![]() ![]() Save mipmap_input parameter with customized GLSL and slang shaders. Clamp MSU1 addition to max amplitude instead of wrapping. Reverted an IPL map optimization that misses a weird edge case that caused Fixed NMI timing when toggling enable bit. Fixed subscreen blending with master brightness < 100%. Added screensaver prevention on joystick use. Switched to GTK's C++ interface, gtkmm3. Use a submodule for glslang, because it doesn't guarantee API stability. Added support for relative-style save slots Fixed sound volume resetting when sound reinitializes. Added menu entry to load oops files, and an option to confirm before Apply turbo mode volume when rewinding. Revert default SFX2 clock speed increase. Fixed an out-of-bound memory access in sound DSP. Rewritten based on newer, supported APIs. MichaelBuckley provided a brand new MacOS port that is completely Templates, significantly lowering compile time. Restructured tile.cpp tile renderer from heavy macros into C++ Removed graphics options most people won't understand or need. Fixed some keys not working with modifiers. Allow disabling adding registry entries. Improved the shader parameters dialog with sliders and resize. Add fixed window size changes up to 10x. Add menu item to clear recent files entries. Changed the automatic frame skip throttle to take place immediatelyīefore showing the frame, making VRR work better. Added second set of registers between S-DSP and S-SMP. ![]() Fixed a desynchronization in interlaced modes and reporting. Modernized some old memory-related code. MSU1 audio with no loop point will not repeat from start. But for a 100% run you have to find all.- Fixed SA1 division with negative dividend again. Nitsuja wrote: (Fortunately, leveling is a choice, unlike Crystalis.) And, are there any situations where magirocks/spells would be worth the time it takes to get and use them, or anything else that needs to be bought in the game?No collecting magirocks or use magic definitely don't help to make the run faster in one situation a bone pin is usefull (in Norfest Forest to escape from Storkolm quickly) but this needs only 1 magirock which you will have anyway. Just see my 100% speed run on for a perfect example for leveling up to the best times. The leveling up is a MUST in Terranigma if you don't do that you lose much more time in the result, my promise. Lets say you skip ALL enemies and don't level up at all then at least in the mermaid tower (just before you get a ship of a seaman) you will be caught and trapped since to beat the purple fish boss you need strong hits because he runs away after every single hit and you have to wait about 10-20 sec for the next hit you can do to him, and if you damage him to 2-3 HP each time of his more than 150 you can calculate yourself how many time you will lose. But, I wonder, how would a minimalist Terranigma run go? I seem to recall some of the bosses taking a long time to kill unless you're leveled up enough, but on the other hand I think leveling up was a really slow process too, so maybe low-level is the faster way to go.Definitely Wrong! I did this experience myself and the fact is if your level is not high enough because you skip to beat the weak enemies in earliy parts of the game you will have big problems even against normal enemies in later parts of the game and since they give more experience so that you can level up faster you will not be able to defeat them fast enough so that the time is worth for them to kill. Nitsuja wrote: Oh, well I'm interested in seeing both runs so that's ok. If someone could help me or suggest a solution to this problem I would be very thankful since I'm a Terranigma master and I really want to make a great movie of one of the best games on SNES for you guys to watch. Is this the cause the movie get out of sync on turbo mode? Secondly I noticed that the original emulated frame time on "Auto Frame Rate" is 20 20ms NOT 17ms like in all NTSC games. On normal game speed the movie was ok for the first 2-3 minutes till I cancelled the recording (don't recorded more because of this problem), but why it gets on turbo mode (Tab-Button) out of sync. I have started to record this game from reset but as many times I tried eveything to do (rerecords, slowdown variations and so on) to movie got desync after some seconds (sometimes even before entering the player name) IF I used the turbo mode to watch (test) it. But the problem is Terranigma exists to my knowledge only in PAL not on NTSC. I want to make a 100% time-attack walkthrough of Terranigma on Snes9x 1.43 WIP1 Emulator. ![]()
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