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Some hacks are about fixing graphics or skipping SPC700 code or other stuff I don't want.Īre we going to see a Nintendo 3DS version of lolSnes?ģDS homebrew would be nice, but the 3DS isn't hacked yet.

Problem with the SuperDAT is that it contains all sorts of hacks, not only about speed. Right now it applies speedhacks if it detects a SMW-style idle loop, but I figure that idle loops vary wildly from one game to another, and autopatching wouldn't be feasible. I may also add support for SuperDAT (snesadvance.dat) speedhacks. What speed hacks for SNES emulators are going to be used in lolSnes? Is there going to be a special accelerated version of lolSnes for SuperCard DStwo flash cards?įor SCDSTwo, I'm not planning on supporting it. Annoyingly, it never seems to happen on DeSmuME or the new Pokemon Emulator. Given how they normally communicate, this shouldn't happen, I still need to investigate it. But then I tested on my DS, and that annoying issue came back: CPU->SPC700 transfers hang in between for some mysterious reason, and then both CPUs get stuck waiting for each other to do stuff. I'm also trying to add support for saves. I could also try using spare sprites to handle individual tiles that don't get covered by the other workaround. I'll likely be resorting to SNemulDS's tricks (ie using extra layers in modes other than mode 0, or switching the whole BG to higher priority per-line if all the tiles on a given line are high-prio or empty). I still want to come up with better ways of handling per-tile priority, though. I don't think it'll be good for every game, though.

I made it so BG3 becomes the topmost layer if BG3 high priority is enabled, assuming most games would do that to use BG3 as a HUD layer. The SPC700 core is already taking quite a bit of the ARM7's power.Īs for lolSnes, well, I'm planning to release a proper build very soon. I hope interpolation will be feasible, but dunno. But eventually I'll find a way.Īs for sound, well. Tile priority will be tricky to emulate without major overhead, too.
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I'd mainly like graphics to have right priority and all without requiring to switch/disable layers or whatever game-dependent manual action. If my motivation doesn't fail me, that is. How soon if ever is lolSnes going to be finishes? I'd have continued on SNemulDS if possible, the only problem is that the source code of the last version seems to be completely gone from the internet, and SNemulDS being a port of an emulator made for DOS, it won't be as efficient as an emulator made specifically for the DS. Why start a new project and not just continue devoloping another Open Source project like the for example SNemulDS? If your game doesn't run in Snes9x or ZSNES, there's about zero chance that it'll run on lolSnes. All I know is that games that are known to require insane accuracy will not run. What is the game compatibility? Which snes roms work on lolsnes.nds?Īnd for compatibility, well. And don't forget to configure the directories properly.
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How to run lolSnes on DeSmuME DS emulator:įor DeSmuME, you need to use version 0.9.9, and set the slot1 device to Retail and slot2 to MPCF flash card device. Use to find a lot of links to sites with games for lolSnes.
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