Need testing / ego boost

Disch

New member
So I've been working on an NES emu on-again off-again. It's pretty decent, if I do say so myself... well, if you take it for what it is.

I'm just doing the "back" end emu portion now. Which means pretty much ALL this is is th emulator. Not bells or whistles, no config, very little options -- pretty much just the bare minimum to run the thing is available. The "back" will hopefully be able to plug into a "front" (user interface + options + possibly debugger etc) which I want some guy to make for me (some guy known as bbitmaster of FCEUXD fame) but he's been busy with other projects as of late. So I've been sitting on this for quite some time.

But anyway yeah... thought I'd throw it out there for anyone interested and possibly even expose a bug or two.

http://disch.panicus.org/schpune.ziphttp://disch.panicus.org/schpune.zip</a>

Be sure to read the readme

Do not redistrubute plzkthx. Special ZMD exclusive!!!!!!!1111

Feedback comments/complaints welcome and desired
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CEpeep

New member
> Feedback comments/complaints welcome and desired
>

Make it work on Mac OS so I can try it out. <img src=smilies/magbiggrin.gif>
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Disch

New member
> Make it work on Mac OS so I can try it out.

If bbit gets on board we're planning a wxWidgets+SDL front. That means there will finally be a respectable emu for Linux and Mac.
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shawn

Active member
> > Feedback comments/complaints welcome and desired
> >
>
> Make it work on Mac OS so I can try it out.
>
Hahahahaha. <img src=smilies/laff.gif>
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pipes

New member
Is it faster then the last?<img src=smilies/magbiggrin.gif>
Because you know that would rock!<img src=smilies/thumb.gif>
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Disch

New member
> Is it faster then the last?
> Because you know that would rock!

Possibly

I split the renderer in 2 -- a coarse, faster renderer for drawing full scanlines, and a slower, finer renderer for drawing partial scanlines (or really, it's split into 4, since there are 'on' and 'off' versions of each).

CHR ROM is fully decoded on load, and CHR RAM is decoded as it's changed. Doing so not only avoids rendertime 2bpp decoding, but also provided me the opportunity to employ some bitmask tricks to apply attributes and transparency without the use of conditionals ("out = pixel & attrib;" instead of "out = pixel ? (pixel | attrib) : 0;") Might not seem like a WHOLE lot -- but when you consider pixel decoding and an extra conditional being done for every pixel, every frame (256x240x60 = 3686400 times per second), it can add up.

IRQs are a bit sharper -- notably MMC3. Probably not something you noticed, but previously I was doing the old "count every HBlank" trick for MMC3 -- now I'm actually doing things right (watching A12 rises). The Mario Adventure hack now screws up like it should (but would most people consider that a good thing?).
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Disch

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> What about Nestopia and QuickNES for Mac?

!

I didn't know NEStopia had a port for Mac. And I should've known you released one by now, but you never gave wind of any release on the nesdev boards (why not?)

So yeah... nevermind then.
blush.gif


Though that still leaves Linux to question. I know Mednafen and FCEU have Linux builds, but from what I hear they're less than fun to use (my own brief experiences with Mednafen on Windows have been sort of 'meh'). Has NEStopia been built for Linux? I would assume it has now if there's a Mac build... but you never know.
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icenine0

New member
I've been using it with Dragoon X Omega II for a bit. One thing I noticed: there's a sort of "mirroring" effect at the top and bottom of the screen while walking around that doesn't happen in NEStopia.

Other than that, everything looks good and accurate. Nice job!
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Disch

New member
> I've been using it with Dragoon X Omega II for a bit. One
> thing I noticed: there's a sort of "mirroring" effect at the
> top and bottom of the screen while walking around that
> doesn't happen in NEStopia.

Vertical scrolling + Vertical mirroing (as is the case in Final Fantasy / DXOII) produces that effect. The reason it is not visible in other emulators is because they hide the top and bottom 8 scanlines from the user when in NTSC mode (which is something this backend does not currently do, but it's left open for the front to do)

> Other than that, everything looks good and accurate. Nice
> job!

Thanks ^^
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Lillymon

New member
> Has NEStopia been built for Linux? I would assume it has
> now if there's a Mac build... but you never know.

Sort of. http://rbelmont.mameworld.info/index.phpR. Belmont</a> made a 'barebones' http://rbelmont.mameworld.info/?p=132preview release</a> of NEStopia 1.3.2 (as a patch to the main source) but there was no binary or GUI to be seen. However he's working on a proper port with a full GUI and most of the options from the Windows/Mac releases. I'm looking forward to it.
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blargg

New member
> And I should've known you released one by now, but you never gave
> wind of any release on the nesdev boards (why not?)

I became concerned about (groundless?) legal threats from Nintendo, so I didn't make a big deal of the release, and still haven't released the source (which is disappointing).

By the way, if your code compiles fairly cleanly, I'd be interested in trying it on the Mac and possibly using my front-end code with it (which would give both an OS X and OS 9-compatible build, though someone else would have to do an Intel-native build). Nestopia is a bit slow on my machines and QuickNES isn't as extensive as Schpune sounds to be.
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Disch

New member
> if your code compiles fairly cleanly

I actually haven't gotten around to trying to build it in MinGW yet. So far it's just been in Visual Studio. I don't think I'll have any trouble, but it might take a bit of tweaks to get it to work. I'll drop you a line or something in a few days after I have the time and patience to get it all straightened out.
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CEpeep

New member
> (which would give both an OS X and OS
> 9-compatible build, though someone else would have to do an
> Intel-native build)

How come? All you have to do is check an option in Xcode to compile it for Intel.
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blargg

New member
> > (which would give both an OS X and OS

> > 9-compatible build, though someone else would have to do an

> > Intel-native build)

>

> How come? All you have to do is check an option in Xcode to
> compile it for Intel.

I run Mac OS 10.3.9, which won't work with the latest Xcode. Xcode 1.5 doesn't have an Intel build option (as far as I know).


(blame the odd newlines on the board, not me)
 

CEpeep

New member
> Mac OS 10.3.9, which won't work with the latest Xcode.

Ah. I'm guesing you're just trying to wait it out until 10.5 to upgrade?
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