ZSNES' limitations...
Moderator: ZSNES Mods
ZSNES' limitations...
Many here have said that a lot of ZSNES' most frustrating sound and timing "bugs" will never be fixed because the core of the emulator was created at a time when knowledge was so limited that pretty well everything had to be half-assedly MacGyvered in order to get a majority of SNES games fully playable with only minor issues.
So out of curiosity, when will a point be reached at which further improvement of ZSNES is just not possible with the current emulation core?
So out of curiosity, when will a point be reached at which further improvement of ZSNES is just not possible with the current emulation core?
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Who cares?
We're slowly rewriting it.
We're slowly rewriting it.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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Insane Coding
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Insane Coding
actually, for the casual user, ZSNES is "good enough", just look on the bug tracker to see how many games have noticable bugs/crashes in them.Stomping Nitrofish wrote:For the casual user, like me ZSNES is perfect the way it is. I have never really had a problem of any note with the emu. It seems that it is just a matter of getting the most accurate emulation possible, at the moment.
[url=http://www.ipherswipsite.com]ipher's WIP Site[/url]
Re: ZSNES' limitations...
Currently we are improving each part of the core as we need to to fix each case and implementing new research as it becomes available, I Think this is reasonable.jj_frap wrote:Many here have said that a lot of ZSNES' most frustrating sound and timing "bugs" will never be fixed because the core of the emulator was created at a time when knowledge was so limited that pretty well everything had to be half-assedly MacGyvered in order to get a majority of SNES games fully playable with only minor issues.
So out of curiosity, when will a point be reached at which further improvement of ZSNES is just not possible with the current emulation core?