CATSFC
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Timing is off from a real SNES by up to 3%
As of CATSFC 1.31, the emulation timing is off from a real SNES by up to 3%.
On the map screen for World 1 in Super Mario All-Stars's Super Mario Bros. 3, the emulation is too slow by 2%.
Rydian on GBAtemp remarked, with wave files, that the introduction screen for Legend of Zelda: A Link to the Past ran successively too fast, then too slow, by around 3%.
Some other wave files proved that Final Fantasy 6 also ran too slow by around 1%.
I need to investigate the timing catch-up code in automatic frameskipping and in audio rendering. Seeing as the audio rendering times itself on the frame rendering, it's probably more about the frame timing.