![]() ![]() Now once you add the Sega CD and 32X things are definitely worse, but those combined systems are considerably more complicated to emulate than any of the base consoles of that era while also being much less popular. Now none of those are perfect and I think it would probably be fair to say that they are less-perfect than Higan is/was for the SNES (though it wasn't perfect either), but I don't think the delta is huge. Both Ares and BlastEm acquit themselves well on the most demanding demoscene prod for the system and even Genesis Plus GX is fairly accurate for a more performance-focused emulator. ![]() Admittedly, I am rather biased since I'm the author of one of those, but I think outside the add-ons Genesis emulation is in pretty good shape overall. I guess it sort of depends on what you mean, but I don't think there are dramatic differences in emulation quality between the Genesis and other consoles of its generation. > I would definitely be curious to know why - the emulation of Genesis is notably behind most other video game consoles but I always assumed this was because of less interest and not because of any unique technical challenges. if you have a chance to sit down with real hardware connected to a CRT. They could deliver buffered controller inputs to the emulator on successive input polls for guaranteed delivery, but then the emulated software is going to see a lot of inputs with wacky timing that may or may not screw with game logic (think of a fighting game where you need to input specific things in sequence in specific time windows) so simply dropping inputs may be preferable to delivering a log jam of inputs.Īs you are intuiting, this isn't generally an issue on modern hardware. I'm not entirely sure how emulators handle this. This is essentially a zero-lag arrangement (max latency is 1/60th of a frame, average is 1/30th of a frame) but if you miss a controller input it's gone forever. You essentially have to do your CPU work (including polling the controllers) during the vblank interval, a short time window that occurs 60 times per second on NTSC systems. ![]() On 8/16bit consoles everything was tied to the video chip. ![]() But they will get there albeit often with multiple frames of latency. You don't get hard guarantees about how quickly they reach your application. Take that the way you will, I said what I said.In a modern application on a modern OS, USB events are buffered. The weird design choice to not texture the plastic, but rather give it a big booty kind of baffles me, but it does feel great in the hands. One of my favorite features of this controller is the convexed back that helps with grip. The Superpad, though, was the least offensive when it came to this issue, I’ve had other controllers that are far worse. Even so, with a little bit of practice I was able to learn the right pressure to give and for the most part I could avoid the controller having issues. I made sure it wasn’t the carbon pads, it’s just the way the plastic D-pad was molded that gives it a chance of moving in a diagonal rather than strictly up or down. Pressing down or up is almost always up and left or right, etc. I say really well because with almost every third-party SNES controller I’ve used there is something weird with the D-pad. After bringing it home, washing all the dead skin and soda out from all the cracks and cleaning the carbon pads this controller was ready for all that I could throw at it, and it responded really well. Somewhere along the way my Superpad had a run in with a child with a flat screwdriver, which seems to be a theme for things I pick up from thrift stores. It’s such a good controller, plus it gave me the joy of owning a Super Nintendo controller with colored buttons that weren’t just bland lavender and purple. The Interact Superpad for the SNES really was my favorite SNES controller for quite a long time. Wow that inlay around the buttons needs retrobrite. ![]()
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