I think you mean Triple Buffering. Originally, the SNES uses two buffers for displaying graphics; the front buffer and the back buffer. The front buffer has the graphics that you see on your screen. Why not use just one buffer then, since that's all you see? Using just one buffer that needs to be updated, cleared and redrawn every frame (60 or 50 times per second) would produce uneven animation and visible, serious flicker. So, we take the back buffer as and aid. Now the hardware draws one frame to the front buffer and simultaneously draws the next frame on the back buffer, then the buffers switch places and they get redrawn. Rinse, lather, repeat. Smoother animation ahoy! Triple buffering works exactly the same, but adds a third buffer into the mix, which smoothes out frame changes even more. Old graphics cards can only do single- or double-buffer rendering, hence why triple buffering doesn't work on them. VSync (Wait for Vertical Sync) synchonizes the game (more specifically, front/back buffer drawing) with your monitor's refresh rate. This reduces "tearing" of the screen when the scene moves from top to bottom or left to right. Without VSync, your monitor updates the screen faster than the buffers can draw to the screen as they still update 60 or 50 times perr second. Also, if you do not set your monitor's refresh rate to match the game's (60hz), VSync does not work right, since buffers update the screen at an interval that's not divisible by 60. Like, if your monitor does 75 or 85Hz natively. I use both options, as they often back up one another. Yes, the SPC700 is a biatch to emulate correctly, but I'm not sure what you mean by 'skipping'. btw, you might be able to fix EWJ2 a little by dropping the percent of execution is zsnesw.cfg to 70. 2) * 256x224, 320x224 or 512x224 resolution (a 4:3 resolution will do, resolution makes little difference anyway) * Choose a DR mode, since it keeps the aspect ratio and doesn't stretch the image to fit the screen like the S modes. * 32000Hz stereo sound with Gaussian interpolation * No video filters of any kind