Squidgesnes With Squidge Mmu Hack


rmatheso posted on Jul 4 2006 at 11:47 AM said:
:wacko:

I know, there wasn't a sprite layering problem in .35.

I hope thay can sort it out, again I'm pretty confident for 30fps w/ sound Fire Pro on the GP2X.

Yeah, IIRC, Reesy is halfway through changing how it renders the sprites which'll make it correct and fast - the .37 version has some of the modifications done in preparation for that - which unfortunately means that sprite ordering is kibbutzed for now. (essentially fast sprites hack is constantly enabled). I've had a fiddle in the code to try and get the original sprite renderer back as the other changes are worth having, but it didn't go that well. Might play around again if the temperature ever gets back to anything sane...
 
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pepone posted on Jul 3 2006 at 08:01 PM said:
Here is a version with mmu hack who let you choose between autoframeskip and classic frameskip.
I didn't test it very much, so it may be buggy :)
http://m.peponas.free.fr/gngeo/download/sq...esnes_0.37c.zip

Ps: turning Autoframeskip on disable vsync, fpslimiter and classic frameskip as it's incompatible and/or redondant.

Thank you very much Pepone, I will try it later :)
 
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[/quote]

Yeah, IIRC, Reesy is halfway through changing how it renders the sprites which'll make it correct and fast - the .37 version has some of the modifications done in preparation for that - which unfortunately means that sprite ordering is kibbutzed for now. (essentially fast sprites hack is constantly enabled). I've had a fiddle in the code to try and get the original sprite renderer back as the other changes are worth having, but it didn't go that well. Might play around again if the temperature ever gets back to anything sane...
[/quote]

:)

Great to hear you guys are working on it. It's frickin' hot here too, in Canada of all places.
 
well I must warn that I am a nobody and am trying to figure out the code in my own time, so my efforts probably won't go anywhere. But I'm sure eventually it will be done by someone.
 
This is running SMW even better than the last version! Very promising indeed.

We need someone to take this project up full-time and perfect it. It shouldnt take too much more work.
 
daclassicgamingmaster posted on Jul 5 2006 at 01:58 AM said:
This is running SMW even better than the last version! Very promising indeed.

We need someone to take this project up full-time and perfect it. It shouldnt take too much more work.

Depressingly, it probably would take quite a lot. As ever, getting 90% of the way there is very fast - it's the remaining 10% that takes forever.

That said, there's a few points where the Squidgesnes experience could be somewhat improved relatively quickly - namely, in interface (which iirc is still broken) and the sprites code (It'd really be good if Reesy were to finish that improved ordering code).

Speed-wise though, it'd take a long time. Especially if you factor in transparencies as a possibility :S
 
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It would probably take re-writing the whole emu. Right now it is a port of a GP32 port of a PC emu. It would need a treatment like Vobbo gave to the PC-Engine emu. A total from scratch emu written in ASM.
 
Vobbo could do that as he wrote HU6280 from scratch just using documentation on the original hardware.... That emu is ENTIRELY his creation so he knows where to gain speed and yes he converted it to ASM.
 
Hang on hang on... I was fairly sure SquidgeSNES was entirely written by Squidge, barring the CPU cores. That's why, I thought, it behaved completely differently with games to how SNES9x ports typically do. Quick and obvious example:

1) Load up NK's old SNES emu, and throw Donkey Kong Country at it. Assuming you chose one that works in emus in the first place, it's quite playable.

2) Load up Squidgesnes, and run the same game... it'll be juttery as anything.

3) Repeat with, say, Chrono Trigger

4) Note how SquidgeSnes beats NK's hands down here.

Of course, that could be due to other code changes Squidge made in the process of porting and re-porting and hacking and re-porting again, but the simplest answer (given this is how *all* SNES9x ports I've used on the GP32 have also behaved) is that it's much less based on Snes9x than anything before it.

I could be wrong, of course, but I don't think I am. If anyone can point me to where Squidge *says* it is a port of Snes9x, I'll bow down in defeat, but otherwise...
 
Squidge's web site says:
Credits:
========
Rlyeh -> Minimal SDK
Inopia -> Hypermenu
Craigix/GBAX -> for the GP2X hardware
yoyofr/thunderz/laxer3a -> OpenSnes9XGP (lots of code taken from this, including asm cpu core, etc)
Snes9X team -> Original Snes9X PC emulator
rokdcasbah -> Standard icon set
HydraLancer -> in game unscaled background
Make of that what you will.
 
Hmm.

The source for his GP32 NES emu is there too. I wonder how hard it would be to port to the GP2X. His NES emu was really good it was near full speed on the GP32 at 133 MHz had alot of menu options etc.
 
That GP32 NES emu can certainly be ported, but it heavily relies on the GP32 Standard SDK in 8-bit mode, which is particularly nasty to port over to the GP2X. I started to port it a few months ago, but got bored due to the amount of work it was adding up to be.
 
I searched the help-forum and it`s so highly overspammed with question that I couldn`t find any useful information, so I don`t want to open a thread for this, I`m asking it here:

Why does this great emu not run on my gp2x? There is no readme included in the zipfile so I`m kinda confused...

Only thing I think that could be a problem is that I`m still using cramfs.
Should I flash to the newest firmware?

Can anybody tell me then if it is secure now to reflash or are there still compatibility problems with certain sd cards?

I`m kinda afraid of flashing cause it bricked my 2X last time.
 
mmmmmm ive upgraded my firmware to v2 from 1.2.1 and im sure that its not running as fast now.
 
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