The one which released in early February. I have a few videos I’ll need to upload, but the developer Red Art Games seems to be using SNESticle and it’s not a great implementation.
There’s both input lag and audio lag and they add up to produce something that doesn’t feel authentic. Usually I can deal with some latency but this was bad enough to impact the feel of the game significantly, even menus feel bad to navigate.
Goemon collection should be quality, M2’s handling it! They are finally focusing on good CRT filters as well, so hopefully we get something better than Gradius Origin’s already good filters.
What I hate when many developers add scanlines is they also feel the need to add ugly interference effects and a curved screen. Maybe I was spoilt growing up but we always used RGB since the Master System. Crystal Clear images and TVs were not as bulbous as these developers make them out to be.
I hope they add just scanlines like the Retrotink without all the added mess such as interference, colour crawl or rounded off screens.
Not for me in the 80s, RGB was uncommon in Australia, reserved only for EU import TVs. But from the late 90s onward S-video then component were common and I got an RGB transcoder and was playing SNES via RGB.
Yeah the ‘CRT filters’ always having blur and fake composite artefacts is lame. I hacked my NES/SNES mini to have the scan line filter with no crap, it’s a setting they literally had internally and disabled.
So I’ve decided to make a SNES game(!) during the upcoming SNES DEV GAME JAM 2026.
In fact it’s a port and continuation of a game prototype I made in Lua/Love2D keeping in mind the constraints of SNES (integer/fixed point maths, tile maps, screen resolution). Turns out I got about 95% of it pretty close, and the other 5% I had to tweak to get it to fit the SNES architecture. Pretty pleased with myself! Since then lots of laying things out in the ROM banks, rewriting code to be more succinct (after compilation!) so it fits in the most important bank0.
City Connection, for sure! Motocross Maniacs and Excite Bike, yes!
I created a prototype in Love2D/Lua, using a little maths library I hacked together to limit me to the kind of maths the SNES supports, then transpiled it into C, and the wonders of modern compilers (llvm-mos) mean that it can generate code that is fast enough to hit 60fps with a bit of massaging. I’m building on the shoulders of excellent work done by the SNES DEV community. What a time to be alive.