![]() ![]() I suppose that could be a question for you or Richard. Would it be too much of a pain to always use a double-sized buffer and do a check to fill 2 columns per pixel when not in high-res mode, or for efficiency are you relying too much on block copies of pre-formatted content to do that?. ![]() The holdup is on my end, I need to add something to the libsnes wrapper to allow for fixed resolutions. I've accounted for it with my own implementation because I knew about it, but it's a lot of work for just one system to go back and retroactively do that. By changing the resolution, it causes him to have to reinitialize the video output code. Which is a problem for the design of Richard's OpenGL code, which expects a fixed output size. To support hires games, bsnes dynamically changes the resolution between frames. ![]() There should be no obvious differences between this and the previous release (in particular the flicker reported a few posts below in BSNES is *not* fixed). There have been a few changes made under the bonnet to fix minor bugs in the system. ![]()
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