Closed ghost closed 10 years ago
If a core does not implement state serialization, there can be no rewinding in that core. This is most likely your problem rather than anything else.
twinaphex: I don't think this is core specific, as I've tried it with snes9x-next and bsnes-mercury On both cores, the message RetroArch [ERROR] :: Implementation does not support save states. Cannot use rewind. appears, although it is indeed possible.
I've uploaded a video file which may explain it better then i can via text. http://a.pomf.se/qopdvv.mp4
I don't know if this is relevant, but when rewinding I've noticed strange visual glitches, for example if I'm rewinding while fighting in Chrono Trigger this happens: http://a.pomf.se/evfxiq.mp4
(NOTE: Rewinding in bsnes works correctly, without visual glitches, I'm only leaving this in for additional information. I'm going to file this as a core specific bug on snes9x-next)
SNES9x Next rewinding is glitchy because it takes some shortcuts in rendering the picture for increased performance. It's mainly necessary for consoles and mobile where rewinding would be far too taxing anyway. Just use a more accurate SNES core for PC purposes.
RetroArch [ERROR] :: Implementation does not support save states. Cannot use rewind. appears, although it is indeed possible.
I don't see this message at all happening with SNES9x Next when rewinding is turned on.
Retroarch incorrectly asssumes that rewinding is not supported. I have rewind bound to R3 (Pressing the right analogstick on the xbox gamepad)
I've pasted my configuration here: rewind_enable = "true" rewind_buffer_size = "150" rewind_granularity = "3" input_rewind_axis = "nul" input_rewind_btn = "10" input_rewind = "nul"