Any Snes Fans In The House?
#76
Posted 25 July 2008 - 05:45 PM
#77
Posted 25 July 2008 - 06:29 PM
The second video of chrono trigger seems to run much faster than the first one. Could it be the graphical bug that caused the slowdown? (it's very noticeable with frog special attack - in the magnus castle IIRC)
No, the reason the graphics were sometimes wrong in the first video was simply that some effects weren't being applied when the frame was composited from its elements - being a bit unfamiliar with the SNES I hadn't realised they were missing until I compared what was on the Pandora's screen to what was on my PC's screen when I was running the same game in ZSnes.
So PandaSNES is in fact doing more work in the second video. The reason it goes faster is that I had the compiler's optimiser turned off for the build shown in the first video, which produces very inefficient machine code that's 100% guaranteed to be correct (kind of like running the compiler in safe mode). For the build I used in the second video I'd turned the optimiser on for a few of the code modules, which improved the efficiency of the corresponding machine code - making the emulator go faster.
I hope that makes some kind of sense...
#78
Posted 25 July 2008 - 06:34 PM
Edited by imec, 25 July 2008 - 06:35 PM.
#79
Posted 25 July 2008 - 07:03 PM
No, the reason the graphics were sometimes wrong in the first video was simply that some effects weren't being applied when the frame was composited from its elements - being a bit unfamiliar with the SNES I hadn't realised they were missing until I compared what was on the Pandora's screen to what was on my PC's screen when I was running the same game in ZSnes.
So PandaSNES is in fact doing more work in the second video. The reason it goes faster is that I had the compiler's optimiser turned off for the build shown in the first video, which produces very inefficient machine code that's 100% guaranteed to be correct (kind of like running the compiler in safe mode). For the build I used in the second video I'd turned the optimiser on for a few of the code modules, which improved the efficiency of the corresponding machine code - making the emulator go faster.
I hope that makes some kind of sense...
Yep, it make sense
I really enjoy the second video, the speed increase is very noticeable/appreciable
#80
Posted 25 July 2008 - 08:33 PM
Yeah, I agree with Firefox. It seems like maximizing the battery life for emulation would be a nice challenge.
I think this should be the general strategy for developing Software onto the Pandora.
#81
Posted 25 July 2008 - 10:44 PM
#82
Posted 25 July 2008 - 10:56 PM
#83
Posted 25 July 2008 - 10:57 PM
MarioRPG runs fine on the GP2X with the patched version.
Really? When they first released the patched version, it only ran 10 fps. (or was it 20?) Did they finally get it to fullspeed?
-God Ginrai
Edited by God Ginrai, 25 July 2008 - 10:58 PM.
#84
Posted 26 July 2008 - 12:08 AM
MarioRPG runs fine on the GP2X with the patched version.
Really? When they first released the patched version, it only ran 10 fps. (or was it 20?) Did they finally get it to fullspeed?
-God Ginrai
Yeah, I'm more interested in seeing how fast it goes. If I can run Super Mario RPG smoothly while underclocked I will be immensely pleased.
#85
Posted 26 July 2008 - 12:22 AM
MarioRPG runs fine on the GP2X with the patched version.
Really? When they first released the patched version, it only ran 10 fps. (or was it 20?) Did they finally get it to fullspeed?
-God Ginrai
I don't know about 60fps but i think it was in the 30-40 area with the usual overclock.
#86
Posted 26 July 2008 - 03:13 AM
MarioRPG runs fine on the GP2X with the patched version.
Really? When they first released the patched version, it only ran 10 fps. (or was it 20?) Did they finally get it to fullspeed?
-God Ginrai
I don't know about 60fps but i think it was in the 30-40 area with the usual overclock.
Well, My GP2X never clocked very well. I think I get 230-240 MHz. Besides, I'm not much of a man for frameskip. (I like my fps to be 50 or above)
That's why I'd like to see it running on the Pandora, to see how nice it looks fullspeed on something that will have good controls. (I can't stand playing SNES on a keyboard)
-God Ginrai
#87
Posted 26 July 2008 - 03:28 AM
Anyway to demonstrate pretty GFX, I would like to see Seiken Densetsu 3 or Tales of Phantasia running.
Edit: BTW good work Firefox! Its good seeing that we'll have a fullspeed PSX, Jag and SNES emu on Pandora at launch. All of which i find the GP2X somewhat lacking.
Edited by Adventus, 26 July 2008 - 03:33 AM.
#88
Posted 26 July 2008 - 04:07 AM
Anyway to demonstrate pretty GFX, I would like to see Seiken Densetsu 3 or Tales of Phantasia running.
Edit: BTW good work Firefox! Its good seeing that we'll have a fullspeed PSX, Jag and SNES emu on Pandora at launch. All of which i find the GP2X somewhat lacking.
I think Seiken Densetsu 3 uses SA-1 as well. So does Tales of Phantasia. Wait...can't find confirmation of that. Errr...was it that those games started working on PocketSNES in the same version that Super Mario RPG started working in? All I remember is that the original versions of PocketSNES didn't have support for either of these games. They started working after the versions released by HeadOverHeels came out, with all the new patches.
Secret of Mana might be a good test.
Edited by quadomatic, 26 July 2008 - 04:12 AM.
#89
Posted 26 July 2008 - 05:53 AM
That's why I'd like to see it running on the Pandora, to see how nice it looks fullspeed on something that will have good controls. (I can't stand playing SNES on a keyboard)
Why would you ever be in the position of having to play SNES games on a keyboard, when USB Game Pads are so cheap?!
#90
Posted 26 July 2008 - 06:45 AM
EDIT: added the final fantasy numeration
Edited by efegea, 26 July 2008 - 06:46 AM.


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