![]() Worse yet is the camera, which is often facing in the general direction of away from anything even remotely useful, and while you can swing it around with the Wiimote, that doesn't always work - at least, not in any discernibly helpful fashion. The game tried to calibrate using images that did not show up on my screen. The problem is that for every good element, there's one that is much, much worse the game is so dark at times that it's impossible to navigate, and the brightness adjustment simply did not work for me. The graphics are not only less-than-horrible, but the environments are filled with details, the characters, while shallow, are just as compelling as those in any typical slasher flick, and the story isn't half bad. That isn't to say Obscure: The Aftermath doesn't have anything going for it, because it does. Unfortunately, the neat pretty much stops there. The idea of traversing a very silly, yet sometimes-scary story with a partner (either living or AI) was just neat, and it's one that's carried over to the sequel. Even though it wasn't hailed as the second coming in survival horror, it had something very interesting going for it: cooperative play. The original Obscure was apparently an experience worth having while this blogger never got around to it, it's one of those games I might have played, had I managed to scrape up the free time. until things turn bad, as they so often seem to do when you're young, attractive, and in a horror scenario. Now the main cast of characters is older, supposedly wiser, and living it up at a local college. As the follow-up to 2005's Obscure, the sequel picks up with many of the same characters after they've survived a nightmarish experience at the hands of crazed high school teachers. Obscure: The Aftermath is a video game take on teen horror films. In practice, however, what could have been a fantastic addition to the Wii library simply falls flat due to far too many technical issues. (this new OP is still a work in progress, current maintainer is me if something needs fixing!).Most games sound good after all, someone, somewhere, has to approve them and throw money into the development process, and on paper, Obscure: The Aftermath sounds great. If you want to see full-speed PSX emulation on these platforms, why not throw in a few dollars to show your support? In any case, here's a link to the bounty for a dynarec on PCs and smartphones, and here's a separate bounty for the Wii U specifically. It's advisable to stay out of the bounties' comment sections: they're meant for development discussion and support of the project, but there's been some high emotions lately and concerns are being voiced about scaring off developers. To aid motivation, the community has set up bounties offering cash to whoever takes the project on. Once a dynarec is ready for conventional platforms (like PC and smartphones) work can begin on one for PowerPC, the type of CPU the Wii U uses.ĭynarecs, however, are very complex pieces of software, and take time and knowledge of both the PSX and target platform to write. This eliminates a lot of emulation overhead and makes for significantly faster emulation. Work is underway by the RetroArch devs to add a dynamic recompiler (dynarec) to Beetle PSX, which allows instructions to be translated ahead of time from the PSX's native MIPS architecture to the native format of whatever platform is doing the emulation. ![]() Glad you asked! The PSX is one of the aforementioned difficult cores that we've actually started working on (which is why you'll see it talked about so much). ![]() Nintendo - SNES / Famicom (Snes9x 2005 Plus) Magnavox - Odyssey2 / Phillips Videopac+ (O2EM) SNK - Neo Geo Pocket / Color (Beetle NeoPop) It's recommended that your "roms" folder has this folder structure: It helps the program match your roms with the images in Retroarch database. To make the process painless always prefer NO-INTRO rom sets as they have a standard naming convention. In this example playlists and thumbnails will be stored in sd:/retroarch/cores The PC build of Retroarch can generate lists and the format is compatible with Wii U or alternatively you can use RetroArch Playlist Buddy to generate your playlists and thumbnails. You can generate your list using Online Updater, though this is prone to fail if you have a large number of games. Like most other paths, you can set your own in Retroarch under Settings > Directory. These files are stored in the "playlist" folder. One of the toughest parts involved in getting the best RetroArch has to offer is setting up the "playlist" files (.lpl) which allow you to make put preset games into an easily-accessible place in the GUI, rather than having to go through the filebrowser and reload cores.
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