![]() ![]() sunning163 liked Soft-e-Safe RPi0 Power Switch.John Loeffler liked Relatively Universal ROM Programmer.Dusan Petrovic liked USB Type-C Power Delivery Breakout.EtchedPixels has added details to RCBUS to USB Adapter.FulanoDetail has updated the log for DIY Mech/Exoskeleton suit.EtchedPixels has updated the project titled RCBUS to USB Adapter.targetdrone on The 2003 Northeast Blackout And The Harsh Lessons Of Grid Failures.Erik on Blame It On The Sockets: Forensic Analysis Of The Arecibo Collapse.Ccecil on PCB Toaster Oven Solders Your Boards.Joel on Making An Injection Mold For Yourself.Anonymous on Making An Injection Mold For Yourself.forrest William mcelfresh on Card/IO Is A Credit Card-Sized, Open Source ECG Monitor.Dude on The 2003 Northeast Blackout And The Harsh Lessons Of Grid Failures.spaceminions on Review: WAINLUX K8, A Diode Laser That’s Ready To Work.Hackaday Podcast 233: Chandrayaan On The Moon, Cyberdecks, Hackerspaces Born At A German Computer Camp 5 Comments Posted in computer hacks, Nintendo Hacks Tagged emulation, overclocking, snes Post navigation Below is the Gradius III demo, showing off the results. This allows the whole process to happen very rapidly, and yet continue to sync with the normal 60 FPS. Virtual scanlines are added, but the audio and video emulation is paused. Since the framerate is hard synced to 60fps, the previous frame is simply shown again, and the game is paused for that frame while processing finishes. Most games have a few scenarios where lots of things are happening at once, and the processor just can’t keep up with the framerate. Games were generally carefully written to make sure each frame’s processing would finish within that 16 millisecond window. The SNES primary processor runs all the game logic and updates the graphics 60 times per second, finishing each frame’s calculations before the TV began writing that frame to the screen. ![]() The blank scanlines were hidden by the analog fuzziness of CRT TVs. This is also why retro consoles can look so terrible on modern monitors. In order to produce a clean 60 FPS, the SNES didn’t interlace, and just always wrote to the same 240 scanlines. So 60 times a second, half of the screen is updated, alternating between the even and odd lines.Īt the top of each frame the equivalent of half a scanline marks whether the rest of the frame is even or odd scanlines. 30 times a second the even scanlines are updated, and 30 times a second the odd scanlines are updated. NTSC calls for 30 frames per second, but those are interlaced frames. The SNES framerate is locked to 60 FPS, which is a bit surprising considering the NTSC standard was only 30 FPS. ![]() The Super Nintendo was an impressive system, for its time - mostly. Eliminating slowdowns should be trivial, right? For an emulator such as bsnes, which is written to achieve essentially pixel-perfect accuracy when emulating, the problem is decidedly non-trivial. We’re emulating old SNES hardware on modern machines that are vastly more powerful. The bsnes emulator has a new overclocking mode to eliminate slowdowns in SNES games while keeping the gameplay speed accurate. ![]()
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