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Snes9X4D4P - Another New Build, Now With Hi Res And New Rom Picker


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#16 chaosmage

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Posted 19 July 2010 - 07:57 PM

Until HF4 is released, do NOT clock exactly to 650 Mhz. Due to some small error in the algorithm, setting CPU Speed to 650 sets it to -1 MHz (whatever the OMAP does then... but it's slow).

So use 651 or 649 or something completely different - but not 650 :D


Yeek. I assume that the slider doesn't change the actual speed until you click on OK, right? Otherwise this is bad mojo...

Are there any other speeds we should avoid because of a similar issue?

#17 MDave

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Posted 19 July 2010 - 07:57 PM

PLEASE get sound interpolation in! Some games sound absolutely dreadful without it :(

#18 skeezix

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Posted 19 July 2010 - 08:03 PM

PLEASE get sound interpolation in! Some games sound absolutely dreadful without it :(


Any examples? I'm not not emu level coding per se, just doing the port of SiENcE's port of snes9x, so post and hopefulyl he'll be about and take a look.

My hands are full enough that getting into snes9x actual emu coding is too much I'm afraid.

jeff

#19 jb0yx

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Posted 19 July 2010 - 08:36 PM

hello... haven't posted in a while, been in the process of moving to another state, anyway, just wanted to stop in to request some stuff if it's not already there (snes emu was #1 reason I wanted a pandora)

I don't have my Pandora yet, but I'm expecting it soon (1st day preorderer) so I don't know if it already has this support or not, but what I would hopefully like to see is:

-full screen stretched mode (top to bottom, left to right)
-full stretched mode(top to bottom only)

also zsnes has filters that can be applied such as 2xsai and super 2xsai, super eagle etc.... is there any possible way these can find their way into this emu? it makes games look a little smoother when stretched all to hell like that.

you would be my favorite person ever if you could implement this ;)

Edited by jb0yx, 19 July 2010 - 08:48 PM.


#20 skeezix

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Posted 19 July 2010 - 08:49 PM

Well, 3x2 scale fills most of the screen without being too weird, but it is a little over-wide imho; 2x2 scaling is a pretty good compromise (letterboxing, with padding at left/right to center it.) Adding smoothers will come soon (ie: bilinear from the hardware, plus stuff like scale2x, hq2x, phosphor2x etc in software modes.) The code I laid in for this version makes that sort of addition pretty easy. I'm thinking of adding some things like aspect-correct scale-up with clipping to the extra bits so it fills the screen, etc; so yeah, I think your answer is 'yes' :)

The emu is quite playable already (mostly thanks to SiENcE and the snes9x team), and it runs great on pandora. I think you'll be pleased :)

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#21 EvilDragon

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Posted 19 July 2010 - 08:50 PM


Until HF4 is released, do NOT clock exactly to 650 Mhz. Due to some small error in the algorithm, setting CPU Speed to 650 sets it to -1 MHz (whatever the OMAP does then... but it's slow).

So use 651 or 649 or something completely different - but not 650 :D


Yeek. I assume that the slider doesn't change the actual speed until you click on OK, right? Otherwise this is bad mojo...


Only when you press OK. Before that, no speed change happens.

Are there any other speeds we should avoid because of a similar issue?


Not that I know of - but if you overclock and your Pandora becomes really slow, you found one ;)

Don't worry though, a reboot changes your speed back to normal and Hotfix 4 Beta should be available until next week :)

#22 Mqark

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Posted 19 July 2010 - 08:54 PM


PLEASE get sound interpolation in! Some games sound absolutely dreadful without it :(


Any examples? I'm not not emu level coding per se, just doing the port of SiENcE's port of snes9x, so post and hopefulyl he'll be about and take a look.

My hands are full enough that getting into snes9x actual emu coding is too much I'm afraid.

jeff


Axelay sounds pretty dire on the Konami intro sound. I think the rest of the music sounded quite rough from what I remember.

#23 skeezix

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Posted 19 July 2010 - 08:56 PM

How long ago did you try? The very first builds I posted were using some really low khz rate; I think now it uses 32khz or 48khz, so shoudl sound pretty good (ie: assuming the emulated sound quality is good in the first place.)

jeff

Hmm, xelay does sound like hell; is it supposed to be like that? ;)

#24 WizardStan

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Posted 19 July 2010 - 08:56 PM

also zsnes has filters that can be applied such as 2xsai and super 2xsai, super eagle etc.... is there any possible way these can find their way into this emu? it makes games look a little smoother when stretched all to hell like that.

2xsai and Eagle are actually really bad algorithms. They anti-alias by blending the colour of all the pixels around it, which results in a very blurred image, especially noticeable across sharp lines. That's why I recommended hq2x: it only tries to blend across low contrast colours, resulting in a smooth image without sacrificing sharp edges and outlines.
Of course, if Jeff has time, there's no reason not to add 2xSai and Eagle. The more the merrier. But if he's under constraints and only enough time to get one in, I think you'll find hq2x is better. :)
Or maybe you won't, no accounting for taste :P

#25 MDave

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Posted 19 July 2010 - 09:00 PM


PLEASE get sound interpolation in! Some games sound absolutely dreadful without it :(


Any examples? I'm not not emu level coding per se, just doing the port of SiENcE's port of snes9x, so post and hopefulyl he'll be about and take a look.

My hands are full enough that getting into snes9x actual emu coding is too much I'm afraid.

jeff


Ahh code examples, or examples from games where you hear the sound being off? :P I'll answer both as much as I can!

Code example wise, the original snes9x source code is worth a look. I was just browsing in soundux.cpp and in the "void MixStereo (int sample_count)" function you'll come across something related to sound interpolation in there. I suspect SiENcE's port of snes9x might have it too, but its not turned on by default maybe? Need to check the source to find out ;)

Games to check out, would be the buzzing sound you hear in the Donkey Kong Country 2 logo intro and the Bee levels. Start a new save file, press down about 5~7 times on the 1/2 player select screen to get the music test ;)

Also, Legend of Zelda: A Link to the Past. When you wait at the title screen then get the prologue of the story, you can hear the music in the background is a bit rough sounding too.

#26 Prometheus

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Posted 19 July 2010 - 09:05 PM

Just a little comment on the sound interpolation thing: The SNES had 32KHz audio, as we know, and gaussian interpolation should be in there as well (if memory serves, this is what the SNES itself did, or close enough to it). :P

#27 Mqark

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Posted 19 July 2010 - 09:07 PM

How long ago did you try? The very first builds I posted were using some really low khz rate; I think now it uses 32khz or 48khz, so shoudl sound pretty good (ie: assuming the emulated sound quality is good in the first place.)

jeff

Hmm, xelay does sound like hell; is it supposed to be like that? ;)


Just downloaded the version you posted on the first page. That seems better - something definately sounded out of phase or wrong somehow before (not sure it's perfect, but it is better). You can take a quick listen on youtube to make a comparison. Axely had some really nice music (expecially the underwater cavern level). The intro with the invasion does sound kinda intentionally nasty anyway.
Oh, and thanks for your work BTW! :)

#28 jb0yx

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Posted 19 July 2010 - 09:13 PM

2xsai and Eagle are actually really bad algorithms. They anti-alias by blending the colour of all the pixels around it, which results in a very blurred image, especially noticeable across sharp lines. That's why I recommended hq2x: it only tries to blend across low contrast colours, resulting in a smooth image without sacrificing sharp edges and outlines.
Of course, if Jeff has time, there's no reason not to add 2xSai and Eagle. The more the merrier. But if he's under constraints and only enough time to get one in, I think you'll find hq2x is better. :)
Or maybe you won't, no accounting for taste :P

opps didn't realize that's what you guys were talking about, I admit my comment was the result of just wanting something and skimming this thread. Glad it's a point of interest to others as well.

I've had random success with each filter, some more cartoonish games look better blended IMO, and some depending on how stretched they are from the original I'll choose a different filter, but like you said, it's just a matter of taste.

#29 PokeParadox

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Posted 19 July 2010 - 11:40 PM

Awww man... this is too much... I love the SNES... I wanna play the new version!

#30 Wolenber

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Posted 20 July 2010 - 12:16 AM

Until HF4 is released, do NOT clock exactly to 650 Mhz. Due to some small error in the algorithm, setting CPU Speed to 650 sets it to -1 MHz (whatever the OMAP does then... but it's slow).

So use 651 or 649 or something completely different - but not 650 :D

Seriously, how do bugs like these happen? What algorithm results in a -1 at a specific number, but exactly the number given anywhere else?