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higan v094 released 
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Joined: Fri 10 Apr 2009, 15:00:08

Posts: 13668
Post Re: higan v094 released
I think I changed something between v093 and v094 that prevented ROM files (folders work fine with kaijuu) on the command-line from loading through ananke and playing directly.

My memory is shit anymore, but if I recall it was due to changes to allow an imported game to show you your library, and auto-select the newly imported game. The idea behind that was to help demonstrate what importing is doing in a visible way.

Apparently this is pissing off a very vocal minority of frontend users. But they're always upset about something.

So ... it's not really any kind of priority to me. If there's an easy way to allow this, I'll do so, but I'm not going out of my way. I still want to rebuild a purify-like tool using the ananke DLL, and it'll be easy enough to add import+launch capabilities from the command-line to it.

Tue 15 Apr 2014, 20:42:40

Joined: Sat 21 May 2011, 14:04:52

Posts: 39
Location: Brazil
Post Re: higan v094 released
Hello Byuu, I come to inform you that the bug in the game Super Turrican 2 (the background pixelation effect) is a fake bug, I just tested the game on another emulator snes9x, but only some time after I bought the SNES + Super everdrive and found that the effect of such pixelation happened just like your version of the emulator before "fix" the false bug.

Tue 29 Apr 2014, 21:15:33

Joined: Tue 13 May 2014, 08:46:53

Posts: 1
Post Re: higan v094 released
i used v092 with the path of a rom as parameter in a command line (win7 x64) to instantly start the game. with v094 this feature is gone or does not work anymore :( can you confirm this?

Thu 15 May 2014, 11:43:01

Joined: Fri 19 Aug 2011, 10:19:40

Posts: 61
Post Re: higan v094 released
Thanks for adding Xinput/Hotplugging, very useful for Steam Big Picture gaming.

Also, When unplugging an Xinput Controller, is the SNES controller disconnected too, where games would display "Please Insert Controller in Port 1".

Thu 29 May 2014, 09:55:26

Joined: Sat 11 Apr 2009, 01:26:03

Posts: 1983
Location: Australia
Post Re: higan v094 released
Byuu, have you considered adding a "Import SRAM" option during the import game process? My friend was wanting to transfer his progress from his phone to the latest version of Higan so he could stream what he was doing to me and was struggling to figure out where to place the SRAM file after successfully importing the game (He did eventually figure it out).

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Sat 07 Jun 2014, 12:23:17

Joined: Fri 19 Mar 2010, 23:05:53

Posts: 61
Post Re: higan v094 released
I'm perplexed lol, I have always been a huge fan of accuracy hence why I use you emulator, but how the heck do you import all your roms at once. Ok, say I click on import and wanna upload all my snes roms at once how do I do that with having to click on one game at a time then import it?

Tue 26 Aug 2014, 01:05:44
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Joined: Fri 10 Apr 2009, 21:11:23

Posts: 1714
Location: United States
Post Re: higan v094 released
stafer wrote:
I'm perplexed lol, I have always been a huge fan of accuracy hence why I use you emulator, but how the heck do you import all your roms at once. Ok, say I click on import and wanna upload all my snes roms at once how do I do that with having to click on one game at a time then import it?

You can't. The idea is to import the games you need as you need them.

Tue 26 Aug 2014, 03:05:43
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Joined: Mon 08 Nov 2010, 19:09:18

Posts: 236
Location: Ann Arbor, MI
Post Re: higan v094 released
stafer wrote:
I'm perplexed lol, I have always been a huge fan of accuracy hence why I use you emulator, but how the heck do you import all your roms at once. Ok, say I click on import and wanna upload all my snes roms at once how do I do that with having to click on one game at a time then import it?

I believe byuu's last statement on this is that it's still coming. There should be a future release of an updated purify tool or something like it to handle mass import. I could be wrong though, don't take that as a guarantee that it ever will come.

For now, it's one-by-one or writing your own script to automate the import.

Tue 26 Aug 2014, 19:58:12

Joined: Fri 10 Apr 2009, 15:00:08

Posts: 13668
Post Re: higan v094 released
It's on the to-do list, but realize not a single change has been made to higan since January, and currently the entire UI is hopelessly broken due to massive phoenix changes, which itself has all but the GTK+ port broken. I'm further than ever from a point where I can even release a new WIP, let alone add new features.

Wed 27 Aug 2014, 06:03:52

Joined: Tue 02 Sep 2014, 00:11:43

Posts: 24
Post Re: higan v094 released
byuu wrote:
It's on the to-do list, but realize not a single change has been made to higan since January, and currently the entire UI is hopelessly broken due to massive phoenix changes, which itself has all but the GTK+ port broken. I'm further than ever from a point where I can even release a new WIP, let alone add new features.


Hmmm, not much point in building a fresh 'git-version' of Higan then I suppose (which I was about to).

A question, back when it was BSnes I remember getting a very good performance increase by PGO (profile guided optimization), is this still the case or would I be wasting my time ?

Tue 02 Sep 2014, 16:06:03

Joined: Fri 10 Apr 2009, 15:00:08

Posts: 13668
Post Re: higan v094 released
PGO still helps, I just stopped doing it because it takes entirely too long, and there's too many code paths to profile anymore (not just multiple special chips, but multiple entire systems emulated now.)

Tue 02 Sep 2014, 16:53:23

Joined: Tue 02 Sep 2014, 00:11:43

Posts: 24
Post Re: higan v094 released
Ah yes I can see that touching all the codepaths becomes a lot more complex, however have you ever considered automating it ? I know Mozilla does this for Firefox, and also x264 has a make option for doing that.

Theoretically you could just read in a config file which contains path's to different roms and have the emulator(s) run them for a set period of time, many games show parts of the gameplay, so you wouldn't have to actually play them in order to gain the codepath information which helps the optimization in PGO.

That is of course assuming that the improved performance makes it worthwhile to add such automation to begin with, but back in the BSnes days when I compared normal builds against PGO builds I recall something like 10-20% depending on game unless my memory is betraying me, which is a pretty nice speed up.

Tue 02 Sep 2014, 17:53:24

Joined: Fri 10 Apr 2009, 15:00:08

Posts: 13668
Post Re: higan v094 released
> have you ever considered automating it ?

That would be the smart thing to do, but I don't have the time or patience for that.

And yes, in the best case, it's a 10-20% speedup. It was lessened quite a bit after switching to GCC, because GCC non-PGO is better than Visual C++ non-PGO. So today, you could expect a ~10% speedup on profiled paths, and possibly a ~1-5% slowdown on unprofiled paths that get shoved into cold areas (say if you miss a game that tests SA-1 CCDMA, and then you run a game that uses CCDMA a lot. But if you profile that CCDMA game, it will cut the benefit to the other SA-1 games that don't use it.)

Really, I think profiling works best when the end user does it. They can profile the games they play.

Tue 02 Sep 2014, 18:21:49

Joined: Tue 02 Sep 2014, 00:11:43

Posts: 24
Post Re: higan v094 released
Yep I can certainly see that there are other things you'd rather spend your time working on, and like you said the end user can always do a profile optimized build themselves if they need the extra performance for accurate emulation.

Tue 02 Sep 2014, 18:57:06

Joined: Mon 28 May 2012, 19:44:49

Posts: 97
Post Re: higan v094 released
Byuu, I've just noticed that there are two SA-1 games that are also BS-X slotted cartridges: SD Gundam G Next, and Itoi Shigesato no Bass Tsuri No. 1. Does higan support the BS-X expansion slots on these two games?

Mon 08 Sep 2014, 22:38:06
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