In the emu, you can choose between 3 emulation mode :
About Graphics modes.
You have the choice between 5 graphics modes :
About Graphics hacks/debug mode.
By going into the debug menu, you can even select more specific parameters.
Like showing or not the BGs, etc...etc... Only for people knowing the Snes architecture.
'Show rendering passes' can help you in fine tuning. The goal is to have to lowest rendering pass.
To do this, use the various hacks and see by how much you can decrease the rendering passes number.
Then you can choose the frameskip.
Basically this will help the emulator to run faster by skipping the (time consumming) process of drawing the snes screen (a frame).
A game on the real snes hardware always run at 60 FPS (Frame per second) for NTSC games, 50 for PAL games.
When emulating, we try to get as close as possible to the hardware but when the snes program
is making an heavy usage of the graphic chipset feature of the Snes, it is very difficult
for the emulator to fill 60/50 frames per second.
In this case you can choose how the emu is going to skip the frames :
About Speed limit.
This feature will allow you to have the emulator do not going over 60/50 fps (NTSC/PAL games dependant).
One example is mario which is going up to 105 fps without this option.
In this case speed is too fast, so this option.
About Video sync.
Video Sync :
This will force the emu to transfer the rendering buffer to the PSP LCD screen at 60 fps EXACTLY.
If the game is running ALWAYS >60 FPS , instead of setting up speed limit, one should use VSync.
In this case it will run exactly like the Snes. All scrolling will be perfectly smooth as a real Snes.
In other cases, this option is not recommanded.
One example would be a game running at 50 FPS.
Then it would take around 1.2 FPS of the PSP time to render 1 frame of the Snes on the screen, but because VSync is enable it will wait
for the next refresh of the screen and then you game will drop to 30 FPS.
About Gamma correction.
Gamma Correction : Look at this adress, they will explain in a better way than me.
Savestate from Y's uosnes9x and zsnes can be imported, most of the time it will work.
if not, the only consequence is the game freezing, so just access the menu & reset snes or load another savestate.
In the previous version we were autosaving the SRAM when going into sleep mode, it seems that is was corrupting some memory stick.
Same also when battery goes too flat.
So here is the new system :
1/ We write to the memstick ONLY when battery is NOT low.
2/ We do not write to the memstick when going to sleep mode.
3/ We have an autosave feature:
Crash or issue is something that will probably stick for a while on many emus.
Some details of the PSP are not well understood yet and you never know if a bug remains or not.
We have fixed lots of bugs, and this release should be a LOT MORE STABLE than the previous release.
Still, we believe that an autosave feature (like Word or Excel) is a good thing.
Basically you can decide how long is the timer, and then every x minute , the emu will automatically save into a
special state for you.
If the emu crash, if the emu does not wake up correctly or if you battery falls, then you are loosing only you last x minutes
Also the background of the emu goes RED when the battery is LOW. This will warn you that you cant access to the memstick anymore
then go into sleep mode and wait to be able to charge your battery. Safe and clean.
Advice/TIPS about battery life : running at 333Mhz of course eats a lot of power but one of the most power consumer is screen lighting.
Try to lower the screen lighting if you know that you will not be able to charge your PSP for a few hours of game play.
also, instead of running at 333 Mhz at full speed, use a frameskip of 1 and lower your cpu clock to 266.
If you are in the metro or something, may be you dont need audio neither. This will save you CPU power and increase the emu performance.