Yea, that’s specifically not transparency. Megaman X 4 had actual transparencies, which you can see here with the glass tube, next to a spotlight using the dithering method.
I make games
Yea, that’s specifically not transparency. Megaman X 4 had actual transparencies, which you can see here with the glass tube, next to a spotlight using the dithering method.
Sorry, that’s almost it but they don’t emulate hundreds or thousands of frames, you’re right in thinking that would be implausible. Basically what happens is retroarch makes a savestate every frame and keeps a running list of the last few. When you press a button, retroarch will load one of those states from a few frames ago, press the same button then, then disable video and re-emulate those “rewound” few frames in fast forward. Then once it’s caught up to the present it re-enable video rendering. The end result is that you see the effect of your input happening the frame after you press it, instead of the normal input delay of 2 or more frames. It’s pretty neat. But yea, this means that they’re only emulating an extra 3-5 frames or so not hundreds, and they only have to do it when you press a button, not all the time.
Why do you even have frameskipping enabled on a snes game? Surely you can emulate it at full speed?
They’d probably handle me the same way as the fish boss in Earthworm Jim. Just one smack to the face and I’m done. That’s all it takes.
Lmao, sneaky reflection bird
I’ve put my ira into FNILX. Zero fees and consistently beats 10%