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Xkeeper Level: 263 ![]() Posts: 14336/25353 EXP: 297157302 For next: 1803151 Since: 07-03-07 Pronouns: they/them/???????? Since last post: 3 days Last activity: 14 hours |
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| Jul - Gaming - SNES emulation/bsnes thread |
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Xkeeper Level: 263 ![]() Posts: 14336/25353 EXP: 297157302 For next: 1803151 Since: 07-03-07 Pronouns: they/them/???????? Since last post: 3 days Last activity: 14 hours |
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byuu User Level: 9 Posts: 6/13 EXP: 3146 For next: 16 Since: 12-30-09 Since last post: 12.3 years Last activity: 12.2 years |
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My favorite is Up/Down/Left/Right/X/Z/S/A/D/C/Rshift/Enter. Had to sub Rshift with apostrophe for now ...
Also, no spam on my forum either: http://board.byuu.org/ucp.php?mode=register You have to identify a picture of a Zebra to complete the registration
And if that's not enough, I'll use this picture next: http://img87.imageshack.us/img87/1347/s2izjmk4.jpg
Technically, yes. But I treat them specially to support modifiers.
Hahah, seriously. I noted the irony when I added it
Though to be fair, my E8400 gets ~180fps in most games, and about ~240 if I overclock it. So it's not completely useless. But it doesn't hold a candle to ZSNES' default of 600fps for its fast forward key.
Just off the top of my head ... try Battle Blaze, Moryo Senki Madara 2, Cu-on-pa, Shin Megami Tensei, Sink or Swim, F1 Grand Prix, Der Langrisser, SD Gundam G-Next, Mecarobot Golf, Earthworm Jim 2, Clayfighters: TE, Sim Earth, Marvelous, Masters New, Pebble Beach no Hotou, Jumpin' Derby, Super Conflict ... or hell, any game with sound
Here's Pebble Beach, guess which is which
But yeah, v1.42n is a whole hell of a lot better. SA-1 games actually work, netplay support is there, and the last version to have a usable DOS debugger.
Indeed. I'll do my best to get modifier key mapping in within a month or two
____________________ "Elements of the past an the future, combining, to make something not quite as good as either." |
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Xenesis Roy Koopa Actually a Doctor Level: 101 Posts: 560/2732 EXP: 10487240 For next: 230435 Since: 07-28-07 Pronouns: She/Her From: Orange Star's Retirement Villa Since last post: 10 days Last activity: 11 hours |
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Originally posted by XkeeperOriginally posted by Xenesis That is so simple and so brilliant I am..impressed. |
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Xkeeper Level: 263 ![]() Posts: 14337/25353 EXP: 297157302 For next: 1803151 Since: 07-03-07 Pronouns: they/them/???????? Since last post: 3 days Last activity: 14 hours |
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Eon Hammer Brother MLB Level: 68 Posts: 812/1085 EXP: 2626181 For next: 102619 Since: 07-22-07 Since last post: 310 days Last activity: 130 days |
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byuu User Level: 9 Posts: 8/13 EXP: 3146 For next: 16 Since: 12-30-09 Since last post: 12.3 years Last activity: 12.2 years |
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Ah, see topic title. Sorry to hijack, but yeah to answer the original question, try ZSNES v1.42n
I've seen options for it in games like Bahamut Lagoon, but when I enable it, the waveform doesn't actually change at all ... so I have no idea what it's about. The SNES hardware is locked to only two channels. I've been told some things send special "signals" in the sound to signify a Dolby encoding, but so far I have no evidence that games do this. If someone can prove this really exists, I'll be happy to try and add it. ____________________ "Elements of the past an the future, combining, to make something not quite as good as either." |
Sukasa![]() Level: 123 Posts: 1845/4326 EXP: 20936853 For next: 294413 Since: 07-07-07 Since last post: 1.1 years Last activity: 1.1 years |
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Rachel Mae![]() Creature of Chaos Level: 141 Posts: 2418/5929 EXP: 33605789 For next: 514225 Since: 07-03-07 Pronouns: she/her From: Foxglen Since last post: 21 days Last activity: 14 hours |
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paulguy Green Birdo Level: 93 ![]() Posts: 442/2294 EXP: 8032812 For next: 19998 Since: 09-14-07 From: Buffalo, NY Since last post: 9.7 years Last activity: 9.7 years |
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Paulguy's Post configuration To my understanding, the surround sound on these games I think only somehow instructed the sound system to adjust some kind of panning/reverb/etc parameters, Not creaate separate discrete channels. ____________________ |
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Joe Common spammer 🍬 Level: 111 ![]() Posts: 1198/3392 EXP: 14501958 For next: 366402 Since: 08-02-07 From: Pororoca Since last post: 12 days Last activity: 1 hour |
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In Dolby Surround (and Pro Logic), the surround channel is basically the difference between left and right. I can't see that being too difficult on the SNES. ![]() ____________________ |
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byuu User Level: 9 Posts: 9/13 EXP: 3146 For next: 16 Since: 12-30-09 Since last post: 12.3 years Last activity: 12.2 years |
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Yeah, it'd be very tough as the signal would get crushed (16-bit -> 4-bit), interpolated, mixed with echo and volume adjust, etc.
Cool, thanks
Thought it might be you from your post, but the name definitely threw me off.
Ah, okay. So in other words, it should already be emulated.
I'm pretty sure 2.1 subwoofers do the same thing anyway. Sub = Left + Right / 2. Quite lame, but since it is technically in the center, I guess it's the best you're going to get. ____________________ "Elements of the past and the future, combining, to make something not quite as good as either." |
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Taryn Passed away. Thanks for being a part of us, even if it wasn't always on the best of terms. 1987-2014 Level: 204 ![]() Posts: 4751/14742 EXP: 121753667 For next: 1596151 Since: 09-01-09 From: Seattle Since last post: 10.1 years Last activity: 9.8 years |
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Randor 750 ![]() ![]() ![]() Level: 58 Posts: 351/755 EXP: 1520037 For next: 57509 Since: 08-22-07 From: Not Oklahoma Since last post: 8.7 years Last activity: 7.5 years |
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I just know because he`s had that layout forever ![]() ____________________
Wii post lol |
Rachel Mae![]() Creature of Chaos Level: 141 Posts: 2423/5929 EXP: 33605789 For next: 514225 Since: 07-03-07 Pronouns: she/her From: Foxglen Since last post: 21 days Last activity: 14 hours |
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Shadic Alakadoof? Level: 151 ![]() Posts: 2918/6929 EXP: 42380011 For next: 916465 Since: 07-22-07 Pronouns: he/him From: Olympia, WA Since last post: 6 days Last activity: 1 day |
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Surlent 220 ![]() ![]() ![]() ![]() ![]() ![]() Life over. Continue(s) left: 00 Level: 34 ![]() Posts: 131/222 EXP: 242800 For next: 10851 Since: 08-02-07 From: Berlin Since last post: 8.8 years Last activity: 8.4 years |
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Same here, didn't recognize BMF at first. Layouts might be nice (as long as these don't hog up too much system resources, and luckily can be turned off), but if you browse as a guest or post while not logged in, it is quite hard to distinguish many people only by avatar, changed user name and obviously the writing style - but since these are the same people anyway, it shouldn't be that much of a problem. At least I read the name "byuu" before, I knew it a developer of an emulator, but just knew it isn't ZSNES
As for bsnes, it runs sweet. Again, didn't test a game which demans the "maximum" out of it. The only lag which comes, is if I run bsnes windowed, open up the "About ..." and close it. Then the fps drops to 55 once for a split-second, then reverts back to 60 fps. My graphic card anyway seems to have some problems, as it's an ATI one, produces 10-12 (not critical) error entries in the ACEEventlog, and probably is the reason why Fallout 3 sometimes crashes. No graphical errors or BSODs from it, just stops or hangs sometimes after 5 minutes and warping, other times it runs some hours (just exits/stops the application, didn't lock up the computer yet). Again, I think the video card itself should not be that important for bsnes, as long as it supports the OpenGL standard. ____________________ ![]() |
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Taryn Passed away. Thanks for being a part of us, even if it wasn't always on the best of terms. 1987-2014 Level: 204 ![]() Posts: 4896/14742 EXP: 121753667 For next: 1596151 Since: 09-01-09 From: Seattle Since last post: 10.1 years Last activity: 9.8 years |
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Ninji Birdo Why did my user title say I'm a toaster anyway Level: 88 Posts: 1090/2014 EXP: 6638939 For next: 11725 Since: 07-26-07 Pronouns: he/him or they/them From: Glasgow, Scotland Since last post: 114 days Last activity: 6 days |
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byuu User Level: 9 Posts: 10/13 EXP: 3146 For next: 16 Since: 12-30-09 Since last post: 12.3 years Last activity: 12.2 years |
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I support Direct3D, DirectDraw, GDI, OpenGL, X-Video, SDL, Qt rastering and Qt OpenGL
All windows inherit from a base one that has code to close when you press escape. Everyone kept wanting the other windows to close that way. The signals are captured by the main window, but it looks like that's bypassed when in the menus. I'll fix it for the next release, thanks.
That was actually a bug, heh. DSP-3, DSP-4, ST-011 and ST-018 (each used by one game) don't support save states just yet. Next release disables the state manager for them as well, and adds proper SuperFX and SA-1 save states.
Yeah ... even calling Sleep(1) results in a huge performance hit, and really interferes with video+audio sync, especially both on at the same time. It won't eat CPU when paused at least.
If you really want to see something awesome, set your video driver to OpenGL, and then use the pixellate pixel shader from here: http://byuu.org/files/pixelshaders_v002.tar.bz2 Set it from Settings->Configuration->Video. You can now scale with aspect correction, even to 5x, and you don't get any distortion at all. I don't understand how it's possible, but it's very impressive. Pictures here: http://board.byuu.org/viewtopic.php?f=3&t=388&p=8845#p8845
It's custom. See src/ui_qt/debugger/hexeditor.* It inherits QTextEdit and intercepts keyPressEvent(). The logic for that is pretty simple, it just converts the textCursor().position() value to an x/y offset (since it knows how long each line of text is), checks for a valid hex nibble, and inserts it. I didn't get fancy and have home/end/pageup/pagedown/etc do anything just yet. To read and write to any arbitrary memory location, it uses two functors (C++ function pointers). Lastly, I had to add my own QScrollBar. You can do that by adding your own layout (setLayout()) and aligning it to the right. Obviously you can't put all 16MB of hex code in the widget, and the QTextEdit's own scrollbars were ridiculous. and auto-resized to fit content. The custom scrollbar lets me intercept tick events to scroll the viewable area up and down. There's also no undo functionality or "modified" color highlighting. It also writes nibbles at a time instead of having some fancy double-input thing, so an emulator with MMIO would want to be careful with that. Oh, and I had to go way out of my way to get the window to size properly to fit the exact amount of text needed; and to keep it so that Ctrl+C still worked to get data into your clipboard. Quite a mess, but I have been considering expanding the widget further and then making a simple standalone hex editor since all of the Linux ones suck. With the exception of bless, but I really can't stand the Mono/.NET bullshit. 200MB of Sword of Damocles for one program, bleh. Plus I want to use the same editor on Win+OSX+Linux. ____________________ "Elements of the past and the future, combining, to make something not quite as good as either." |
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| Jul - Gaming - SNES emulation/bsnes thread |
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Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.
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