Found some issues.....
1. PC Engine CD bins/iso's no longer load (or at least Rondo of Blood doesn't anymore). Gives error message.
2. Cannot load Pal or Japanese Mega Drive roms for GenesisPlus (not a big deal, because I can use the dedicated GenesisPlus GX instead)
3. TG16 games have a weird vertical scrolling side effect. Try Bonk's Revenge in 240p and notice on the first stage how the vertical scrolling looks outta wack.
4. Sound is "incorrect" on Nestopia. I've compared my original NES console and Nestopia (Wii) side by side on the same TV with the same game (yes, I did use A/V cables on the NES with a Y-Cable for Audio so that audio is not single channel). Nestopia has a much higher pitch, sounds somewhat tinny/scratchy, and is much louder on the left audio channel than the right channel. HOWEVER, the Fceumm core sounds virtually identical to the original NES. Both the Wii and the NES were using A/V cables on the same CRT-TV, and I switched back and forth between "Input 1" and "Input 2" on my TV for a perfect comparison.
Someone mentioned on here that Nestopia is more accurate in regards to sound/video than Fceumm, so if what he said is true, then porting Nestopia to the Wii is causing the issue and thus would need to be tuned specifically for the Wii.
5. No "one size fits all" solution for SNES games that use both High-Res and Low-Res modes. For example, if you choose "Original" mode in Tantric's SNES9x GX, it will automatically select between 256x224 and 512x224 when needed. As many people may know, there are a handful of SNES games that use 512x224 and 256x224 in the same game. For example, Treasure of the Rudra's (Rudra No Hiou) requires both display modes, and uses both when "Original" is selected in SNES9x GX. But when it comes to the new Retroarch release, your forced to choose "ether / or" when it comes to both resolutions (although choosing 512x224 for the entire game does not seem to affect it graphically what-so-ever, although I COULD be wrong).
Here's a list of SNES games that support multiple resolutions (this list may not be complete).
Air Strike Patrol (mission overview) (whatever mode? with Interlace)
Bishoujo Wrestler Retsuden (some text) (512x448)
Ball Bullet Gun (in lower screen half) (512x224)
Battle Cross (in game) (but isn't hires?) (512x224)
BS Radical Dreamers (user name input only) (512x224)
Chrono Trigger (crash into Lavos sequence) (whatever mode? with Interlace)
Donkey Kong Country 1 (Nintendo logo) (512x224)
G.O.D. (intro & lower screen half) (512x224)
Jurassic Park (score text) (512x224)
Kirby's Dream Land 3 (leaves in 1st door) (512x224)
Lufia 2 (credits screen at end of game) (whatever mode?)
Moryo Senki Madara 2 (text) (512x224)
Power Drive (in intro) (512x448)
Ranma 1/2: Chounai Gekitou Hen (256x448)
RPM Racing (in intro and in game) (512x448)
Rudra no Hihou (RnH/Treasure of the Rudras)(512x224)
Seiken Densetsu 2 (Secret of Mana) (setup) (512x224)
Seiken Densetsu 3 (512x224)
Super Play Action Football (text) (512x224)
World Cup Striker (intro/menu) (512x224)
Source ---->
http://nocash.emubase.de/fullsnes.txt
I'm not trying to complain and nag, I'm just pointing out something that maybe can be fixed? I know that LibRetroRetroArch
had to "squeeze" Seiken Densetsu 3's menu screens from 512x224 to 256x224 in order to keep the frame rate from dropping a
little. I don't know what could be done to fix this, but if it helps, I can confirm that Treasure of the Rudra's doesn't
show any signs of framerate issues when using the 512x224 mode in Retroarch. But, this games does also use 256x224 I think, so
having "both at the same time" instead of "ether / or" is the best way to go. Don't you think?
P.S. Love the work so far! I'm not trying to complain, I'm just trying to help!
EDIT: I've just confirmed that using 512x224p for SNES9x works for all games. In fact, it actually VERY slightly sharpens the image on all 256x224p content without any distortion, or any stretching (at least on a CRT. have not tested a HDTV, nor do I plan to as HDTV's already distort anything lower than their native resolution, ESPECIALLY lower than 480i/p).
So unless someone can post any issue with using 512x224 exclusively, then you can pretty much rest assured that 512x224 is what you should be using for SNES9x.