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creaothceannOffline
Post subject: SNES: bsnes v69  PostPosted: Sep 25, 2010 - 07:23 PM
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Joined: Jun 23, 2005
Posts: 199


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byuu hat eine neue Version seines SNES Emulators bsnes veröffentlicht.



A new version of the SNES emulator bsnes has been released.

Quote:
This release adds some nifty new user interface features, and improves both performance and accuracy. The performance core is now fast enough to maintain a constant 60fps on a first-gen Intel Atom N270 in 98% of games.

Changelog:

  • added new effect toggle tool window, which allows toggling of BG/OAM graphics layers and DSP audio channels
  • added an option to use the native OS file and folder open dialogs instead of my custom browser
  • added a new state selection window
  • added frame skipping support, which is only used during fast forwarding; as a result, fast forward is now ~80% faster
  • removed unnecessary icons, added workaround for checkbox/radiobox menu icons on Linux/GNOME
  • added RTS/CTS support to serial simulation
  • all cores: OAM high table even address writes should update OAM latch data register [blargg]
  • accuracy core: major improvements to mosaic emulation
  • accuracy core: added additional hardware-based caching, resulting in a ~15% speed boost
  • accuracy core: emulated CGRAM address invalidation for writes during active display
  • performance core: added new S-PPU renderer, resulting in a ~10% speed bost


Also, I´m looking for someone who would be willing to backport bsnes v069 from C++0x to C++98. With this, it should be possible to create a PS3 port of bsnes that runs at full speed with all games. bsnes does not use C++0x very much, so it shouldn´t be very hard, a weekend project at best. I just don´t have the time to do this myself. Note that I wouldn´t be merging these changes, I intend to keep using C++0x, this is needed only because the PS3 SDK uses a really old version of GCC. Please post on the message board if you are interested in helping.


Related links:
[ SNES Emus ][ SNES Infos ][ Nintendo Infos ]
 


Last edited by creaothceann on Sep 25, 2010 - 08:19 PM; edited 1 time in total 
 
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JezzeOffline
Post subject: RE: SNES: bsnes v69  PostPosted: Sep 25, 2010 - 07:36 PM
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Joined: Oct 30, 2004
Posts: 5.751


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Die Optimierung der Cores musste ich doch gleich mal mit Star Fox (USA) (Rev2) testen.

Code:
                 v68   v69
Accuracy:         45    57
Compatibility:   122   122
Performance:     141   141


Processor: AMD Phenom II X4 955 (C3) BE - 3.20GHz

Beim Performance Profile hat sich merkwürdigerweise zwar keine Änderung gezeigt, doch bei Accuracy ist der Speed-up ganz beachtlich.

_________________
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creaothceannOffline
Post subject:   PostPosted: Sep 25, 2010 - 08:26 PM
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Joined: Jun 23, 2005
Posts: 199


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Star Fox ist ein Spiel mit Coprozessor; mit Super Mario World sollte die Accuracy-Version über 60 fps kommen. Smile

Falls du die Spiele testen willst die am langsamsten emuliert werden, dann probier' doch mal Yoshi's Island (rotierende Insel), Doom (im Spiel) und Vortex (Trainingsmission 1, die Dropship-Sequenz am Anfang).
 
 
 
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byuuOffline
Post subject:   PostPosted: Sep 25, 2010 - 08:41 PM
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Joined: Nov 01, 2009
Posts: 24


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Yeah, almost all of the performance speedup was lost by implementing perfect horizontal mosaic. People didn't like my approximation that was a lot faster.

It does run a good bit faster on my Core 2 system, from 254fps to 270fps, which is about 9% faster. It doesn't run any faster on my Atom. It's impossible to understand modern processors Razz
 
 
 
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blackerkingOffline
Post subject:   PostPosted: Sep 26, 2010 - 02:31 AM
Bescheißermeister


Joined: Sep 05, 2006
Posts: 1.474

Location: Leipzig
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Hey byuu. I got a feature request: No slowdowns even if there too many objects.
Here my situation. I'd like to play Zelda Parallel Worlds but everytime there is antisword-thing the complete game is going slowmotion.
 
 
 
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MasterflowOffline
Post subject:   PostPosted: Sep 26, 2010 - 04:33 AM
Retrokenner


Joined: Jul 07, 2006
Posts: 240


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Ist zwar nicht an mich gerichtet, aber ich geb trotzdem mal meinem Senf dazu:
Diese Slowdowns liegen nicht am Emulator, sondern an der Engine bzw. dem Spielcode.
Die entsprechenden Stellen würden auch auf dem original SNES langsam laufen, ein Spiel wo
man das auch im Original auch mal deutlich bemerkt ist Secret of Mana...

Und Hacks für spezielle Spiele usw. soll bsnes ja grade nicht benutzen.
 
 
 
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creaothceannOffline
Post subject:   PostPosted: Sep 26, 2010 - 09:54 AM
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Joined: Jun 23, 2005
Posts: 199


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Es gibt da zwei Möglichkeiten: 1. das Spiel umschreiben, damit es die Hardware besser nutzt (ist nur sehr begrenzt möglich); und 2. das Spiel auf eine andere Hardware portieren, z.B. ein Emulator der ein übertaktetes SNES emuliert, oder ein PC-Port (Simulation statt Emulation) - beides schwierig und/oder aufwendig.
 
 
 
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blackerkingOffline
Post subject:   PostPosted: Sep 26, 2010 - 11:41 AM
Bescheißermeister


Joined: Sep 05, 2006
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Location: Leipzig
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Ich weiß, dass es ja eigentlich keine Akkurate Emulation in dem Sinne wäre allerdings könnte man dadurch den Spielverlauf angenehmer/flüssiger machen.
 
 
 
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dreaven3
Post subject:   PostPosted: Sep 26, 2010 - 05:10 PM
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Joined: Aug 26, 2008
Posts: 61


So waren die bisherigen (SNES-)Emulatoren auch ausgelegt, denn so konnte man es noch besser als die Original-Hardware machen, aber bsnes hat sich dem Original verschrieben.
 
 
 
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