![]() While the game is still capped at 20fps, the fluidity is massively improved resulting in a more playable game all around. That's certainly the correct default way to play but is it the best way? Well-known console modder Drakon modified Star Fox to run overclocked at a much higher clock-speed. It's very likely that the emulator will run the game at the correct speed and duplicate the experience as it was on real Super NES hardware. Regarding the SNES Mini, this brings up the question of accuracy. In the latest episode of DF Retro, John discusses SNES mini: emulation, custom hardware, technical highlights in the library - and the games that should have made the cut. The primary limitations here are, of course, the low performance and the small display window. There's even light point-sampled texture mapping in spots. Filled, flat shaded polygons are used for most of the game's visuals while scaled sprites are used for objects such as asteroids. We have full 3D objects with rotation and animation as well as point rendering, for stars and dots along the playfield, line segments for wire-frame objects and more. ![]() The FX chip is used for most functions in the game. Judged by today's standards, Star Fox runs at a very low frame-rate (we regularly encounter sub-10fps areas) but the game is designed well enough that it's still remarkably fun to play. ![]() The chip does not feature any special hardware for rendering polygons, however, and instead relies on the programmer to write their own software rasteriser. The original version ran at 10.74Mhz and enabled the system to perform the necessary calculations required for 3D. But it's not just the integration of the hardware that is fascinating - it's the implementation of it, and how Nintendo utilised the extra power alongside the console's native capabilities.Īt the most basic level, the SuperFX chip is a 16-bit RISC processor with DSP functions. The SNES mini features Nintendo's first ever official emulation of that chip, but SuperFX is just one example of custom hardware that improved the console's capabilities.įor starters, the SNES mini features emulation of two different SuperFX processors - as evidenced by the retro console's support for Star Fox, its sequel and Yoshi's Island. The Super NES - or Super Famicom, if you like - took that to the next level, not least with the introduction of the SuperFX chip, bringing hardware-based 3D to the 16-bit era. ![]() Like its predecessor, it harkens back to a time where physical cartridges allowed for the integration of custom hardware on a per-game basis that would evolve the capabilities of the base hardware. If anybody has seen that list, and knows what I'm talking about, I would love to see that list again, so please provide a link or post that list here.The upcoming Super NES mini console is more than just a SNES emulator. I want to see which games they had rated as almost perfect, and which ones they said were totally unplayable. I've been searching all over the place, and I can't find that damn list. Anyways, for the life of me, I can't find that damn list again. It might have also had suggestions on what to set the frameskip to. It had like a letter grade next to the rom, and maybe a sentence on why the game sucks or whatever. I saw a list on a website awhile back, where it had a list of all the SNES roms, and which ones ran good on the PSP, and which ones sucked. I'm sure future versions will run better. True, alot of the platformers run just fine but the SNES emu is still alittle bit slow. I think the biggest problems are the RPG's or anything with the mode 7 feature, they all seem to run like crap. I think people want to play them with out the frameskip though.
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