Quick question. Anyone know any Genesis emulators that support overclocking the 68000 cpu? Preferably a windows based one. As far as I could tell the regular Gens build and Kega Fusion didn't seem to suppotr this. I was curious if any do support it as it would be interesting the emulate the effects of what people do on real Genesis systems to try to reduce slowdown by installing a 10mhz or 12mhz crystal of some kind. It might be helpful to cut down on slowdown in Megaman I hope too.
bah. I think it's a sin. My friend overclocked his genesis....how dare he....I havn't used many genesis emulators though since I'm big on playing on the real hardware
I don't understand overclocking, either. Pointless. You couldn't emulate it accurately, by the way. My suggestion to you would be go and buy the game and a system, and do what you want to the system ;-)
Wouldn't emulating a 68010 be more useful than just running the clock up on a standard 68000? It seems to me that the additional instruction set entries would pay off better than cranking up the speed. And it's not like you wouldn't get the same effect by just running normal emulation faster.
I know that the xbox 1 genesis emulator supports OC'ing of the 68000 I thought it was a port of Gens IIRC but you might want to double check.
You don't understand or didn't read what I said as to why. In Megaman Wily Wars, they programmed it poorly so that when computing the next frame it takes more time than just that frame to calculate due possibly to C programming overhead. Thus the game slows down. It's very apparent when fighting Cutman. However if you have Gutsman's power you can throw the two blocks in the arena and suddenly the slowdown is gone as it's not wasting CPU time on calculations involving those objects. The easiest thing to do to eliminate the slowdown would be to increase the cpu clock rate while leaving the GPU at the same speed, allowing more time for calculating the next frame within each 1/60th second peroid. I'll have to check out the Xbox I guess to see if that is there or not. I have a bad feeling though that it is just clocking of the 32X CPUs. I don't understand why you guys don't see the benifit to overclocking. And I don't see why you think plugging in the 68010 would help kendrick. I'm not writing a game. I'm wanting to give a particular game more CPU cycles per frame to make calculations to avoid slowdown. Pretty simple concept. I know some older emulators supported these things like Nesticle, Genecyst, and Callus I believe supported tweaking timing.
Because the games should have been coded properly in the first place ;-) I'd rather play the games as they were intended, or not play it at all. Overclocking causes glitching and other undesirable effects - do you want that emulated, too? Why not just overclock an actual console, rather than use the emulator? That's what I can't understand.
well he's trying his options as I see it, starting with the most convenient/cheapest. I dont think it's worth the money and the effort to overclock the genny for just one game though.
Because I can't afford Megaman Wily Wars on a cartridge? Overclocking does not always cause glitches. It depends on the game being played, and the amount of overclocking. Megaman Wily Wars doesn't likely have any timing critical processes due to being coded the way it was and would likely benefit from overclocking. You can complain all day that they should have coded the game better and that won't get you anything. It's better to actually do something rather than bitch. Please bear in mind I have a decent idea of what I'm talking about. I've got a fair bit of experience and written a few emulators. Megaman Wily Wars could use some more cpu cycles. It certainly would be easier than trying to optimize the game now. It would take me ages to do that since I'm unfamilair with the 68000 cpu.
if there's any assembler worth knowing it's 68000 and its derivatives, as well as the MOS 6502/65816 and of course, the Z80! I d vouch for the Hitachi Super H series too if only I had an interest in modern high-power embedded systems=p
Ah, but that IS doing something - complain that a game is crap due to slowdown and refuse to play it! :lol: Why not burn it to a cart, then? ;-) That said, if you want to play a game, it is worth buying. Or, couldn't you get one of the emulators that's open source and add a clocking feature?
I'd make a cartridge for it if I actually had a working EPROM programmer and a suitable donor cartridge, but I have neither. And no, it's not "worth buying" as it is hugely over valued. I'm not really interested in altering and compiling someone else's emulator to overclock. It would be nice if the feature was out there, but if I'm going to put work into it, I might as well try to optimize the game or something. I agree with you barcode, the 68000 asm is one of few to bother learning about. I am familar mainly with 6502/65816 and slightly with Z80 via Gameboy. I would like to learn about the 68000 when I get the time. I'm not sure though that learning about it and then trying to optimize a commercial game is the best choice of action though. By the way, I'm guessing that like all other Capcom titles on Genesis, Megaman Wily Wars was actually programmed by Sega. Strange that they would do such a poor job. I guess they gave the job to teams down the totem pole.
I'd say learning the assembler then disassembling a commercial game in order to optimize it is a fate worse than suicide ;-) The learning would be interesting, though. Hmm, Sega developed Capcom's games for Genesis? Didn't know that. The Mobygames page for each Capcom game suggests Capcom did. Maybe it was really Tose? They did RE: Survivor for Capcom, and that was pure toss!
Sega did ALL Capcom games before Street Fighter Championship Edition. That was Capcom's first in-house produced game for the Mega Drive. I had no idea that Sega also did the Rockman/Megaman game though. Yakumo
Woah slow down, I said I was guessing that is the case. Mainly because Sega did most of them, it was released on their Sega Channel, the slowdown and C coding, all that doesn't seem like something Capcom would have done. Also, it would support why the Megaman Collections didn't include Wily Wars if they needed to get rights from Sega.
Regen does support some overclocking aswell as Megasis. Overlclocking is fun, and I would say its required when in 60Hz as then there's much much more slowdown than in 50Hz. For Rockman Megaworld / Megaman wily Wars, you need some really high clock... a game written in poor C code...
I have the same interest as MottZill, I would like to see what the games could do given "unlimited" Mhz. Is there also something similar for Sprite "de-limiter" - to get rid of flicker?