Reinstate or hopefully freshly add legacy Frameskip:)
KMFDManic opened this issue · 2 comments
@JoeMatt Hopefully, you are still interested in poking at this Core:) I was analyzing the code set, and noticed that "frameskip" actually used to be part of it, and was removed at some point! But, in testing on PC, having the frameskip implemented actually helps a great deal, to get some more solid gameplay, much like it also does with Yabause, the Software Renderer only for many platforms, Saturn Emulator! I am not exactly sure the best way to approach this, as far as just simply try to reintroduce the coding, or to just do it from scratch, either way! But, it still seems to exist within THIS codeset:
https://github.com/mirror/virtualjaguar
If anything, I would love to see it as a Core Option. I was able to successfully add frameskip and overclock to my forks of N64, etc. And, it has made a truly tremendous difference on platforms, such as RetroPie, the Mini Classics, and so on!
Anyways, you did a great job with this Core, as did all other devs who chimed in. So, looking forward to your thoughts! It is a true shame the emulator simply doesn't have more interest than it does. But, hey, other emulators, such as P-UAE on Libretro, also went quite some time, before they were picked up again..and, became even more badass:)
What do you mean by 'more solid gameplay'? Do you just mean running it on underpowered hardware where you cannot run it at fullspeed without resorting to frameskipping? Because frameskipping by itself never leads to 'more solid gameplay', it will always be worse than no frameskipping as far as frame pacing and fluidity is concerned.
IMO, the effort is better spent on improving the blitter and synchronising code of the tom & jerry.
This core should be fine without frameskip even on something as underpowered as, say, a Raspberry Pi2; it has exceptionally unoptimized code in some essential parts.