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Thread: Snes9x for ps2
  

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  1. #791  
    Permanence is offline Raeb Yddet
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    Quote Originally Posted by ragnarok2040 View Post
    Thanks, . I chose that game since I actually own it and wanted to see how the performance was on something that used an extra DSP or two, and the speed was about 35%. (~20 seconds for first screen to appear/disappear vs ~7 seconds on my PC).

    Yeah, I've been making pretty good progress recently. Most of the work left is just adding things in gradually and bug testing/fixing.

    I fixed the rom loading. I set ForceHeader to default to true, then setup ForceNoHeader to always be the opposite of ForceHeader which meant it was forcing either a header or no header, with no option to entirely disable both options. The original config code skipped over it entirely if the setting didn't exist, which prevented the problem, so I added some sanity checks.

    I'm still not sure what's wrong with the graphics. I expect PCSX2 isn't emulating the behavior of the output circuits correctly, but it led me to a better workaround for the SDTV modes. If the mode is NTSC/PAL and the height is less than 448, I turn off interlacing, and turn interlacing on otherwise. It looks great but I hope there aren't any games or apps that alternate between buffer sizes a great deal as I'm not sure how stable it is if it has to toggle modes multiple times in a short time. I'm not able to test any of the other output modes, :/.

    Now to work on sound *_*.

    Edit:
    Scanline option isn't feasible for HiRes modes, since the ps2's framebuffer is so small. I might be able to add it if the game is LoRes where adding scanlines would effectively double it to HiRes resolution.

    Edit2:
    Actually, the gui code uses a foreground texture as a sort of method to texturize the GUI or add things like reflections/gloss effects as an overlay. I could add that to the rendering loop, so that you could use a scanline texture to simulate a scanline filter as well as texturize the snes framebuffer...
    You're a pioneer. It's really amazing to watch this develop. It's just so exciting. Having said that, I have a small request: If it's at all possible, could you post some more screen shots as you make more progress?

    Adding some visual account to the written one makes this that much more interesting. I'm still fixated on the first screens you posted.
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  2. #792  
    dlsmd is offline Member
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    Quote Originally Posted by Permanence View Post
    I'm still fixated on the first screens you posted.
    i agree
    please bare with me dyslexia is a pain
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  3. #793  
    ragnarok2040 is offline Member
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    Here's another one with the display fixed, for PCSX2. I was testing out SDD1 emulation, since it used to require a lot of memory, but I guess that's not true anymore. I'm working on simplifying the graphics code a bit and adding the vsync handler to see what the speed is like with it going full throttle without the vsync stalls.

    After I get the input plugged in, I can start taking some in-game screenshots, too.
    Attached Thumbnails Attached Thumbnails untitled2.png  
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  4. #794  
    offthewall is offline Member
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    Nice work man, it looks really good in full-screen. Looking forward to more screen shots, keep it up.
    PS2 Consoles:
    SCPH-39001 - DMS4 Pro S.E.
    SCPH-39001 - Duo 3 Ultra
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  5. #795  
    protomank is offline Member
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    I hope you add a no-filter option. Filters are good for LCD, but in CRT TVs it is just better to have it turned off and see some real and crystalin pixels
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  6. #796  
    ragnarok2040 is offline Member
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    There isn't any filtering, I made sure of that, . The extra texture layer used for a filter can be disabled.

    I tested with offloading vsync and the results were still slower, but did have a small speed increase.
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  7. #797  
    phoenixclaws is offline Member
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    Very nice. Awesome even . Some of the most desired SNES games emulated on the PS2. Earthbound FTW <.< >.>.
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  8. #798  
    Permanence is offline Raeb Yddet
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    Quote Originally Posted by ragnarok2040 View Post
    There isn't any filtering, I made sure of that, . The extra texture layer used for a filter can be disabled.

    I tested with offloading vsync and the results were still slower, but did have a small speed increase.
    Every speed increase is nice. Every single improvement in that regard, no matter how big or small is obviously a big plus. Eventually you'll find something that makes the speed increase dramatically, it's just a matter of finding what that something is.
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  9. #799  
    bruce_lee_'s Avatar
    bruce_lee_ is offline kung-fu master
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    Quote Originally Posted by ragnarok2040
    .......you could use a scanline texture to simulate a scanline filter.....
    well whatever you decide in the end, thanks for giving the idea some consideration!



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  10. #800  
    Permanence is offline Raeb Yddet
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    Quote Originally Posted by bruce_lee_ View Post
    well whatever you decide in the end, thanks for giving the idea some consideration!



    I have a hard time deciding on which one looks better. The scanline shot looks cleaner and more crisp, but the no-scanline shot looks more...pure, if that makes any sense.

    Maybe it's because in my day, we all used CRT televisions, there were no good SNES emulators or good PC monitors, and every game looked like that bottom shot.
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