Until you disconnect your recalbox from Wifi or Ethernet, you can't disable it.
So Recalbox checks for Updates even if I disable this Option (Check for Updates) as long as it is connect to the Internet ?
Than why is this Option there at all ?
If I disconnet Recalbox from the Internet it can't check for Updates hence it can't give me a Notification that a new Update is available !
I think this is plain stupid, please explain why this Option is available at all.
Well, at last in Recalbox 6 (which I still use, because it works fine for me) this Option do what it should do.
I disabled "Check for Updates" and since than I never get a Message that a new Upate is availabel even if Recalbox is connectet to the Internet.
After some testing, I've realised that there is no need for disabling hci_uart in relalbox 6.1.1 because my USB bluetooth dongle works well on default settings. There is no need for disabling RPi's 3B+ onboard bt module too (by adding dtoverlay=pi3-disable-bt in config. txt).
I built this using a Raspberry Pi 3. I have set it up to be able to be connected to a TV through HDMI and it turns the portable into a console. I have it set up to connect through Bluetooth to two PlayStation 2 controllers. My problem is that the pigrrl gamepad PCB (that is connected to the gpio pins) is always player 1. I want to be able to temporarily (and easily) disable the PCB gamepad so that I can play with just two PS2 controllers and the player 1 spot isn't taken by the PCB. Any thoughts?
Sprite flicker isn't a performance issue, it's an issue with the capability of the NES. The PPU (Picture Processing Unit) had some serious sprite limitations. There's a maximum of 64 sprites that can be stored in the chip, and there's a maximum of 8 sprites that can appear on a scanline at any given time. Horizontally let's assume that a player sprite took up two sprites on a given scanline--this is usually the case if the PC was a human because they would need legs to move one at a time--that means that there were only 6 sprites left for the scanlines taken by the PC. Game developers were very aware of this and tried what they could to limit enemy sprites as well as shuffling the order of sprites on display. This way for any given frame there are a random assortment of invisible sprites, instead of specific sprites always being invisible, shuffling allows it to be relatively unnoticable. However issues arise in situations where something would normally look smooth like Mario letting loose a turtle shell to take out three Goombas, the screen can't process the shell sliding and the Goombas flying off the screen each frame so it appears to be blinking and stuttering.
When emulating the NES system the emulator is to perform in ways identical to the original system, meaning that although it has everything that made the system great, it will also contain in it the same flaws the original had.