For Anyone Who Cares...


I only know of 2 snes emu's, NK's snes emu and this one.

This one uses lots of code from others, namely LJP and OpenSnes9X, so it's not really from scratch as such. Then again though, it does seem a lot faster than NK's snes emu, and this one currently runs permanently in fs0.

Well considering that OSNES9X runs very well on the Gp32, that sounds like a good place to start. Good luck with it.
 
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runs very good, except for broken colors.
tested some games and all work, only the intro but good enough.
SMW is even to fast when i overclock to 290
 
Squidge, I just want to make sure you saw my post in the last thread you made about this, since you didn't post in it after that point: http://www.gp32x.de/board/index.php?showtopic=24025&st=12

I apoligise if you already knew about that, because I was just trying to inform you in case you could use that instead of using a C sound core or doing it yourself.
 
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I've seen the DS ARM sound core, yes. I believe Reesy tried to put it into Opensnes9x and said he's wasn't having much fun. Still certainly something to look at though :)
 
I was wondering how long it would take until someone else either worked on NK's emu, or created their own for NES and SNES.

It's good to know that the next SNES emu is in the good hands of Squidge. ^_^

I'm looking forward to a playable version that can play LTTP with sound. ;P
 
Whoa. By the time I get unbricked, maybe playable SNES? :p
Squidge, you rule.
 
Great work Squidge! (as always, heh :))

Here's your first feature request: could you pretty please make an option to load a ROM from the command-line? If that's not possible already, that is. It'd help heaps with the menu I'm currently writing, and with unify too.
 
ok, I've just uploaded version 0.0.2:

Now uses Rlyeh's SDK instead of my own
Only one file now instead of two
Double buffered instead of single buffered
Colors corrected
Controls implemented (game are now playable, yey :) )
 
Just tried ver 0.0.2 - pretty cool on SMB, although still about half speed. Promising techdemo, though, and really really cool how smooth it all looks (as you'd expect with no frameskip :) ).
 
Looking good indeed, and already moving beyond the "tech-demo" stage, hehe.

I tried Donkey Kong Country first of all, my all time SNES favourite, although that died straight after the introduction. Had much better luck with my other favourite, super mario word - aside from some graphical corruption on the title screen - very playable, albeit slightly slow - but very nice and smooth and playable :)

Looking forward to seeing how this evolves - so far, looks great :)

Edit: Just wondering, is there currently any way to exit it? I noticed you mentioned there was in the first release, is there any way to in the current? Just wondering :)
 
Tested with pop'n'twinbee, 80-ish% speed @ 200mhz when the screen gets busy, free of graphical defects.

tried @ 166mhz. Full speed, possibly even faster than that (is it frame limited?)
 
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