Some of this is automated, but a lot of it requires a person to understand what exactly is meant by any particular part. The flaw here is that if your emulation is wrong, or there's a flaw in your method of figuring out how to "do the same things in the same places", things will get out of sync very quickly and crash (into things, in the warehouse)Īnother option is to try and work backwards to figure out the original intent and meaning of the script, working entirely from the Robot Arm instructions and an understanding of how the compiler that spit them out works. In other words, you "emulate" what a Robot Arm would do given these instructions (perhaps via a simulator program), and then figure out how to get the Wheelie Bot to do all the same things in the same places. One option is to write a direct translator from Robot Arm into Wheelie Bot. So, if we want to run the program (game) on a Wheelie Bot (windows), what do we do? All we have is ROTATES and LOWERS and GRABS to work with! We also don't have the script, since only Nintendo has that. We don't have the Wheelie Bot (PC) instructions - that's what we're trying to come up with. Luckily, you have the script, and a compiler that knows how to speak Wheelie Robot, so you can just run your script through that! Easy peasy.īut, talking about trying to port Mario 64 to PC, we're missing pieces. Instead, the wheelie robot needs to be told things like "NAVIGATE TO (5, 25). This model uses GRASP instead of GRAB, has no concept of RAISE at all. The above instructions would just make it spin around in place - plus, it speaks a different language. On the other hand, wheelie robot can't use those instructions, because it's just a different kind of bot. The Robot Arm gets sent instructions like "ROTATE 50. You then get your computer to compile this simple script into a set of instructions for each robot. You, the human, write a script that says, simply, "Find all BLUE boxes and move them to the EAST wall". Nowadays, we have computers to do it for us. In the olden days, you'd write those instructions by hand. They need to be told exactly what to do, step by step, in simple instructions. They can do simple actions, but not plan or figure things out. Imagine you ran a warehouse with two robots in it - one big gripper arm robot, and one little bot with wheels and arms.įor some reason the arm is labelled "N64" and the wheelie bot is labelled "PC". The wild card for each version can be found in the emulators.cfg file and references the arguments necessary to start that particular emulator.(This ended up really long but was fun to write, so whatever!) The SNES emulator.cfg file lists three different emulators you can use, snes9x2002, snes9x2005, and snes9x2010. Open emulators.cfg and change the value in quotes after "default = " to the wildcard ID'd in the file for the emulator. Thank you so much!įor anyone else trying to figure out how to switch the default emulator in Retropie 4.3, you can go to the emulators.cfg file in the config directory for the emulator you're planning to use. Audio emulation isn't as well-done, but the gameplay was my main concern. The slowdowns seem to happen when a lot is happening on Just made the change and it's a night and day difference in terms of performance. Temp_limit=80 #Will throttle to default clock speed if hit.Īny ideas? I've re-downloaded Super Mario World and Zelda: ALttP roms to ensure they're the 60Hz NTSC/USA roms. I've tried manipulating the resolution down to 800圆00, toggled windowed on/off, and I've tried overclocking by adding this to the boot config file: SNES specific retroarch.cfg looks like (excluding input/other unrelated values): video_driver = "gl" How to replicate the problem: Play any SNES gameįrom main retroarch.cfg file, only non-commented out lines are (all else is default): USB Devices connected: 2 USB SNES controllers, 1 USB fan Pi Model or other hardware: Rpi2, model B Issue looks to be tied to the SNES emulator in particular. I can run every other emulator (including PSX) with no slowdowns or issues at all. Super Mario World, Zelda: ALttP, TMNT: Turtles in Time, all have noticeable and unplayable slowdowns. I've been through the forums and tried fixing this issue with numerous config changes, but nothing impacts performance.
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