I run it 240 FPS with a 30yr old computer.So guyz can I run Splatoon at 60FPS on my 1.35GHz single core and 512MB Radeon R2?! Thanks!?
This post is a joke don't get your shit in a twist.
This post is a joke too.
I run it 240 FPS with a 30yr old computer.So guyz can I run Splatoon at 60FPS on my 1.35GHz single core and 512MB Radeon R2?! Thanks!?
This post is a joke don't get your shit in a twist.
Guys. I got Minecraft Wii U Edition. But I wonder what's the Title Key?
Most people from Dark Umbra got the TitleID instead of Title Key.
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Testing Splatoon.
Not good at all.
Thanks m8!lol why middle finger at the game when you should have waited a little bit for the gamepad screen to disappear and progress further?
or just hold the right mouse button and go up and down ( but cant go left or right )
ooooooooor just download the save file from RHY3756547
but I recommend waiting for the gamepad screen to disappear , like 3-5 mins ( idk )
btw heres a site that has all the keys for both regions
https://docs.google.com/spreadsheets/d/1SjkHy_2EadZqkPxYXpH-jsWpIlSnzREvSFxFjf0K5OY/edit?usp=sharing
Provided that you know how to extract the data from Wii U, yes, you can.Hey I am buying a WII-U and Super Mario Maker Game.
Can I then send levels I make externally to say People on this forum?
Aren't emulators about piracy anyway?Come on guys, do you want to get devs in trouble? Do not speak of piracy so blunt. At least use pm.
Not necessarily, they may work as backup device, technical curiosity and for homebrew testing.Aren't emulators about piracy anyway?
Just load a ready level and save over it. Here is my unfinished level:Hey guys how can I create my own fase and save on Super Mario Maker
I think because Intel HD GPUs ( Sandy and Ivy bridge ) are supporting only Ogl 3.3, and majority of laptops and good chunk of PCs runing on those. Also, as of Ogl 4.x nVidia translate glsl into their own shader language that makes things complicated like in Xenia emulator.exzap, any reason why OpenGL 3.3 is used?
I think because Intel HD GPUs ( Sandy and Ivy bridge ) are supporting only Ogl 3.3, and majority of laptops and good chunk of PCs runing on those. Also, as of Ogl 4.x nVidia translate glsl into their own shader language that makes things complicated like in Xenia emulator.
OnExit handle_exit
Gui, +AlwaysOnTop +Owner +Resize +ToolWindow ; window for the dock
Gui, Show, NoActivate w400 h400 x300 y50 , PrintScreen
zoom = 4
antialize = 1
Gui, Add, Slider, vdelay x220 y0 Range15-200
Gui, Add, Text, x340 y12 w80 vdelay2
WinGet PrintScreenID, id ,PrintScreen ;
WinSet, Transparent , 254, PrintScreen
;retrieve the unique ID number (HWND/handle) of that window
WinGet, PrintSourceID, id
hotkey , #x , toggle_follow
hotkey , +$LButton , click_through
toolbar_def:=35
toolbar := toolbar_def
follow :=0
hdd_frame := DllCall( "GetDC", UInt, PrintSourceID )
hdc_frame := DllCall( "GetDC", UInt, PrintScreenID )
hdc_buffer := DllCall("gdi32.dll\CreateCompatibleDC", UInt, hdc_frame) ; buffer
hbm_buffer := DllCall("gdi32.dll\CreateCompatibleBitmap", UInt,hdc_frame, Int,A_ScreenWidth, Int,A_ScreenHeight)
Gosub, Repaint
return
toggle_follow:
follow := 1 - follow
if follow = 1
{
WinSet Region,, PrintScreen
toolbar := -32 ; height of window title
GuiControl, Hide, zoom
}
else
{
WinSet Region,, PrintScreen
toolbar :=toolbar_def
GuiControl, Show, zoom
}
Return
click_through:
if follow = 1
{
Gui, Hide
Send, {Click}
SetTimer, Repaint , Off
Gui, Show
SetTimer, Repaint, %delay%
}
Return
Repaint:
CoordMode, Mouse, Screen
MouseGetPos, mouse_x, mouse_y ; position of mouse
start_x = 1100
start_y = 140
Gui, Submit, NoHide ; needed to read the dropdown and slidervalue
GuiControl,, delay2 , delay %delay% ms
WinGetPos, wx, wy, ww, wh , PrintScreen
wh2 := wh - toolbar
DllCall( "gdi32.dll\SetStretchBltMode", "uint", hdc_frame, "int", 4 * antialize ) ; Halftone better quality with stretch
DllCall("gdi32.dll\StretchBlt", UInt,hdc_frame, Int,0, Int,toolbar, Int,ww, Int,wh - toolbar
, UInt,hdd_frame, Int
, start_x-(ww / 2 / zoom)
, Int,start_y -( wh2 / 2/zoom), Int,ww / zoom, Int,wh2 / zoom ,UInt,0xCC0020) ; SRCCOPY
SetTimer, Repaint , %delay%
Return
GuiClose:
handle_exit:
DllCall("gdi32.dll\DeleteObject", UInt,hbm_buffer)
DllCall("gdi32.dll\DeleteDC", UInt,hdc_frame )
DllCall("gdi32.dll\DeleteDC", UInt,hdd_frame )
DllCall("gdi32.dll\DeleteDC", UInt,hdc_buffer)
ExitApp