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Description
This feature isn't implemented in either version of Beetle PSX.
As far as I know, only Time Crisis 1 absolutely needs it; all releases of the game have screwed up axis calculation and you have to decrease both axis scales so the shots don't stray from the crosshair as you aim to the borders of the screen.
Somehow, the standalone gets away with only configuring the X Scale. Setting it to 94% makes the aiming is perfect; Swanstation needs more fine-tuning between both axis.
I know this might seem too much for a single game, but the crosshair of Swanstation can only be white, of one type and it turns invisible too soon when approaching the borders.
That could be improved in Swanstation, but standalone burned all their bridges (and now threatens support to its Linux users, for some weird reasoning) and I don't expect any libretro supporter seriously maintaining Swanstation independently.
That is to say, we need to future-proof Beetle PSX, in my view.