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06-02-24 01:58 AM
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Acmlm's Board - I3 Archive - General Emulation - Bsnes (Snes emulators)
  
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Raccoon Sam
Posts: 142/1040
Yeah.
That BSNES came to Mac too.
So accurate that makes me cry. Awesome indeed.
Kailieann
Posts: 296/808
This was covered by the program's creator nine posts up.
FreeDOS +
Posts: 246/1312
Well this accuracy-bent idea seems nice, but something went wrong
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Ailure
Posts: 437/2602
Ok, after seeing a screenshot with it being able to render the Simearth map perfectly (Which ZSNES dosen't, and while SNES9X does... I kind of don't like how SNES9X do things). I think i'm going to give it a try.

It probably wouldn't go fast at all on this system, but i 'm going to play around with it...

Edit: Yeah, it does stutter alot on my three years old computer. It's somewhat playable with frameskip. It's very accurate though!
asdf
Posts: 209/4077
NESticle did have its flaws, though. Sound, for example, was a big one. Granted, these flaws may have encouraged others to make emulators that fixed these problems. But what are you going to do.

Oh yes, and it's nice to have an SNES emulator that can finally run Earthworm Jim 2 with no problems. Earthworm Jim worked fine for me in one version of ZSNES WIP (0519, I believe), but EWJ2 has never worked on any emu. Now, if only Stunt Race FX was emulated perfectly...that'd be all the games from my childhood completely functional on emulators.
Disch
Posts: 27/202
Originally posted by Stifu
Originally posted by insectduel
ZSNES is a best emulator. What the hell other emumakers tried to make their own for? Are they tried to make the SNES Emualator better than ZSNES or something?

Your stupidity never ceases to amaze me.



Just think... if NES emu developers thought that way, we'd all still be stuck with NESticle.

**shudders**
MathOnNapkins
Posts: 169/1106
Originally posted by HyperHacker
Yes, but it would make the super-accuracy it's meant for impossible. You can't really execute SNES instructions down to the individual cycles when you aren't even executing SNES instructions.


With all the processing it takes to handle each instruction you're looking at a ratio of at least 8 Intel cycles to every 1 Snes Cpu cycle. Not to mention you also have to emulate the SPC700, and the PPUs, the DSP, and the address bus, etc. The one thing you might not be able to do is interrupt in the middle of an instruction, since it would be running natively. But, I suppose there could be a workaround for that...
Stifu
Posts: 163/647
Originally posted by insectduel
ZSNES is a best emulator. What the hell other emumakers tried to make their own for? Are they tried to make the SNES Emualator better than ZSNES or something?

Your stupidity never ceases to amaze me.

On a side note, SNESGT is also a good SNES emulator. It seems to emulate Super Mario Kart perfectly, while Snes9x and ZSNES don't.
HyperHacker
Posts: 804/5072
Yes, but it would make the super-accuracy it's meant for impossible. You can't really execute SNES instructions down to the individual cycles when you aren't even executing SNES instructions.
MathOnNapkins
Posts: 163/1106
I'm not sure of the specifics, but couldn't a technique like Dynamic recompilation help out any of the speed involved? You lose a lot of cycles converting all those nonnative instructions.
byuu
Posts: 1/4
I use a cheap trick with the DirectDraw renderer to speed things up. Basically, I get a 10-20% performance increase in 32-bit mode by always creating a 16-bit surface. When using video memory, your video card automatically converts the surface to 32-bit mode for display, with zero overhead. However, when you are in 32-bit mode and you transfer from system memory, this conversion does not happen and you end up with a "smashed" image like in your screenshot.
It's unfortunate, but the next version of bsnes also supports an optional Direct3D renderer, and with it supports the ability to use point filtering (read: big blocks, no interpolation), among other neat things.
Also, transferring from system RAM is painfully slow when you resize the window above 256x223. It gets slower and slower as you up the window size.

As for accuracy, the one major thing bsnes doesn't do is run the PPU in synchronization to the CPU. It "catches up" once every scanline. It's unfortunate, but with a power requirement of 2ghz already... this added push would put it out of the hands of nearly every personal computer on the planet.
I also can't really break down the CPU / APU instructions anymore than cycles, breaking it down to raw clocks would be near impossible. However, I do *somewhat* split the read / write cycles in half to account for bus hold times, but that doesn't work across processors.

So, basically bsnes is most likely the most accurate SNES emulator, but there's still a long way to go. You also have to figure that bsnes is relatively new, and has many major bugs that other emulators do not. It also doesn't support many special chips, so games like Star Fox, Mario Kart, Mario RPG, Yoshi's Island, etc. won't run at all.
DarkPhoenix
Posts: 7/48
Bit of a problem with using System RAM
Arty
Posts: 2/2
Yeah, it's me, but no problem Disch. I know what you're getting at. Just wanted to clarify that I myself favour accuracy over speed. Doesn't neccesarily mean I can't optimize what's left though.
Disch
Posts: 25/202
Originally posted by Arty
Nope, none at all.


Is that you Marty?

Perhaps I phrased that wrong. In fact I somewhat regret saying it now... it looks like I was putting NEStopia down, which I really wasn't trying to do (it's a great emu -- my fav existing one, in fact). Perhaps this will better portray my stance:

bsnes is a snes emu that takes about a ~2.0 GHz machine to run. Nintendulator is a nes emu that takes about a ~1.4 GHz machine to run. They both have high system requirements to do the bare minimum work. They both lack the bells and whistles which are often taken for granted in other "general play" emus. They both operate on a cycle-by-cycle basis, keeping each subsystem in sync (though I'm not 100% sure with bsnes as I haven't really checked its source yet -- though I know Nintendulator employs no "catch up" method to sync subsytems -- rather it continually runs them all in sync). Nintendulator also goes as far as to track the last values on the bus, all those other weird sprites quirks (like the 9th sprite fetch) which probably don't affect any game at all. Plus it's constantly being updated as Q uncovers new things. Hell I remember for a while it was being updated several times a day.

Now turn to NEStopia -- which I'm not saying isn't as good as Nintendulator/bsnes -- I'm just saying it's a different kind of emu. While it may be built for accuracy, it was not built solely for accuracy (I don't know if I'm making sound like it makes any sense...). NEStopia is geared up and optimized in ways which make it a lot more usable for the casual emulator user. Now that's not a bad thing -- but that's not what Nintendulator/bsnes seem to be wanting to do.

So that's why I say Nintendulator is better suited for the analogy. Not because Nintendulator is "better"... but because it seems to be more like the NES version of bsnes.
creaothceann
Posts: 9/43
Originally posted by Kailieann
I won't be using it regularly until the rendering system (which I'm assuming is DirectDraw) has a pixelation option.
Emulators with antialiasing make my eyes bleed.

The emulator doesn't use interpolation or other smoothing functions - it's just your gfx card when you're using the card's video RAM instead of system RAM. There's an option in the menu for that.
Arty
Posts: 1/2
Originally posted by Disch
NEStopia strives for performance as well -- so it likely has made some comprimises in terms of accuracy..


Nope, none at all.
Trapster
Posts: 1368/3604
Well, I downloaded this thing yesterday and will try it out soon.

"Try reading some of his posts on the Zsnes dev forums some time, along with those of Anomie. You will likely be left scratching your head after the first post you read."

I don´t think I´ll read those posts. I´m not into programming at all so I won´t get anything.
Disch
Posts: 24/202
Originally posted by Cornellius
Think of Nestopia for Nes, except this one is about Snes.


I think Nintendulator would be a better analogy. From what I understand about both these emus (Nintendulator, bsnes -- but mostly Nintendulator), they seem to have the same idea.

NEStopia strives for performance as well -- so it likely has made some comprimises in terms of accuracy. I don't think it's suitable for such an analogy. I'm not saying NEStopia is inaccurate... but it's no Nintendulator.
Kailieann
Posts: 246/808
Originally posted by HyperHacker
Oh come on. SNES ROMs are like 6MB max and compressed to hell anyway.


I just had to delete a whole bunch of crap because I didn't even have enough free space to cache the files I was trying to burn to CD.
Cornellius
Posts: 36/108
This is no joke, it really needs around 2 Ghz to run properly. The thing is it's ultra accurate. Think of Nestopia for Nes, except this one is about Snes.
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Acmlm's Board - I3 Archive - General Emulation - Bsnes (Snes emulators)


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