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Nintendo 3DS
[Release]fMSX3DS(MSX/MSX2/MSX2+ emulator with new feature for 3DS)
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<blockquote data-quote="CaseyDog" data-source="post: 10387378" data-attributes="member: 492807"><p>Thanks for this super cool and niche emulator! I wanted to report a major bug I encountered in MSX2 Dragon Quest 1 (specifically with Django's partial English translation applied):</p><p></p><p>After speaking to the old wizard in the starting castle area who rapidly flashes the screen with light after speaking to him, the color palette of the entire screen became incredibly washed out, with not even resetting the console or saving in-game making it go away on that save. Only starting a new save got rid of it, but when I went back over to him, it happened again. I'm pretty sure that's an important NPC, too.</p><p></p><p>I also had a couple questions and some feedback:</p><p></p><p>-Why does the "no scale" option under the "screen stretch" option display the image in the corner of the screen instead of the center? Is there a way to center it?</p><p>I also remember that another option, I think "keep aspect" when the separate "screen filter" option is disabled, made the image about 10 pixels horizontally off-center.</p><p></p><p>-The navigation sensitivity in the emulator settings menu is very high, meaning you have to be actively careful and precarious during basic navigation for it to not fly all over the place. A similar thing happens with needing to very quickly jerk the stylus away from the touch screen to not accidentally select, say, the wrong MSX model mode to reset to when using that screen/the virtual keyboard on it to bring up a menu. I think the sensitivity should be adjusted to match digital UI standards where such issues don't exist, and the user doesn't have to exert such vigilance.</p><p></p><p>-Whenever you exit and re-enter the emulator menu, it has no cursor memory and doesn't remember where in the menu you last were. Having to navigate through the entire menu from the top to get back to the function you want to use every single time quickly gets tedious, especially for the save state and screenshot menus all the way at the bottom.</p><p>I think that cursor memory should be implemented, and pressing the B button/bound "back" inputs should just take you back one menu layer (with cursor memory for between layers, too) instead of backing you out of the menu entirely. The start button/touchscreen/etc should be what's relegated to an instant exit. All of this would further align with menu design standards.</p></blockquote><p></p>
[QUOTE="CaseyDog, post: 10387378, member: 492807"] Thanks for this super cool and niche emulator! I wanted to report a major bug I encountered in MSX2 Dragon Quest 1 (specifically with Django's partial English translation applied): After speaking to the old wizard in the starting castle area who rapidly flashes the screen with light after speaking to him, the color palette of the entire screen became incredibly washed out, with not even resetting the console or saving in-game making it go away on that save. Only starting a new save got rid of it, but when I went back over to him, it happened again. I'm pretty sure that's an important NPC, too. I also had a couple questions and some feedback: -Why does the "no scale" option under the "screen stretch" option display the image in the corner of the screen instead of the center? Is there a way to center it? I also remember that another option, I think "keep aspect" when the separate "screen filter" option is disabled, made the image about 10 pixels horizontally off-center. -The navigation sensitivity in the emulator settings menu is very high, meaning you have to be actively careful and precarious during basic navigation for it to not fly all over the place. A similar thing happens with needing to very quickly jerk the stylus away from the touch screen to not accidentally select, say, the wrong MSX model mode to reset to when using that screen/the virtual keyboard on it to bring up a menu. I think the sensitivity should be adjusted to match digital UI standards where such issues don't exist, and the user doesn't have to exert such vigilance. -Whenever you exit and re-enter the emulator menu, it has no cursor memory and doesn't remember where in the menu you last were. Having to navigate through the entire menu from the top to get back to the function you want to use every single time quickly gets tedious, especially for the save state and screenshot menus all the way at the bottom. I think that cursor memory should be implemented, and pressing the B button/bound "back" inputs should just take you back one menu layer (with cursor memory for between layers, too) instead of backing you out of the menu entirely. The start button/touchscreen/etc should be what's relegated to an instant exit. All of this would further align with menu design standards. [/QUOTE]
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