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Thread: Snes9x for ps2
  

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  1. #701  
    protomank is offline Member
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    Hum, I tought the Snes9X4D was the ~11 fps and you had another one (I have a copy of the source of his 1.39ff version, as well, which goes about ~40 fps on Dingux) that was faster than snes9x4d
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  2. #702  
    ragnarok2040 is offline Member
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    I only have a checked out copy of the source from the subversion repository. I was talking about the screenshots with fps numbers, and the posted numbers by someone in the thread comparing versions. SiENcE also mentions changing settings for making them run faster in his release posts on his blog, too.

    I only mentioned it in the case that Snes9x-1.52 can't be made playable, as Snes9x-sdl-1.39ff would make a good compromise. It has SA-1 support, Super FX support, and SDD-1 emulation. The sound emulation isn't as accurate, however.
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  3. #703  
    lee4 is offline CMP GH
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    If case I would have no problem using v1.39ff.
    because I'm using 1.39mk on my pc 40fps.
    run v1.5x on my pc, I only get 12fps.
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  4. #704  
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    vdfritz is offline Registered User
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    there's a snes9x version for sony PSP (333 Mhz) wich is... very slow, at first
    but if you activate a certain option under the "misc" options, it becames a lot faster, and it doesn't seem to affect gameplay in any way

    just can't remember what option it is right now... and i can't find my psp (i've let my brother play it this morning)

    minutes later....

    just found it!
    if you turn ON the option "IGNORE PALLETE WRITES", most games that were in slowmotion (frameskip 0) now are 60fps

    so, maybe putting this option in your port and activating it by default is the best option

    if the guy finds any trouble with gameplay or graphic bugs, he/she can turn it off for that specific game (snes9x for PSP has individual configuration for each game)

    sadly, some games are still unplayable even after this (dragon ball Z hyper dimension for example, even with that option, transparencies off and frameskip a lot high, like 5 ou 6, it's unplayable, and more frameskip than that is unthinkable in a fighting game)
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  5. #705  
    personuser is offline Member
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    Quote Originally Posted by vdfritz View Post
    there's a snes9x version for sony PSP (333 Mhz) wich is... very slow, at first
    but if you activate a certain option under the "misc" options, it becames a lot faster, and it doesn't seem to affect gameplay in any way

    just can't remember what option it is right now... and i can't find my psp (i've let my brother play it this morning)

    minutes later....

    just found it!
    if you turn ON the option "IGNORE PALLETE WRITES", most games that were in slowmotion (frameskip 0) now are 60fps

    so, maybe putting this option in your port and activating it by default is the best option

    if the guy finds any trouble with gameplay or graphic bugs, he/she can turn it off for that specific game (snes9x for PSP has individual configuration for each game)
    Ya, wonder why they'd even put it in in the 1st place?

    Seeing as the PSP port is pretty good (I hear) and the PSP is pretty much a portable PS2, can we expect (at least) that level of functionality for the PS2 port?
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  6. #706  
    dlsmd is offline Member
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    lets just hold on for a minute

    i think ragnarok2040 deserves the right to finish what he is doing before we go questioning any thing

    so lets whate till he releases till we start trying to put our 2 cents in
    please bare with me dyslexia is a pain
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  7. #707  
    personuser is offline Member
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    Quote Originally Posted by dlsmd View Post
    lets just hold on for a minute

    I think ragnarok2040 deserves the right to finish what he is doing before we go questioning anything.

    so lets wait until he releases till we start trying to put our 2 cents in.
    Sure, he does sez it's only gonna be a few days for the input (which it seems he's already done) and a few more for audio and video.

    As far as vers go, I'd definetely say to test run 1.52 first, but if it's too big and CPU-heavy then 1.39 would be fine. Though if sound being "not as accurate" means skippy like snes-station, I think we might want to find something in the middle.
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  8. #708  
    ragnarok2040 is offline Member
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    I took a quick look and it looks like the "IGNORE_PALETTE_WRITES" hack was already implemented into the newest version of Snes9x's PPU. At least, the steps are the same when the hack is enabled on Snes9xTYL 0.42 and Snes9x 1.52 with FLUSH_REDRAW() being called. The ppu code for 1.52 was modified not too long ago, so it might have been included then.

    Thanks for the heads up, though, as now I have two different sources to compare against, . There might be changes I can merge or I can try porting this one, too. It wouldn't take much to port other versions of Snes9x after I get 1.52 working, the only thing that's changed is the input code, which is simpler in the older versions.

    I put up a mirror of masp at github, with the OpenVCL changes. It's an assembly preprocessor used for vcl source files. Some of the cpu emulation might be more optimized running on VU1 than the EE+VU0, so I put it up there, just in case I write some optimized cores.

    The input code is mostly done. Since I was already knee deep in loading the configuration for the input, I decided to keep going on for the snes9x settings, of which there are a lot. It's not going as fast as I'd like, as it's been a busy week, but it'll be done soon.

    After that, it's getting video/audio working, then the in-game menu commands for saving/loading savestates, and such.
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  9. #709  
    personuser is offline Member
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    Quote Originally Posted by ragnarok2040 View Post
    I took a quick look and it looks like the "IGNORE_PALETTE_WRITES" hack was already implemented into the newest version of Snes9x's PPU. At least, the steps are the same when the hack is enabled on Snes9xTYL 0.42 and Snes9x 1.52 with FLUSH_REDRAW() being called. The ppu code for 1.52 was modified not too long ago, so it might have been included then.

    Thanks for the heads up, though, as now I have two different sources to compare against, . There might be changes I can merge or I can try porting this one, too. It wouldn't take much to port other versions of Snes9x after I get 1.52 working, the only thing that's changed is the input code, which is simpler in the older versions.

    I put up a mirror of masp at github, with the OpenVCL changes. It's an assembly preprocessor used for vcl source files. Some of the cpu emulation might be more optimized running on VU1 than the EE+VU0, so I put it up there, just in case I write some optimized cores.

    The input code is mostly done. Since I was already knee deep in loading the configuration for the input, I decided to keep going on for the snes9x settings, of which there are a lot. It's not going as fast as I'd like, as it's been a busy week, but it'll be done soon.

    After that, it's getting video/audio working, then the in-game menu commands for saving/loading savestates, and such.
    Okay, so there's not much left to do! Well, good luck with grafix and...sound...and don't worry too much about frivolous commands like movie capture and stuff like that...I can only imagine how much lag would be present if you wrote the movie to file as you captured it on a USB 1.1 or worse, a memcard XD
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  10. #710  
    offthewall is offline Member
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    Quote Originally Posted by ragnarok2040 View Post
    After that, it's getting video/audio working, then the in-game menu commands for saving/loading savestates, and such.
    You are awesome! The "IGNORE_PALETTE_WRITES" hack seems like a great thing to try if a game is running slow. SNES-Station is supposed to be based on snes9x v1.37c, but it seems like it was lacking features. Keep up the great work!
    PS2 Consoles:
    SCPH-39001 - DMS4 Pro S.E.
    SCPH-39001 - Duo 3 Ultra
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