AAAAAAAAAAAaaaand holy **** I'm a bit drunk. My apologies regarding this emulator. Will try to make sensible responses sometime in the morning.

ShadauxCat said:RPG Hacker said:ShadauxCat said:RPG Hacker said:Great news!
I didn't have time to test it yet, will do so once I get home today. Just one question: Does it support BG Mode 5 (I think it was 5, may also be 4)? That's a mode used in a very few games, like for example for menus in Secret of Mana and Seiken Densetsu 3. What it does is basically giving screens double the width. In the previous versions of the SC2DS Emulators it wasn't emulated well, causing every second letter in those menus to be cut out. Is it emulated yet? If it isn't I could help you by giving more information.
My answer to this is: I don't really know, as I didn't write the emulator from scratch and I haven't tested that. But I do know that the emulator was built from the source code of snes9x, so maybe? If the original supercard NDSSFC didn't support it, then the answer is no, I haven't explicitly added support for that; I'll look it up and see what I can find out.
The letters were indeed cut out in the old version. I didn't want to make it sound like an assumption, sorry. There reasons for this is that in most BG Modes on the SNES, a tile is 8 pixels width. In mode 5, however, tiles are always 16 pixels width (height can either be 8 or 16 pixels). This makes it possible to have a screen of double the width without needing more tilemap space in VRAM. The games I mentioned used this mode to put more text on the screen. What I think the emulator does right now is still treating the tiles as tiles of 8 pixels width, therefore skipping a few tiles. Well, what am I telling you this, anyways? I have screenshots somewhere. Look at this:
![]()
![]()
So basically the solution would be to emulate the width of 16 pixels and then scale the screen width to half, to make it fix on the screen again.
In case you want to look into this problem: I reported the bug (along with a few other bugs and more details) here:
http://forum.supercard.sc/viewthread.php?t...extra=#pid48036
This is going to be a lot harder than it sounds, at least to make it playable. Shrinking a 16x16 tile to an 8x8 tile will effectively mean cutting out every other pixel both horizontally and vertically. I can't imagine any text will be readable after that, but I will certainly see what I can make happen. That said, though, there are other things I want to get done first because they apply to more games and will take less effort to get going to an acceptable level.

Well I'm using a class 6 Sandisk 8GB card as of lately. I switched to my old Class 4 card to see if it was more noticeable there, but it was the same thing. So I really don't think it's card speed related.ShadauxCat said:I already addressed this one, but I'm coming back to it: I didn't notice this problem. I played Super Star Wars and it ran flawlessly for me even at CPU Frequency 2. I don't know what's different between us, since we are theoretically running on identical hardware in nearly identical running environments, but I simply didn't have this issue. THAT SAID, however, I'm going to be doing as much as I can to improve performance across the board and hopefully eventually get games like Mario Kart and SMRPG to a fully playable level through some hard core code optimization. I can't guarantee I'll accomplish that, but that is my goal.
Now that I know about it, I notice it everywhere in games that ran near perfect before, like playing a shooter at 60fps and 50fps lol.
I tried to find a game where it's easier to notice and I found it myself to be most obvious in Super Mario Kart.
![]()
In the titlescreen where the background terrain is moving to the left. Follow its movement going to the left for a minute or so. It will be in near perfect fluidly motion.
Then go directly to CATSFC and follow its movement again. You'll notice a tiny tiny skip in its movement.
![]()
This is where I noticed it the most. Follow one of the mushroom's movements on the top row in BAGSFC same as before, for a minute or so. You'll see it moving in almost perfect fluidly motion with an extremely tiny 'static noise' on the mushroom now and then. But really unnoticeable unless you really pay attention to it.
Then switch to CATSFC and you'll notice a tiny skip in its movement compared to in BAGSFC.
I tested this in CPU 5, Fastforward OFF and sound enabled.
I really hope you manage to get SMRPG running in good speed, that would be like a miracle![]()
QUOTE(amaro999 @ Mar 7 2011, 01:49 AM) I was playing with it and I noticed the games were running as it were frameskip 1. What I did, though, was change my microSD for a faster one. Then CATSFC worked without any lag, just perfectly.


ShadauxCat said:This is going to be a lot harder than it sounds, at least to make it playable. Shrinking a 16x16 tile to an 8x8 tile will effectively mean cutting out every other pixel both horizontally and vertically. I can't imagine any text will be readable after that, but I will certainly see what I can make happen. That said, though, there are other things I want to get done first because they apply to more games and will take less effort to get going to an acceptable level.

ManFranceGermany said:And Secret of Mana 2 has the problem that I can't read the text.



Take your timeShadauxCat said:The only answer I can give to that is "when it's done." I promise it'll be released as soon as I finish it and not held back even a moment, but it's very hard to predict how long implementing something like this is going to take because it's giving me a lot of unexpected problems. So "when it's done" is the best answer I can give.
