https://emulation.gametechwiki.com/index.php?title=User_talk:162.216.46.116&feed=atom&action=historyUser talk:162.216.46.116 - Revision history2024-03-29T14:26:59ZRevision history for this page on the wikiMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=User_talk:162.216.46.116&diff=12064&oldid=prevSonofUgly: 1 revision2016-09-16T17:40:34Z<p>1 revision</p>
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</td></tr></table>SonofUglyhttps://emulation.gametechwiki.com/index.php?title=User_talk:162.216.46.116&diff=12063&oldid=prevSonofUgly: 3 revisions imported2016-08-24T02:49:37Z<p>3 revisions imported</p>
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</td></tr></table>SonofUglyhttps://emulation.gametechwiki.com/index.php?title=User_talk:162.216.46.116&diff=9527&oldid=prev162.216.46.116 at 07:26, 19 October 20152015-10-19T07:26:47Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cycle accurate simply means that the emulator syncs up to the clock cycle of the original console as closely as possible and will sync perfectly.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>Cycle accurate simply means that the emulator syncs up to the clock cycle of the original console as closely as possible and will sync perfectly.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>An extreme case of an emulator not caring about accurate timings, if you try playing The Legend of Zelda: A Link to the Past on ZSNES, you'll notice that the intro doesn't sync up to the sound at all like it does on real hardware and more accurate emulators, such as SNES9x and bsnes. Another example is Star Fox on ZSNES, where the game runs at a much smoother framerate than the real hardware (without overclocking the SuperFX chip). An emulator doesn't have to advertise being cycle accurate to be cycle accurate. Take Stella for example. It is very hard to make a functional Atari 2600 emulator that is NOT cycle accurate, as many of the games rely heavilly on perfect timing. Stella doesn't say it's cycle accurate even though it is.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>An extreme case of an emulator not caring about accurate timings, if you try playing The Legend of Zelda: A Link to the Past on ZSNES, you'll notice that the intro doesn't sync up to the sound at all like it does on real hardware and more accurate emulators, such as SNES9x and bsnes. Another example is Star Fox on ZSNES, where the game runs at a much smoother framerate than the real hardware (without overclocking the SuperFX chip). An emulator doesn't have to advertise being cycle accurate to be cycle accurate. Take Stella for example. It is very hard to make a functional Atari 2600 emulator that is NOT cycle accurate, as many of the games rely heavilly on perfect timing. Stella doesn't say it's cycle accurate even though it is.</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Check out this page for more info: http://emulation.gametechwiki.com/index.php/Emulation_Accuracy</div></td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Check out this page for more info: http://emulation.gametechwiki.com/index.php/Emulation_Accuracy <ins class="diffchange diffchange-inline">although it is a bit misleading.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">You can have a cycle-accurate emulator that is not perfectly compatible (Exodus, BlastEm, CEN64), and you can have a non-cycle-accurate emulator that is 100% compatible (Genesis-Plus-GX).</ins></div></td></tr>
</table>162.216.46.116https://emulation.gametechwiki.com/index.php?title=User_talk:162.216.46.116&diff=9525&oldid=prev162.216.46.116 at 07:17, 19 October 20152015-10-19T07:17:40Z<p></p>
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<td colspan="2" style="background-color: #fff; color: #222; text-align: center;">Revision as of 07:17, 19 October 2015</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To start off with I apologize for getting into an "edit war" on the NES emulation page, I thought that my changes hadn't saved. I regarding to the changes, I was wondering what qualified as cycle accurate emulation. To my knowedge bsnes, cen64, gambatte, and I think bgb were the only cycle accurate emulators for nintendo consoles. What would you say qualifies as cycle accurate? Is there standard that an emulator needs to be to be cycle accurate, or is that just a term that is thrown around.</div></td><td class='diff-marker'> </td><td style="background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>To start off with I apologize for getting into an "edit war" on the NES emulation page, I thought that my changes hadn't saved. I regarding to the changes, I was wondering what qualified as cycle accurate emulation. To my knowedge bsnes, cen64, gambatte, and I think bgb were the only cycle accurate emulators for nintendo consoles. What would you say qualifies as cycle accurate? Is there standard that an emulator needs to be to be cycle accurate, or is that just a term that is thrown around.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Cycle accurate simply means that the emulator syncs up to the clock cycle of the original console as closely as possible and will sync perfectly.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">An extreme case of an emulator not caring about accurate timings, if you try playing The Legend of Zelda: A Link to the Past on ZSNES, you'll notice that the intro doesn't sync up to the sound at all like it does on real hardware and more accurate emulators, such as SNES9x and bsnes. Another example is Star Fox on ZSNES, where the game runs at a much smoother framerate than the real hardware (without overclocking the SuperFX chip). An emulator doesn't have to advertise being cycle accurate to be cycle accurate. Take Stella for example. It is very hard to make a functional Atari 2600 emulator that is NOT cycle accurate, as many of the games rely heavilly on perfect timing. Stella doesn't say it's cycle accurate even though it is.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Check out this page for more info: http://emulation.gametechwiki.com/index.php/Emulation_Accuracy</ins></div></td></tr>
</table>162.216.46.116https://emulation.gametechwiki.com/index.php?title=User_talk:162.216.46.116&diff=9524&oldid=prevRescuetm: Accuracy of NES emulators2015-10-19T07:02:32Z<p>Accuracy of NES emulators</p>
<p><b>New page</b></p><div>To start off with I apologize for getting into an "edit war" on the NES emulation page, I thought that my changes hadn't saved. I regarding to the changes, I was wondering what qualified as cycle accurate emulation. To my knowedge bsnes, cen64, gambatte, and I think bgb were the only cycle accurate emulators for nintendo consoles. What would you say qualifies as cycle accurate? Is there standard that an emulator needs to be to be cycle accurate, or is that just a term that is thrown around.</div>Rescuetm