sephiroth111
Member
- Joined
- Mar 2, 2006
- Messages
- 139
From just a view from a person who's been with emulation since even before ZSNES had a windows version, zsnes, the snes emulator written in assembly, could run damn close to full speed with only a 486DX (~16mhz) and 16mb ram. we are running a system that has 2x200mhz arm cpus and 64mb ram. Allocating the sound to the second processor and maybe the video processing functions to the ARM940T, would probably be more benificial than having everything housed on one chip (as with the current Squidgesnes). The trade off (as far as i can see) is less battery life, but I dont know if its doing anything as it stands, so I'm not sure of that.
The homebrew DS program SNESDS/ SnezziDS has a specific audio code for the SPC700 (PocketSPC) that runs on the ARM7TDMI (the GBA's processor and the built in DS's coprocessor). As far as I know, its ONLY on that chip on the DS version. Also as far as I know, its in all ARM assembly. While I don't know if pocketSPC would help out much, seeing how its designed to run in tandem with an SNES emulator, and its currently capable of running on a 16mhz ARM7TDMI (and seeing as the ARM940T is not only superior, but can run ARM7tdmi code, as referenced by arm.com) i would think that it would at least be somewhat helpful.
the SVN for SNEZZIDS, The DS tree is currently stored in branches/ds.
https://svn.bountysource.com/snezzids/
maybe the sound code can be ripped from here?
Pocket SPC's page is hosted here,
http://pocketspc.pocketheaven.com/
Latest source is available here:
http://pocketspc.pocketheaven.com/pocketspc-src-v10.zip
Unfortunatly i dont know the current status of SquidgeSNES, but i have great faith in squidge to make the emulator better than ever before. (i heard something about an Assembly based cpu?). unfortunatly i dont have much in the way of coding skills, (rudimentary Java and C++.) or I'd offer as much help as possible.
A final side note, if the backgrounds are ordered wrong, is there some way to change the ordering of them for a specific game?
say, 1 is the far background, 2 is some objects in the background, 3 is the forground and 4 is the sprites
and layer 2 and 3 get switched via priority errors, is there any way to switch them out? i ask because in MMX megaman is sometimes hidden by the backgrounds.
The homebrew DS program SNESDS/ SnezziDS has a specific audio code for the SPC700 (PocketSPC) that runs on the ARM7TDMI (the GBA's processor and the built in DS's coprocessor). As far as I know, its ONLY on that chip on the DS version. Also as far as I know, its in all ARM assembly. While I don't know if pocketSPC would help out much, seeing how its designed to run in tandem with an SNES emulator, and its currently capable of running on a 16mhz ARM7TDMI (and seeing as the ARM940T is not only superior, but can run ARM7tdmi code, as referenced by arm.com) i would think that it would at least be somewhat helpful.
the SVN for SNEZZIDS, The DS tree is currently stored in branches/ds.
https://svn.bountysource.com/snezzids/
maybe the sound code can be ripped from here?
Pocket SPC's page is hosted here,
http://pocketspc.pocketheaven.com/
Latest source is available here:
http://pocketspc.pocketheaven.com/pocketspc-src-v10.zip
Unfortunatly i dont know the current status of SquidgeSNES, but i have great faith in squidge to make the emulator better than ever before. (i heard something about an Assembly based cpu?). unfortunatly i dont have much in the way of coding skills, (rudimentary Java and C++.) or I'd offer as much help as possible.
A final side note, if the backgrounds are ordered wrong, is there some way to change the ordering of them for a specific game?
say, 1 is the far background, 2 is some objects in the background, 3 is the forground and 4 is the sprites
and layer 2 and 3 get switched via priority errors, is there any way to switch them out? i ask because in MMX megaman is sometimes hidden by the backgrounds.