post screenshots instead of just linking them?
Then you get the URL you can insert.
http://img33.imagesh...ntilessnes9.png
![]()
Hmmm. weird. I did that (used the URL link) and it said that I "wasn't allowed to use that extension" but I'll try to edit my last post.
Edit: They show up correctly, but I placed spoilers so they don't take up a lot of room.
How is it with bilinear filtering on?Here are the screenshots RetroArch requested, indicating that there are indeed RGB palette issues present in Snes9x Next.
(Heavily pixelated screenshot warning!) I had to zoom in quite far to show where the issues occur, from A Link to the Past, the area around the tree tiles.
Beware of large, zoomed-in 256x244 resolution pixels!
Snes9x 1.53
![]()
Snes9x Next
![]()
I hope that this clarifies the palette output issues more efficaciously.
Edit: Fixed links, now the pictures show up
I think what he is trying to say is that lag occurs only when are using the Classic Controller or another device attached to the Wiimote, but not when you are just using the Wiimote by itself.
So, I guess there is something wrong, This shouldn't have happen. If there is any lag, it should be equal between the Classic Controller and the Wiimote.
Yes thanks, this i is trying say. Sorry for my english
Are you using an official Classic Controller? Pro or not? Unfortunately, since Squrepusher did the Classic Controller testing, I cannot help much.
I have a CC Pro, it isn't offical.
This model http://www.ebay.com/...=STRK:MERFB:IID
I did this test:
My TV + Wii Game + wiimote = NO Lag
My TV + Wii Game + wiimote + CC Pro (no Official) = NO Lag
My TV + Wii Virtual Console Game* + wiimote = NO Lag
My TV + Wii Virtual Console Game* + wiimote + CC Pro (no Official) = NO Lag
My TV + Wii RetroArch* + wiimote = NO Lag
My TV + Wii RetroArch* + GC Gamepad (no Official) = NO Lag
My TV + Wii RetroArch* + wiimote + CC Pro (no Official) = "input LAG"
* Same game, i did try Mario Bros 3 and Super Ghouls'n Ghosts
This lag only affect the controls, the speed's game runs normal
If there are any test I can do for help, let me know![]()
Homebrew game NewoShooter = NO LagDo you still get the lag in other Homebrew applications?
The wiimote buttons lag too when CC Pro is attachedDo just the CC buttons lag, or do the Wiimote buttons also lag with it attached?

DO NOT USE AN ONLINE TRANSLATOR.After someone test on FBA Core Complete (Thanks to retroarch team)
Put here someone conclusions:
In CAVE mode runs roms as gaia 18.2mb, theroes 17.7mb and sailormn 14.2mb but another not run as guwange 18.8mb, plegends 17.4mb, pwrinst2 15.1mb
In CPS1 mode runs most roms as slammast 6.6mb, mbombrd 6.5mb and anothers
in CPS2 mode runs most roms up size as mvsc 22.7mb, mshvsf 23.1mb, vsav2 23.4mb and anothers
in CPS-Others runs most roms as sf 1.2mb, tigerroad 962kb and anothers
in DATAEAST mode works someone roms but another charge and stay on black screen as backfire 9.9mb or boowing 8.3mb
in GALAXIAN mode all roms tested works, roms size is very tiny not exceed 200kb
in IREM mode works someone roms but another charge and stay on black screen as ssoldier 4.6mb or gunforc2 4.1mb
in KANEKO mode GTMR 4.1mb charge but not show nothing and jchan 21.4mb, jchan2 21.8 or bloodwar 11.9 when charge emu crash
in KONAMI mode all roms tested works, some roms tested: xmen 4.2mb, tmnt2 3.3mb and anothers
in MISC mode most roms try charge but crash emulator but someone charge as silkroad 12.3mb or aliencha 11.4mb, audio present problems in someone titles
in NEOGEO mode most roms with not exceeds 23mb could charge as kof96 23.6mb, kof96ep 23.7mb and anothers
in PACMAN mode all roms tested works, roms size is very tiny not exceed 500kb
in PGM mode all roms tested not works (size not exceed 23mb) only try charge but after this emulator crash
in PSIKYO mode some roms works as loperndf 10.2mb, hotdebut 15mb, dragnblz 16.7mb, sbomber 17.7mb, s1945ii 18.3mb but another as s1945iii 22.4mb, gunbird2 23mb and another not charge and crash emulator
in SEGA mode all roms tested works as glock 6.4mb, strkfgtr 6.4mb and anothers but some roms present problems in audio quality (bugs)
in SETA mode various big roms could charge as turkhunt 23.9mb, wschamp 22.2mb, deerhunt 18.7mb, grdians 14.2mb but another not works and someone games this not works correctly in input (need simulate game pistol)
in TAITO mode most roms works as qcrayon2, some one charge and not show anything (black screen)
in TECHNOS mode most roms works as ddragon but some minor try charge but only shows black screen
in TEOPLAN mode various roms works as bbakraid 16.2mb, batraider 8.3mb and anothers
As personal conclusion FBA works very good with roms from various systems, indeed not hope many games working so good
As personal note organize FBA set in folders for each system is a pain in ass, 2600 roms aprox, but once organizated is much better for management emulator

How is it with bilinear filtering on?Here are the screenshots RetroArch requested, indicating that there are indeed RGB palette issues present in Snes9x Next.
(Heavily pixelated screenshot warning!) I had to zoom in quite far to show where the issues occur, from A Link to the Past, the area around the tree tiles.
Beware of large, zoomed-in 256x244 resolution pixels!
Snes9x 1.53
![]()
Snes9x Next
![]()
I hope that this clarifies the palette output issues more efficaciously.
Edit: Fixed links, now the pictures show up
In CAVE mode runs roms as gaia 18.2mb, theroes 17.7mb and sailormn 14.2mb but another not run as guwange 18.8mb, plegends 17.4mb, pwrinst2 15.1mb
in KANEKO mode GTMR 4.1mb charge but not show nothing and jchan 21.4mb, jchan2 21.8 or bloodwar 11.9 when charge emu crash
in PSIKYO mode some roms works as loperndf 10.2mb, hotdebut 15mb, dragnblz 16.7mb, sbomber 17.7mb, s1945ii 18.3mb but another as s1945iii 22.4mb, gunbird2 23mb and another not charge and crash emulator

The graphical isues in SNES9x Next (especially with the trees in Zelda 3) are known -needless to say, SNES9x Next Mk. II will be from scratch and special attention will be paid this time to get these edge issues correct while maintaining the speed.
