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05-03-22 09:17:35 PM
Jul - Gaming - SNES emulation/bsnes thread New poll - New thread - New reply
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Xkeeper

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Posted on 12-30-09 09:17:35 PM Link | Quote
Originally posted by Xenesis
I gotta get me in on some of that. :o

How'd you manage that? XD

View the source.

A few bots got past it on xkeeper.net, but the number there compared to, say, other sites with even less viewership is pretty staggering. I've cleaned off about 7 bot posts, as opposed to the several thousand on some other places

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byuu
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Posted on 12-30-09 09:18:34 PM (last edited by byuu at 12-31-09 01:39 AM) Link | Quote
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


As an aside, aren't the left and right Alt/Control/Apple keys technically different buttons when it comes to input?


Technically, yes. But I treat them specially to support modifiers.


It's bsnes. "fast-forward" in that emulator would be about as fast as a golf cart going uphill.


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.


None of this weird buggy shit


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.


Yeah, I just like using those particular larger keys for games if I can, I find it more natural. All a matter of what you're used to I guess.


Indeed. I'll do my best to get modifier key mapping in within a month or two


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Posted on 12-30-09 09:20:28 PM Link | Quote
Originally posted by Xkeeper
Originally posted by Xenesis
I gotta get me in on some of that. :o

How'd you manage that? XD

View the source.

A few bots got past it on xkeeper.net, but the number there compared to, say, other sites with even less viewership is pretty staggering. I've cleaned off about 7 bot posts, as opposed to the several thousand on some other places


That is so simple and so brilliant I am..impressed.
Xkeeper

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Posted on 12-30-09 09:47:20 PM Link | Quote
Originally posted by Xenesis
Originally posted by Xkeeper
Originally posted by Xenesis
I gotta get me in on some of that. :o

How'd you manage that? XD

View the source.

A few bots got past it on xkeeper.net, but the number there compared to, say, other sites with even less viewership is pretty staggering. I've cleaned off about 7 bot posts, as opposed to the several thousand on some other places


That is so simple and so brilliant I am..impressed.

In reality it's two things:

a) Non-standard entry form
b) Re-purposing of bot-favorite fields as a ban attack

Most comment forms have the exact same layout: name, email, website, post. Changing these up a bit while providing a hidden copy of the normal ones will catch most bots.

Captchas are seriously overrated.

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Posted on 12-31-09 02:41:33 AM Link | Quote
Does bsnes support surround sound? I heard there's a few SNES games that simulate it with an old Dolby type.

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byuu
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Posted on 12-31-09 04:35:03 AM (last edited by byuu at 12-31-09 01:39 AM) Link | Quote
Ah, see topic title. Sorry to hijack, but yeah to answer the original question, try ZSNES v1.42n


Does bsnes support surround sound? I heard there's a few SNES games that simulate it with an old Dolby type.


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.

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Posted on 12-31-09 04:54:02 AM Link | Quote
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Yeah, IIRC certain forms of Dolby audio encoding saved digital data for the other channels into the non-audible ranges, which effectively "hid" the data stream out of our hearing range. I'd assume that if you were using a decent quality set of BRR samples, you could probably manage that, but don't quote me

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Posted on 12-31-09 04:57:03 AM Link | Quote
Hiya, byuu! You might know me as "BMF54123" on your board. I'm one of the co-owners of this site. Glad to see you here!

re: Dolby Surround, I think it's supposed to simulate a multi-channel setup with only two channels. Jurassic Park used it, and the music does seem to benefit from it, at least through headphones. But how did they manage to do positional audio with such lo-fi specs (32 kHz, <64 KB of sample space, BRR compression)?

Tales of Phantasia has some form of surround sound as well, though it's definitely not Dolby. Whatever it is, I'm not a big fan of it.

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Posted on 12-31-09 10:30:27 AM Link | Quote
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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Posted on 12-31-09 06:18:20 PM Link | Quote
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
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Posted on 01-01-10 08:16:21 PM Link | Quote

I'd assume that if you were using a decent quality set of BRR samples, you could probably manage that


Yeah, it'd be very tough as the signal would get crushed (16-bit -> 4-bit), interpolated, mixed with echo and volume adjust, etc.


Hiya, byuu! You might know me as "BMF54123" on your board. I'm one of the co-owners of this site. Glad to see you here!


Cool, thanks
Thought it might be you from your post, but the name definitely threw me off.


re: Dolby Surround, I think it's supposed to simulate a multi-channel setup with only two channels. Jurassic Park used it, and the music does seem to benefit from it, at least through headphones


Ah, okay. So in other words, it should already be emulated.


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.


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.

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Posted on 01-01-10 09:10:20 PM Link | Quote
Originally posted by byuu
Thought it might be you from your post, but the name definitely threw me off.


I was confused at first as well, but then I noticed the real name in his profile and was like "Oh, those initials are BMF!" I think his last name is different from Frendelkraut though.

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Posted on 01-01-10 09:12:41 PM Link | Quote
I just know because he`s had that layout forever

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Posted on 01-02-10 06:27:09 AM Link | Quote
Originally posted by Terra
I think his last name is different from Frendelkraut though.
Uh, yeah. I think that would call for a real-life name change.

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Posted on 01-02-10 07:03:35 AM Link | Quote
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Posted on 01-02-10 10:29:41 AM Link | Quote
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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Posted on 01-02-10 01:30:32 PM Link | Quote
I had layouts off during my dialup years (I didn't get high-speed Internet until 2005), so I learned to identify users by usernames. I get thrown off by username changes.

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Posted on 01-02-10 07:50:57 PM Link | Quote
Originally posted by byuu
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
Also in NHL 96-98, whenever there's voice sounds (announcing teams, faceoffs, penalties, etc.) ... Snes9x freezes, ZSNES works but sounds bad, then bsnes works perfectly

But just a few other things I've noticed:
- Pressing Esc exits bsnes, but only when a menu is open And that doesn't seem to be configurable ...
- I was playing Top Gear 3000 (I remember it being glitchy in other emulators although it seems fine now) and couldn't use savestate hotkeys or rewind, but the State Manager worked fine
- It always uses 100% of a core, even when I set it to low speed

It works great otherwise and it's definitely the best for just playing the games like on console, playing GameBoy games in a SNES emulator was interesting too


Every game I tried (and one with SuperFX) ran at full speed, but not quite up to 2x most of the time ... and that's on a Core 2 Quad at 2.4GHz

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Posted on 01-03-10 02:18:55 PM Link | Quote
So I just noticed this thread. I've had bsnes for a while, although I don't play SNES games that much. It's definitely my favourite SNES emulator. No speed issues here either (running it right now at "Fastest" speed; I get 120fps in Mario Kart)

I never really had problems with other SNES emulators - I always use SNES9x before. But I hated the UI (although ZSNES is even worse) and I'm biased towards Qt apps. Plus BSNES is the only emulator I've found, other than VBA, which can output scaled graphics without blurring or filtering them.

This is pretty off-topic, but here's a random question: what are you using for the hex editor-ish widget in the Memory Editor - or is it custom? I've wanted something like that for my NSMBWii level editor (which uses PyQt4) but I haven't been able to find one. (Although bsnes is GPLv2, as is my editor so I could probably just convert yours to Python and use it.)

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byuu
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Posted on 01-04-10 04:29:54 PM Link | Quote

as long as it supports the OpenGL standard.


I support Direct3D, DirectDraw, GDI, OpenGL, X-Video, SDL, Qt rastering and Qt OpenGL


- Pressing Esc exits bsnes, but only when a menu is open


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.


- I was playing Top Gear 3000 (I remember it being glitchy in other emulators although it seems fine now) and couldn't use savestate hotkeys or rewind, but the State Manager worked fine


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.


- It always uses 100% of a core, even when I set it to low speed


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.


Plus BSNES is the only emulator I've found, other than VBA, which can output scaled graphics without blurring or filtering them.


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


This is pretty off-topic, but here's a random question: what are you using for the hex editor-ish widget in the Memory Editor - or is it custom?


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.

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Jul - Gaming - SNES emulation/bsnes thread New poll - New thread - New reply


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