I LOOOOVE that game!
It's damn tough, but it's so good it just keeps you trying and trying again! Usually I have no patience for games that hard, but something about Omega Factor just really makes me love the challange.
I hate how easy it is to 'erase all data' every time I let my son touch the game he accidentally erases my save... EVERY TIME!
Oh well, it runs awesome on the GBA emulator I have in my new PSP, so I'll just play it on there from now on & he can have the GBA version.
I finnaly Got
Kaileocomial wrote:I LOOOOVE that game!
It's damn tough, but it's so good it just keeps you trying and trying again! Usually I have no patience for games that hard, but something about Omega Factor just really makes me love the challange.
I hate how easy it is to 'erase all data' every time I let my son touch the game he accidentally erases my save... EVERY TIME!
Oh well, it runs awesome on the GBA emulator I have in my new PSP, so I'll just play it on there from now on & he can have the GBA version.
Emulators just don't run well enough sadly. I really don't get it they can clock up to 155 mhz or more and most of those games barely used 5 mhz in the beginning yet they are still slow, guess that is the bad thing about emulators (:.
"You're wrong. The heart may be weak, and sometimes, it may even give in. But I know, deep inside it, there is a light that never goes out."-Sora
1magus wrote:Emulators just don't run well enough sadly. I really don't get it they can clock up to 155 mhz or more and most of those games barely used 5 mhz in the beginning yet they are still slow, guess that is the bad thing about emulators (:.
Emulating a game needs to simulate all instructions of the program, because most of the time, processors are not of the them type (and interaction with the hardware may be far from trivial with a direct execution anyway). This is what makes emulators usually slow.
For example, moving a value into a register takes 1 clock tick. For a program to simulate that instruction, it will need a single move too, that is probably 1 tick too. However, recognizing the instruction will need a few tens of ticks. Let's say that 10 ticks will be needed (which is rather low). That means that 50 MHz are needed to emulate 5 MHz. That means that a very good emulator might manage to run GBA games at full speed with 155 MHz.
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fafner wrote:Emulating a game needs to simulate all instructions of the program, because most of the time, processors are not of the them type (and interaction with the hardware may be far from trivial with a direct execution anyway). This is what makes emulators usually slow.
For example, moving a value into a register takes 1 clock tick. For a program to simulate that instruction, it will need a single move too, that is probably 1 tick too. However, recognizing the instruction will need a few tens of ticks. Let's say that 10 ticks will be needed (which is rather low). That means that 50 MHz are needed to emulate 5 MHz. That means that a very good emulator might manage to run GBA games at full speed with 155 MHz.
That I knew but we could do something more advance like just make the game a executable rather than a emulator running it. Not sure why we can't.

"You're wrong. The heart may be weak, and sometimes, it may even give in. But I know, deep inside it, there is a light that never goes out."-Sora
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1magus wrote:That I knew but we could do something more advance like just make the game a executable rather than a emulator running it. Not sure why we can't.![]()
Dynamically recompiling a program is possible: most Nintendo 64 emulators do it because otherwise it would be waaaaay too slow


The real sign that someone has become a fanatic is that he completely loses his sense of humor about some important facet of his life. When humor goes, it means he's lost his perspective.
Wedge Antilles
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