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    Friday, May 16, 2008
Ootake 1.5.0 Released


Message from the author:


+ Please let me do a little an important talk for the game field. It is continuation of the story (Input Delay(Lag) problem) written last time.
+ The delay influences people who do not feel the delay, too. Even if you cannot feel the delay, the difficulty of the game goes up certainly, and the pleasure of the game certainly falls. As a result, there might be a case that goes away from the game (Or, the played frequency decreases. Without recognizing the cause for myself).
+ "Golf game" is the most remarkable to feel the delay. Please play "Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for easy to watch). And, watch the power meter(small circle) of the screen seriously when you swing. In the state, push the button of the pad when the power meter(small circle) came right above person's head. When playing with the display monitor where delay hardly exists, in "Ootake", the meter (small circle) stops at once if the button is pushed. But, in "MagicEngine(input-lag is large)", the meter(small circle) stops in the place that shifted to the right a little. If you do not push the button (do not shot) after this, this test can be repeated. Please try repeatedly. And, you must feel the difference of "Play Sense".
+ When you recognize the input-lag, if you push the button ahead of time, it becomes a temporary solution. However, you will not feel good feelings in the method. True interest of the action game is ruined. Though it is not desirable, the timing of the golf game can become accustomed. However, the timing of the baseball and tennis game becomes unnatural late. Because up, down, left, and right movement is necessary. Even the timing of other actions and shooting games is similar.
+ As a result, I strongly worry about the misunderstanding (difficult and not interesting for the delay) of the game.
  * Example of measures on emulator author side -> http://www.ouma.jp/ootake/delay.html
  * Measures on user side PC environment -> http://www.ouma.jp/ootake/delay-solution.html
+ Therefore, please read above-mentioned "Measures on user side PC environment", and make a good PC environment if possible. And, in "Ootake", enjoy playing "PC Engine(TG16)" games sincerely.
+ Thank you for reading. Hereafter, they are update details of v1.50.

Changes:


- "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one second)" is displayed on the screen(left-bottom). When the personal computer is an enough speed, this keeps almost 60(occasional 59). When this frequently falls below 60, the processing speed of the personal computer is insufficient. In that case, please lighten the setting (FullScreen[F12] or "Volume->Light PSG" menu).
- In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug that the voice had become interrupted (generated by v1.49) was corrected.
- When source is compiled with gcc, the part that was not able to be compiled correctly according to the version of gcc was corrected.
- Additionally, a detailed part has been improved and corrected.

Ootake Official Site



 

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Cemu 1.11.4
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Cemu 1.11.3
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snes9x-1.55-win32
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