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/vr/ - Retro Games


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1513636 No.1513636[DELETED]  [Reply] [Original]

Are there any NES emulators that inaccurately remove the sprite limitations and lag that are present in many games? I know it probably sounds like sacrilege but I'd like to see how these games would play without them.

>> No.1513658

like sprite flicker and slow down?

second

>> No.1513656

nestopia can remove the sprite limit, it also has a bunch of other options maybe one of them might remove the accurate slowdown. Not sure which one.

>> No.1513714

OP would probably like LUA scripted games.

>> No.1513727
File: 72 KB, 762x525, pequeno samuelfilho.png [View same] [iqdb] [saucenao] [google]
1513727

Nestopia. Also, enable v-sync. Also2 blinear that shit, Also3 20% scanlines. Bootylicious emulation.

>> No.1513738
File: 168 KB, 1280x960, Fx-aa.png [View same] [iqdb] [saucenao] [google]
1513738

>>1513727

what's wrong with your brain to think that looks good

>> No.1513746
File: 268 KB, 1136x640, 1396397103309.jpg [View same] [iqdb] [saucenao] [google]
1513746

>>1513738
I'm not blind.

>> No.1514704
File: 515 KB, 1666x1000, authenticexperience.jpg [View same] [iqdb] [saucenao] [google]
1514704

>>1513746
this is how it was meant to be played

>> No.1514715

nestopia does help with the sprite limit but not entirely. It will still flicker at times. You can check the difference when playing RECCA, with and without the sprite limit.

>> No.1514720

If an emu succeeded in removing the slowdowns competely, it would make some games unplayable in coop actually playable, like chip'n'dales 2 and contra force.

>> No.1514730

>>1513636
Both are basically impossible for most games without reprogramming them.
There's no such thing as "sprite flicker" built into the hardware, the hardware just stops drawing sprites after the 8th one on a line. Games implement the flicker themselves so that your character doesn't just disappear when a big enemy appears. If you remove the sprite limit, it doesn't matter, the game will just keep flickering the sprites anyway.

Overclocking the NES would have a better chance of doing something useful, but since so many graphical tricks in NES games are based on extremely careful timing (even things as mundane as the status bars in games like The Legend of Zelda), you'd be getting framerate stability in exchange for completely fucking up the graphics.

tl;dr NES games were not programmed like PC games. There is no abstraction, they took advantage of every minute detail of the hardware. If you change any one detail it will fuck something up beyond repair.

>> No.1514734

>>1514704
I think I'm gonna puke

>> No.1514738

>>1513636
>the sprite limitations

Yes, like all of them do that. It's called "No Sprite Limit".

>and lag

You mean slowdown. And no, not any that I know of. You would need to overclock the NES CPU. No emulator that I know of does this. You can overclock real hardware though.

As to why there is no famicom overclocking in emulation, no clue. Smarter people than me should say something.

>> No.1514779

>>1514704
>>1513746
>>1513738
>>1513727

We have a whole thread for bitching about shaders and retro game displays. Go there:

>>1514778

>> No.1514784

http://emulation.gametechwiki.com/index.php/Overclocking

Information on overclocking.

>> No.1514905

>>1514784
I'm not really cool with whoever took one of my about The Legend of Zelda status bars from >>1514730 and stuck it unaltered into that wiki. Not because muh plagiarism, but because that's the one line that I don't think is correct. I think most games actually just spin in a loop waiting for a sprite 0 hit (hardware function that lets you position a single sprite and know when it's been drawn, ie so you can switch from the status bar to the game world). Overclocking shouldn't affect that much if at all. I DO know that some games didn't bother and did, as I said, rely on carefully timed loops to switch from drawing the status bar to drawing the game world, they're the ones with status bars that sometimes flicker or roll a bit, I just lied about LoZ to have a bigger impact.

Also I don't think a hardware overclock is even physically possible for the NES, IIRC the CPU and its various components share a clock with the PPU so overclocking the clock would totally fuck up the video signal and probably make the music really high pitched, so overclocking is pretty firmly in the realm of "emulation magic." Which would be fine if it weren't useless for the NES, but whatever.

tl;dr don't chop up people's posts that they spent 3 minutes on while half asleep for your wiki, it's kinda rude and you're gonna get worse results than if you'd just waited for someone that knew what they were talking about to contribute.

>> No.1514912

>>1514784
>There are no [whatever] emulators that allow for an overclocking option
MESS supports overclocking for all systems.

I played all the way through Ecco the Dolphin with emulator overclocking, it worked perfectly.

>> No.1514934
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1514934

>>1513636
>you will never play Ridge Racer Type 4 without pop-up
Life is suffering.

>> No.1515012

>>1514934

Nothing is impossible.

Rip all the game assets, textures, music, models, etc. Create a new game engine for it on the PC. Rebuild the game with those assets. Try to make the physics etc match the original.

There you go.

>> No.1515095

>>1514905
This is how wikis work, unfortunately. People post shit from other places, usually misinformed, then it gets corrected little by little over time. If you really care about it, you can always go edit the page.

>> No.1515596

>>1514912
Mega Drive overclocking is a thing, people do it with real consoles. NES overclocking is not a thing due to some issues like what >>1514905
said

>> No.1515612

>>1514905
>>1515095

There's nothing stopping you from editing that page yourself anonymous. You don't even have to register.

>>1514905
>Also I don't think a hardware overclock is even physically possible for the NES

There's guides and videos, so it should be possible

https://www.youtube.com/watch?v=g4m-wyFC5-M

>> No.1515674

I just played through the first dungeon of Zelda 1 in MESS overclocked to 200% and it works fine.

Also first time I played Zelda 1. I like how there's no handholding and you can get lost easily, but I hate the slow screen transitions. This kind of poor pacing is a common problem in Nintendo games. Super Metroid suffers badly from it. It's a good thing emulator fastforward solves the problem.

>> No.1517050

>>1515674

First I've heard of mess nes overclocking.

Any more info?

>> No.1517062

>>1517050
Enable cheat option (eg. with "-cheat" commandline switch), go to slider controls menu. Hold control when adjusting it to make it adjust faster.

>> No.1517065

>>1517062

Does it actually work?