EmulationPanel
0
0
862
763
Form
-
Emulation Speed
-
-
Speed control method:
-
<html><head/><body><p>This controls how the program runs the emulated content at the correct speed.</p><p><span style=" font-style:italic;">Timer</span>: This sets a literal timer and shows emulated frames at the exact frame rate specified, or automatically matches the emulated system. It may not match your display's frame rate, which can cause judders.</p><p><span style=" font-style:italic;">Timer with Frameskipping</span>: The same as timer, except if your display has a lower refresh rate than the emulated system it will skip frames to keep up.</p><p><span style=" font-style:italic;">Sound Synchronization: </span>Assume the sound engine is outputting the sound at the correct speed and match the video output rate with it. This assumes your refresh rate is fairly close to the emulated system and you have vsync turned on.</p><p><span style=" font-style:italic;">None:</span> Don't attempt to slow emulation down. If you turn off vsync, this will run as fast as possible. If your display matches the emulated system's refresh rate closely, this with vsync enabled is generally the smoothest option aside from variable refresh rates with a timer.</p></body></html>
-
Timer - Match the frame rate configured below
-
Timer with Frame Skipping - Skip frames if needed
-
Sound Synchronization - Wait on the sound buffer
-
None - Run unthrottled, unless vsync is turned on
-
Qt::Horizontal
40
20
-
-
Frame rate:
-
<html><head/><body><p>Override the frame rate of the emulated system. This can be used to run slightly faster or slower than usual, or to match the timer to your exact refresh rate.</p><p><br/></p><p>Set this to 0 to use whatever the emulated system uses.</p></body></html>
fps
4
0.000000000000000
120.000000000000000
0.000000000000000
-
Qt::Horizontal
40
20
-
Set frame rate to 0 to automatically change based on PAL/NTSC and with interlacing on and off.
Qt::PlainText
true
-
-
Fast-forward frame skip:
-
<html><head/><body><p>Skips rendering the specified amount of frames when using the fast-forward function. The higher this amount, the faster it goes.</p></body></html>
frames
1
15
-
Qt::Horizontal
40
20
-
Rewind
-
-
Rewind buffer size (0 to disable):
-
<html><head/><body><p>The number of frames between each rewind snapshot. More frames mean rewind can go back further and will rewind faster. </p></body></html>
-
Frames between steps
-
<html><head/><body><p>Amount of memory to use to enable the rewind function. The amount of time each MB gets you varies based on the complexity of the game. Set to 0 to disable rewind altogether and use less processor time.</p></body></html>
MB
-
Qt::Horizontal
40
20
-
Hacks
-
-
<html><head/><body><p>A hack option. Only use this if you are running a third-party hack of a game that was designed for emulators and needs this.</p></body></html>
Allow invalid VRAM access
-
<html><head/><body><p>Decrease the time it takes for the CPU to perform operations, making it faster. This can remove slowdown, but can also cause glitches in many games.</p></body></html>
Overclock the CPU
-
<html><head/><body><p>This option is explicitly for old AddMusic hacks. If you know you have one of those, you can enable this. Otherwise, leave it unchecked.</p></body></html>
Use a shadow echo buffer
-
<html><head/><body><p>Original controllers may have had a small pin in the dpad preventing left and right or up and down from being pressed at the same time. This will allow that behavior if you're using a keyboard or device that can press those buttons at the same time. Some games will glitch when this is done.</p></body></html>
Allow opposite D-pad directions simultaneously
-
<html><head/><body><p>Allows more sprites to be displayed on the screen in an attempt to remove flickering.</p><p>Some games take advantage of this limit and use it to hide glitches, and removing the limit will make those visible.</p></body></html>
Remove the sprite limit
-
-
SuperFX clock speed:
-
<html><head/><body><p>Change the speed of the SuperFX chip. The SuperFX had some notoriously slow games, and this can be used to attempt to speed them up.</p></body></html>
%
50
1000
10
100
-
Qt::Horizontal
40
20
-
-
Alternate sound filter:
-
<html><head/><body><p>Alternate sound filters can make the audio more crisp than the authentic gaussian filter.</p><p>The Cubic and Sinc filters provide the best improvement, but they can reveal some noise that would normally be hidden by the hardware.</p></body></html>
-
Nearest
-
Linear
-
Gaussian
-
Cubic
-
Sinc
-
Qt::Horizontal
40
20
-
Qt::Vertical
20
40