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    Posted on 19-01-05, 22:07

    Post: #16 of 40
    Since: 10-29-18

    Last post: 473 days
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    So it finally happened:
    https://www.smwcentral.net/?p=viewthread&t=96128

    For the looks of it, it's even better than bzsnes, now we just need some SD2SNES firmware update for this stuff and then screw you ZSNES!
    Posted on 19-01-06, 08:13

    Post: #13 of 18
    Since: 10-30-18

    Last post: 1672 days
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    Posted by NTI
    now we just need some SD2SNES firmware update for this stuff
    I would prefer ikari not implement any features to "fix" broken hacks.

    Why don't people focus their efforts on fixing the hacks themselves instead of continuing to release broken emulators?
    Posted on 19-01-06, 08:21

    Post: #28 of 100
    Since: 10-30-18

    Last post: 1544 days
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    Some hacks are too obscure to find and fix. Like, personally distributed to three or four people obscure.
    Posted on 19-01-06, 08:55 (revision 2)

    Post: #43 of 166
    Since: 10-29-18

    Last post: 1323 days
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    I mean yeah, ideally, every hacks should have been tested to work on hardware but back in the old (ZSNES) days it was not uncommon stuff would only be tested on ZSNES and the chance of some of the older hacks (some of which were actually pretty decent) being fixed are slim to none. So as long as everything is optional and it's made clear this is not how the hardware worked, I think it's fine.

    From what I remember "addmusic" (for SMW hacks) was one of the biggest culprit of hacks not working on hardware.
    Posted on 19-01-06, 09:14
    Custom title here

    Post: #184 of 1150
    Since: 10-30-18

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    Posted by Broseph


    From what I remember "addmusic" (for SMW hacks) was one of the biggest culprit of hacks not working on hardware.

    That and illegal writes to VRAM.

    --- In UTF-16, where available. ---
    Posted on 19-01-08, 21:50 (revision 1)

    Post: #26 of 175
    Since: 10-30-18

    Last post: 1212 days
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    So basically it’s a patch for addmusic hacks. Honestly, the world would be better off if most of those hacks went the wayside.

    I can fix the SA-1 speed at a slight speed penalty, but Vitor already released an updated SA-1 patch that fixes the problem. We’ve still got the invalid vram and sprite limit flags in the core, but they have to be enabled in the config file.
    *edit*
    There, the SA1 speed is fixed, so half this patch is unneeded.
    Posted on 19-01-09, 00:06
    Burned-out Genius Developer
    Post: #5 of 51
    Since: 10-30-18

    Last post: 1181 days
    Last view: 1104 days
    > it's even better than bzsnes

    Irony is dead.

    > I can fix the SA-1 speed at a slight speed penalty
    > There, the SA1 speed is fixed, so half this patch is unneeded.

    True SA-1 timing is *insane*. Cycle-accurate isn't enough, you have to synchronize every clock tick. And even then I only got things about 90% correct (much better than the 10% we were at before.) Granted, the test cases are extremely unlikely to ever occur in real games.

    Still, if you want some fun, try out https://github.com/VitorVilela7/SnesSpeedTest ^-^
    Posted on 19-01-09, 02:12 (revision 1)

    Post: #27 of 175
    Since: 10-30-18

    Last post: 1212 days
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    Posted by byuu
    > it's even better than bzsnes

    Irony is dead.

    > I can fix the SA-1 speed at a slight speed penalty
    > There, the SA1 speed is fixed, so half this patch is unneeded.

    True SA-1 timing is *insane*. Cycle-accurate isn't enough, you have to synchronize every clock tick. And even then I only got things about 90% correct (much better than the 10% we were at before.) Granted, the test cases are extremely unlikely to ever occur in real games.

    Still, if you want some fun, try out https://github.com/VitorVilela7/SnesSpeedTest ^-^

    I'm aware of your discussions a couple months back and was already using that :-). By "fixed", I meant it's significantly more accurate than before, which simply ran 5 SA1 opcodes for every S-CPU one, and fixes the Super Mario World SA1 hack that they're talking about. Not going to bother with bus conflict for now, which is the major speed hit.

    Also, most of this is just proper cycle counting with several fixes from Vitor's Snes9x branch.
    Posted on 19-01-09, 04:32
    Post: #7 of 77
    Since: 10-31-18

    Last post: 951 days
    Last view: 878 days
    So is sneeze9x less accurate than snes9x, except the SA-1 timing is more accurate?
    Posted on 19-01-09, 11:36

    Post: #68 of 210
    Since: 10-29-18

    Last post: 1638 days
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    Well, not anymore.
    Posted on 19-01-09, 16:08 (revision 2)

    Post: #28 of 175
    Since: 10-30-18

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    Posted by jimbo1qaz
    So is sneeze9x less accurate than snes9x, except the SA-1 timing is more accurate?

    No no no. The timing was more accurate on Snes9x because I adjusted it faster to fix Kirby and SMRPG, but it broke the Super Mario World SA1 hack, so they added an option to regress to the previous speed. The code I just added to git makes it the most accurate it's been.
    Posted on 19-01-16, 05:01 (revision 1)
    Burned-out Genius Developer
    Post: #7 of 51
    Since: 10-30-18

    Last post: 1181 days
    Last view: 1104 days
    > By "fixed", I meant it's significantly more accurate than before, which simply ran 5 SA1 opcodes for every S-CPU one, and fixes the Super Mario World SA1 hack that they're talking about. Not going to bother with bus conflict for now, which is the major speed hit.

    That sounds like a major improvement, indeed. Thanks so much for your continued hard work! :D
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