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(06-13-2012, 12:18 PM)admin89 Wrote: [ -> ]Dude
30FPS is full speed for SMS NTSC version , 25FPS is full speed for SMS PAL version

I've realized this now, but I'm curious if there's a way to render it at 50 fps, just to make it smoother. If it's not possible, then oh well. Same for trying to get SSBM to run smoothly at 30 fps.
Quote:I've realized this now, but I'm curious if there's a way to render it at 50 fps, just to make it smoother.
If your machine's powerful enough, you can always disable the frame limiter in the options menu and see what happens. I doubt you would want SMS @ 50 fps though, it'll be too fast to be playable.
(06-13-2012, 12:31 PM)orang Wrote: [ -> ]
Quote:I've realized this now, but I'm curious if there's a way to render it at 50 fps, just to make it smoother.
If your machine's powerful enough, you can always disable the frame limiter in the options menu and see what happens. I doubt you would want SMS @ 50 fps though, it'll be too fast to be playable.

Oh, I think I understand now. I suppose they're designed to be played at that framerate. I'm too used to computer games. Thanks for putting up with me though.
(06-13-2012, 12:45 PM)DanielTheSlide Wrote: [ -> ]Oh, I think I understand now. I suppose they're designed to be played at that framerate. I'm too used to computer games. Thanks for putting up with me though.

Even though you figured it out, I wrote about why this is so a bit ago. It might be useful to know anyway; I even used SMS as the example, imagine that :p Essentially, it's the difference between frame independent motion and frame dependent motion.

(05-17-2012, 03:47 AM)Shonumi Wrote: [ -> ]Just a short summarization, the game determines how far an object should move on-screen based on the current frame rate. That way if the FPS is 30, 60, or any other number, the game adapts how "fast" things are supposed to move. Most PC games do this, most console games probably do not.

In a game like Super Mario Sunshine, the game's logic says something like "move Mario 5 units on every frame when running," so if it's normal speed he moves the normal distance, but doubling that doubles the distance in the same time. That's what AnyOldName meant by redesigning games, you'd have to change that bit of the games logic to adapt to variable frame rates.

It makes sense to have frame independent motion in PC games, since the hardware can vary, so the devs want to make sure a lot of people can enjoyably play the game on a wide range of setups (good and not-so-good ones). But console hardware is largely standardized, so everyone playing SMS has a Gamecube with the same capabilities and limitations, so the devs merely set the game's FPS themselves and go for frame dependent motion. There are exceptions to both norms for console and PC games, however.

Yevgeniy Wrote:If you are going to use DSP LLE then you will have to disable Idle Skipping to get full performance. I hope my theory is correct Wink

Well you're almost correct. The LLE trick requires Accurate VBeam emulation, and then disabling Idle Skipping if that's not enough. It was discussed a lot last week in this thread.
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