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CATSFC: Difference between revisions

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* Open your storage card's CATSFC folder, then descend into gamecht.
* Open your storage card's CATSFC folder, then descend into gamecht.
* Drag the cheat code files from the zip archive to the card's gamecht folder.
* Drag the cheat code files from the zip archive to the card's gamecht folder.
* In the card's gamecht directory, create two folders. Name the first one a-m and the second one n-z. Drag the cheat files from the games whose name starts with A to M into /a-m/ and the rest into /n-z/.
* This is because the directory display does not handle more than 512 files.
* To add cheats to the menu in a game, first load the game, then use the Cheats menu's Load a cheat file option.
* To add cheats to the menu in a game, first load the game, then use the Cheats menu's Load a cheat file option.


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In the Video & audio menu, the Frame skipping option allows you to select a number of frames to skip between rendered frames.
In the Video & audio menu, the Frame skipping option allows you to select a number of frames to skip between rendered frames.


* The default is - Keep up with the game. For most games, this setting keeps video and audio fluid, without the sudden slowdowns of previous versions when many sprites fill the screen.  
Default is - Keep up with the game. For most games, this setting keeps video and audio fluid, without the sudden slowdowns of previous versions when many sprites fill the screen. For some games, you may need to adjust frame skipping.
* For some games, you may need to adjust frame skipping.
 
** If a game runs at 5 frames per second, like Yoshi's Island, Kirby Super Star, Star Fox or Super Mario RPG, setting frame skipping to 1 will allow you to jump, move or shoot at the right times.
* If a game runs at 5 frames per second, like Yoshi's Island, Kirby Super Star, Star Fox or Super Mario RPG, setting frame skipping to 1 will allow you to jump, move or shoot at the right times.
** If you want to show more frames per second in a game that already shows 20, setting frame skipping to 1 or 0 will cause more frames to appear, but your DS button input may stop responding for 2 entire seconds every so often. The audio may also be stretched (This is similar to NDSGBA).
* If you want to show more frames per second in a game that already shows 20, setting frame skipping to 1 or 0 will cause more frames to appear, but your DS button input may stop responding for 2 entire seconds every so often. The audio may also be stretched (This is similar to NDSGBA).
** Setting this to 10 will skip 10 frames and render one, but this will severely desynchronise the audio. You will also find yourself unable to perform actions during the correct frame with the DS buttons. It is advised to set frame skipping to the lowest value with which you can play a game.
* Setting this to 10 will skip 10 frames and render one, but this will severely desynchronise the audio. You will also find yourself unable to perform actions during the correct frame with the DS buttons. It is advised to set frame skipping to the lowest value with which you can play a game.


===Fluidity===
===Fluidity===
Fluidity is an option you can find under the Video & audio menu in a game. By default, video fluidity is preferred over audio fluidity in games.
Fluidity is an option you can find under the Video & audio menu in a game. By default, video fluidity is preferred over audio fluidity in games.  


* Preferring video fluidity makes audio skip certain notes, up to 23 milliseconds, in order to render more video.  
* Preferring video fluidity makes audio skip certain notes, up to 23 milliseconds, in order to render more video. In many games, this difference is not audible, but you may hear certain audio glitches if a game depends highly on timing for its audio. Use this option if you want to play games that require fluid imagery more than precise audio emulation. You can also use this option when watching game introductions, endings and cutscenes.
* In many games, this difference is not audible, but you may hear certain audio glitches if a game depends highly on timing for its audio. Use this option if you want to play games that require fluid imagery more than precise audio emulation. You can also use this option when watching game introductions, endings and cutscenes.
* Preferring audio fluidity makes video skip certain images, up to 46 milliseconds, in order to render audio closer to 32,000 times per second. Use this option if you want to play games mainly for their soundtracks, or in a game's sound test mode. You can also use this option to experiment with the green berry glitch in Super Mario World that makes Time go over and under 100 units constantly and makes the music play very fast.
* Preferring audio fluidity makes video skip certain images, up to 46 milliseconds, in order to render audio closer to 32,000 times per second.  
* Use this option if you want to play games mainly for their soundtracks, or in a game's sound test mode. You can also use this option to experiment with the green berry glitch in Super Mario World that makes Time go over and under 100 units constantly and makes the music play very fast.


===Hotkeys===
===Hotkeys===
You can set buttons to press to perform certain actions.  
You can set buttons to press to perform certain actions.  


* For each action, there is a global hotkey and a game-specific override hotkey.  
For each action, there is a global hotkey and a game-specific override hotkey. You might, for example, want to have the R button bound to Temporary fast-forward, but a specific game uses R for something important. In that case, you can set the global hotkey to R and make an override with X for that game.
* You might, for example, want to have the R button bound to Temporary fast-forward, but a specific game uses R for something important. In that case, you can set the global hotkey to R and make an override with X for that game.
 
* Hotkeys are sent to the current game as well as to their corresponding action. The criterion for a hotkey is met when at least all of its buttons are held.  
Hotkeys are sent to the current game as well as to their corresponding action. The criterion for a hotkey is met when at least all of its buttons are held. Additional keys are sent to the game and can trigger another hotkey.  
* Additional keys are sent to the game and can trigger another hotkey.  
 
* For example, setting a hotkey to L and another to R+X, then pressing L+R+X+Y will trigger both and send L+R+X+Y to the game.
For example, setting a hotkey to L and another to R+X, then pressing L+R+X+Y will trigger both and send L+R+X+Y to the game.


'''Available actions:'''
'''Available actions:'''

Revision as of 05:19, 1 June 2021

CAT SFC
File:Catsfcds.png
General
Author(s)ShadauxCat
TypeConsole Emulator
Version1.36
LicenceMixed
Links
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