NTI |
Posted on 19-01-05, 22:07
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Post: #16 of 40 Since: 10-29-18 Last post: 711 days Last view: 711 days |
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! |
BMF54123 |
Posted on 19-01-06, 08:13
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Post: #13 of 18 Since: 10-30-18 Last post: 1910 days Last view: 560 days |
Posted by NTII 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? |
wareya |
Posted on 19-01-06, 08:21
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Post: #28 of 100 Since: 10-30-18 Last post: 1782 days Last view: 1347 days |
Some hacks are too obscure to find and fix. Like, personally distributed to three or four people obscure. |
Broseph |
Posted on 19-01-06, 08:55 (revision 2)
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Post: #43 of 166 Since: 10-29-18 Last post: 1561 days Last view: 1238 days |
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. |
CaptainJistuce |
Posted on 19-01-06, 09:14
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Custom title here
Post: #184 of 1164 Since: 10-30-18 Last post: 63 days Last view: 12 hours |
Posted by Broseph That and illegal writes to VRAM. --- In UTF-16, where available. --- |
BearOso |
Posted on 19-01-08, 21:50 (revision 1)
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Post: #26 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
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. |
Near |
Posted on 19-01-09, 00:06
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Burned-out Genius Developer
Post: #5 of 51 Since: 10-30-18 Last post: 1419 days Last view: 1342 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 ^-^ |
BearOso |
Posted on 19-01-09, 02:12 (revision 1)
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Post: #27 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by byuu 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. |
nyanpasu64 |
Posted on 19-01-09, 04:32
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Post: #7 of 77
Since: 10-31-18 Last post: 1189 days Last view: 1116 days |
So is sneeze9x less accurate than snes9x, except the SA-1 timing is more accurate? |
Kakashi |
Posted on 19-01-09, 11:36
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Post: #68 of 210 Since: 10-29-18 Last post: 1876 days Last view: 1848 days |
Well, not anymore. |
BearOso |
Posted on 19-01-09, 16:08 (revision 2)
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Post: #28 of 175 Since: 10-30-18 Last post: 1451 days Last view: 1451 days |
Posted by jimbo1qaz 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. |
Near |
Posted on 19-01-16, 05:01 (revision 1)
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Burned-out Genius Developer
Post: #7 of 51 Since: 10-30-18 Last post: 1419 days Last view: 1342 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 |