What's The Current State Of Emulation For Snes/gen


Nightmaresquad2

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I haven't been here in a while, I was going to get the GPX2, yeah I called it a GPX2, for xmas, but I want to get the thing when emulation for SNES and GEN is about 100 percent with sound.....

Or am I just an idiot for think that's even possible?

Well, so what are we looking at?

80 - 90 with sound?
 
It will be a long time before that happens for the SNES but it has already happened for the Genesis...
 
Yea the genesis is almost flawless, perfect if you ask me. The snes is still ok even without sound, although i'd like to have it too lol
 
Well, imo, Gen is already there, barring some troublesome games like Panorama Cotton (and possibly Landstalker, though I'm not sure quite how much that doesn't work).

Snes... Snes'll take a while yet. It will happen, but I'm certainly not expecting it to reach a *really* good standard before July, I suspect, if by then - of course, it probably will, and certainly is capable of so doing, but I'm not expecting it.

Also, it depends on what you calss as 80-90-100% respectively. We have one DaveC among us for whom nothing save a frameskip-less emu with full sound emulation and all transparency and timing effects present can be considered complete (and for whom there's only a very small area lagging behind this where things can be considered playable). THAT is unlikely.

On the other hand, FS1 with low-ish quality sound and possible lack of transparencies is certainly possible, in theory. By which I mean, as long as someone picks up an emu and starts to code...

If on the other hand you're counting FS3 as playable and fun (which, to be honest, I do, although 2 is unbelievably nicer), then SNES is already - at least on many games - working nicely. But it's still got a LOOOONG way to go yet.
 
genesis emulation was in my opinion the first 'killer app' on this system. The color looks a bit off to me though--either incorrect color depth or maybe it's just a brightness/contrast issue. That's the only 'pick' I can really make about the emulator.

despite what dennis said, the snes emulator does have sound. you get it when you select games with the 'a' button to enable the newer core. the 'b' button gives you snes emulation without sound. It's a fairly user friendly emulator, but even overclocked it's still chunky. stability is an issue on it as well. The up side is that it's a pretty accurate emulator. It all seems to be in place, just slow. (though I've only really looked at ffIII and smw.)
 
Heheh - cool; I remember it not doing so on 4.0 on GP32 a while back, and I wasn't sure if there'd been any fixes since. Must give it a shot :)
 
DrMD is a great emulator, its only problem being compatibility. Favs of mine like Centurion - Defender of Rome, Might and Magic, and Rings of Power don't work, and Rampart will freeze the unit. It does play New Horizons nicely though ;) and Contra Hard Corps is excellent.

Cheers!
 
Traysia!? I love that game! I thought I was the only person on the planet that actually played and liked it. I'm not alone. lol
 
DrMD is awesome! Full speed emulation on the GP2x.
The only problem I've found with it is that in some games, one of the layers is missing (or is that a problem with the way rasters are done?). This is noticeable in games like Raiden and Zombies Ate My Neighbors where, the hud on the right is missing.
 
Any word on improving the implementation of raster interrupts on vertical scrolling shooters? I mean the Layer problem Squall dc touches on in the previous post. From c64 programming I remember stuff like that was programmed with help of raster interrupts, are they properly implemented in DrMD and is that the cause of the layer problem?

In some vertical shooters like Namco's Dangerous Seed, Raiden and others where a vertical panel with scores and upgrade is displayed on the right hand side of the screen those scoring panels are either not displayed or scroll along with the rest of the screen.
In Aleste M.U.S.H.A the non scrolling score line on top of the screen stays put there's no problems.

Cheers, thanks for the great Emulator....
 
Mark1970 posted on Dec 28 2005 at 08:08 PM said:
Any word on improving the implementation of raster interrupts on vertical scrolling shooters? I mean the Layer problem Squall dc touches on in the previous post. From c64 programming I remember stuff like that was programmed with help of raster interrupts, are they properly implemented in DrMD and is that the cause of the layer problem?



Linux does not allow the use of raster interrupts. So until HH is out, the palette switching won't happen.
 
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Also, in games like Beyond Oasis, drawing order is flipped so that door is drawn on top of character standing in front of it. So, in-game saving doesn't always work. Sound effect is lagging at times too. Some games still don't load (Megaman Wily Wars), and name entry screen shows blank screen. However, those are minor problems compared to other emus that need quite a bit of work. I would say it's 90% done, and I'm very impressed.
 
Paradox posted on Dec 27 2005 at 11:31 PM said:
Traysia, the megadrive rpg doesnt work for me, everything else is good though

Traysia works for me but when you bring up the menus for items and weapons, etc. you can access them but the overlay graphics don't appear.. so you have to guestimate where the items are. Wily Wars (megaman) doesn't work though.
 
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