![]() The biggest front-facing feature is a Vulkan output for the Windows and Gtk ports. ![]() There are a few game fixes and some UI tweaks, as well as some reorganization in the backend. This contains several small fixes for bugs noticed after 1.62 was released.Īnother release containing a bunch of small things. It had a bug that would erase games' SRAM if save states were loaded. It also fixes issues with the libretro core mishandling our new filesystem functions. I made sure to reconfigure all the performance related options back to what I was using before.This fixes the backward-compatibility with save states from before 1.62. You can view my RetroPie-Setup changes here: ĭo note I'm constantly rewriting the git history to modify commits or rebase on top of upstream and I usually don't test my changes until the following day.Įdit: I did delete my all/retroarch.cfg and regenerate it with a newer build of RetroArch. I'm using the same lr-snes9x binary provided in this thread and the same RetroArch settings. Honestly, none of the above should really matter but I'm somehow getting full speed in that room now. Did not appear to be explicitly set before/reported 60 Firmware/kernel may have been updated, although I believe I'm running the same as previous tests.Updated to a slightly more recent RetroArch.(ARM mode should have been the default anyway) Switched to using -O3 and -marm and rebuilt RetroArch/Emulationstation.Commonly went to ~57.5Īs for why I'm getting higher frames than I remember, these are my best guesses: I did re-test and make sure I was getting full speed. Note: This is odd since I remember getting ~56 last I tested. Got around to testing lr-snes9x without PGO (but with -O3 -marm -funroll-loops -funswitch-loops and the linker flags) I believe the lowest fps I saw in my tested games was ~53 in Yoshi's Island during the 'Goal' screen at the end of a level. ![]() You still can't achieve 60 fps on demanding games without threaded rendering (3 B+ stock).Patches change snes9x git repository to upstream snes9x instead of libretro.If you want to generate your own lr-snes9x using the provided patches, expect ~20 minute build time and ~75% performance hit while profiling (3 B+).It's possible the binary could be slower than one generated using the default source script due to poor profiling.I'd appreciate feedback on how the performance compares to lr-snes9x built from source. To install, extract the contents to /opt/retropie/libretrocores/ as-needed is the most likely to cause linker issues.įor what it's worth, -O3 was not used because the performance benefit is usually negligible and there's known issues in GCC 6.3.0 with some of the optimizations it enables. Unlikely to have a performance impact, may reduce binary size and increases linkage time. Linker optimizations taken from ArchLinux.I've seen recommended for ARM devices from multiple sources.Note that you need to comment out CXXFLAGS, LDFLAGS and uncomment the other CXXFLAGS variable when generating the optimized binary.Įxplanation for some of the options passed to the compiler and linker: You can find the RetroPie-Setup patches I used to build lr-snes9x here. Outside of games, I also ran state loading/saving. Super Mario World 2: Yoshi's Island (Super FX 2).List of games used to generate profile information: You can also view GCC's instrumentation documentation here. If you're wondering what PGO (profile-guided optimization) is, Wikipedia has a brief entry on it. ![]() I only tested against the available (RPi 2 optimized) binary download, but I was seeing ~12-25% improvements in some games. Recently bought a RPi 3 B+ to use as a RetroPie system in my living room and this was the first thing I did.
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Shopping portals change products prices frequently, sometimes every hour. is a historical price analysis portal for products selling in online shopping & eCommerce portals in the Middle East and North Africa, like Amazon AE, Amazon SA, Amazon EG, Jumia, Jarir, eXtra Stores, etc. MSI MAG Core Liquid 240R V2 White - AIO RGB CPU Liquid Cooler - Rotating Cap Design - 240mm Radiator - Dual 120mm RGB PWN FansĪLSEYE M240 Plus CPU Liquid Cooler, Temperature Displayed ARGB AIO CPU Water Cooler with 240mm Radiator & Dual 120mm ARGB PWM Fans, Support Intel AMD, LGA1700 Compatible MSI MAG CoreLiquid C240 EVA e-Project - AIO RGB CPU Liquid Cooler - 240mm Radiator - Dual 120mm ARGB PWN Fans. ![]() ID-COOLING FROSTFLOW X 240 CPU Water Cooler AIO Cooler 240mm CPU Liquid Cooler White LED 2x120mm PWM Fans, Intel 115X/2066, AMD TR4/AM4ĭIYhz Water Cooling Computer Radiator, 12 Pipe Aluminum Heat Exchanger Liquid Cooling Radiator Heat Sink 240mm with Dual Fans for CPU PC Laser Water Cool System DC12V BlackĭIYhz Water Cooling Computer Radiator, 12 Pipe Aluminum Heat Exchanger Liquid Cooling Radiator Heat Sink 240mm for CPU PC Laser Water Cool System DC12V Black with Tube ![]() EVGA CLC 120mm All-In-One CPU Liquid Cooler, 1x 120mm Fan, Intel, 5 YR Warranty, 400-HY-CL11-V1Ĭorsair H100 RGB, 240mm Radiator, Liquid CPU Cooler ![]() This remake improves these systems and adds new features that weren’t in the original release. ![]() The gameplay of the 2005 Resident Evil 4 departed from the survival horror elements of the earlier games and focused more on action and combat. I can’t speak for every PC player out there, but my experience was free of any technical problems, aside from the minor and only occasional traversal stutter. Overall, the game ran very well with no bugs or crashes. I normally keep a list of issues while I play a game for review purposes, but by the time I reached the end of this remake, my list was empty. The score maintains the tension in the quiet sections as well as keeps the intensity in each action set piece. The music is fitting and drives every scenario. I’m no expert in voice lines, but I did not find her lines to be an issue at all. I’ve seen numerous complaints about the voice actress for Ada Wong. The sound design complements the animations well. The audio is heavy and impactful and adds a lot of weight to both the movement and combat. The voice acting, lip-syncing and cutscenes are done very well and keep the experience enjoyable all the way through. As a result, I think the overall look and darker theme make for a better experience. Capcom has made some creative improvements in aesthetics and layouts. Visually, the game looks great and feels more like a re-imagination of the original game. This story stands on its own and is not a continuation or directly connected to previous events. Leon remains a badass and still has funny quips now and then, but overall, the experience is a more serious and darker affair than what I remember from the original. I also want to add that it’s entirely possible to jump into the game without having played any of the previous titles in the series. Needless to say, things are far more nefarious than initially anticipated. As usual, I won’t talk too deeply about the story since I don’t want to spoil anything for those of you who haven’t already played the game. You play as Leon Kennedy, who has been tasked with rescuing the president’s kidnapped daughter, Ashley, from a bizarre cult. Cutscenes and locations often mirror the 2005 game, but there are several improvements. However, with Resident Evil 4 Remake, Capcom has stayed extremely faithful to the original game in almost every respect. The remake is a much darker and more serious affair. It would be remiss of me to try and go into detail between the two versions. I will make a few comparisons to the original, but aside from the nostalgia and general memory of the original being a good game, I don’t recall the minutiae very clearly. I deliberated how to approach this review and decided to focus on how this remake stands on its own merits. Even though I played through RE4 a few times back then, it’s been around 18 years since I’ve touched it. I played the first games years ago on my PS1 and Resident Evil 4 on my PC when it was released in 2007. I’ve always enjoyed the Resident Evil series. ![]() Ikutaro Kakehashi, the president of Roland, felt the lack of standardization was limiting the growth of the electronic music industry. Manufacturers had their own proprietary standards to synchronize instruments, such as CV/gate, DIN sync and Digital Control Bus (DCB). In the early 1980s, there was no standardized means of synchronizing electronic musical instruments manufactured by different companies. In 2016, the MMA established The MIDI Association (TMA) to support a global community of people who work, play, or create with MIDI. All official MIDI standards are jointly developed and published by the MMA in Los Angeles, and the MIDI Committee of the Association of Musical Electronics Industry (AMEI) in Tokyo. MIDI technology was standardized in 1983 by a panel of music industry representatives, and is maintained by the MIDI Manufacturers Association (MMA). With MIDI, any MIDI-compatible keyboard (or other controller device) can be connected to any other MIDI-compatible sequencer, sound module, drum machine, synthesizer, or computer, even if they are made by different manufacturers. This meant that a musician could not, for example, plug a Roland keyboard into a Yamaha synthesizer module. : 4 A MIDI recording of a performance on a keyboard could sound like a piano or other keyboard instrument however, since MIDI records the messages and information about their notes and not the specific sounds, this recording could be changed to many other sounds, ranging from synthesized or sampled guitar or flute to full orchestra.īefore the development of MIDI, electronic musical instruments from different manufacturers could generally not communicate with each other. Advantages of MIDI include small file size, ease of modification and manipulation and a wide choice of electronic instruments and synthesizer or digitally sampled sounds. Ī file format that stores and exchanges the data is also defined. MIDI data can be transferred via MIDI or USB cable, or recorded to a sequencer or digital audio workstation to be edited or played back. ![]() One common MIDI application is to play a MIDI keyboard or other controller and use it to trigger a digital sound module (which contains synthesized musical sounds) to generate sounds, which the audience hears produced by a keyboard amplifier. Each interaction with a key, button, knob or slider is converted into a MIDI event, which specifies musical instructions, such as a note's pitch, timing and loudness. Ī single MIDI cable can carry up to sixteen channels of MIDI data, each of which can be routed to a separate device. MIDI ( / ˈ m ɪ d i/ Musical Instrument Digital Interface) is a technical standard that describes a communication protocol, digital interface, and electrical connectors that connect a wide variety of electronic musical instruments, computers, and related audio devices for playing, editing, and recording music. This system fits into a single rack case, but before the advent of MIDI, it would have required four separate full-size keyboard instruments, plus outboard mixing and effects units. MIDI logo from the MIDI Manufacturers Association Example of music created in MIDI format Using MIDI, a single controller (often a musical keyboard, as pictured here) can play multiple electronic instruments, which increases the portability and flexibility of stage setups. ( September 2018) ( Learn how and when to remove this template message) Please help improve it to make it understandable to non-experts, without removing the technical details. 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Make -C /lib/modules/$(shell uname -r)/build M=$(PWD) clean Make -C /lib/modules/$(shell uname -r)/build M=$(PWD) modules Here is a Makefile that can be used to compile the kernel module: Thread = kthread_run(thread_fn, NULL, "hello_world_thread") This function is called repeatedly by a kernel thread Sleep for 1 ms to avoid hogging the CPU Reset the jiffies counter so that we only print every 5 seconds If 5 seconds have passed, print "Hello world" Unsigned long time_since_load_sec = time_since_load / HZ Convert time in jiffies to time in seconds Unsigned long time_since_load = jiffies - jiffies_at_load Calculate the time that has passed since the module was loaded That file can be loaded into the kernel on the target system for testing.#include // Needed for all kernel modules The Linux build system should build the new kernel module and generate a ‘.ko’ file for it. To configure, run ‘make menuconfig’, find the new option and enable it (select ‘M’ to generate a kernel module). 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Obj- $(CONFIG_CUSTOM_MODULE) + = custom-module.o Tristate “Support for a Custom Linux Module” ![]() The new folder must contain a menu config file (Kconfig) and a make file (Makefile). The best parent folder depends on what the new modules does and what existing kernel features it builds on. Usually, the new module will have its own folder under an existing folder. Setting up Linux to build a new kernel module requires creating and modifying a few files in the kernel source code. Linux development using kernel modules can be more convenient than developing built-in code because the kernel modules are usually smaller than the entire kernel image, and they can usually be tested without re-booting the target system. A Linux kernel module contains code that can be added or removed from the kernel at runtime using command line utilities (insmod, rmmod). ![]() ![]() That’s not ideal on either controller setup, but it’s especially cumbersome on the Joy-Cons because those buttons are so small and close together. Of course, all shooters that use triggers are less comfortable on the Switch’s Joy-Con-attached setup, and Prime does have one odd quirk in its default controls that make you hit both the trigger to charge a shot and the shoulder button to fire it. You can strafe, jump, dodge, and control your view with so much more dexterity.Īnd while I mostly played on a Pro Controller, the fact that Metroid Prime is portable is still mind-blowing, if less novel six years into the Switch’s life. 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