Search found 56 matches
- Sat Apr 11, 2009 6:23 pm
- Forum: Development
- Topic: ZSNES GUI 3.0 the first screenshot
- Replies: 78
- Views: 106686
If you LIKE the design, then you can set it as your system default! You can make the whole OS use a bitmap font, colour it purple, make your mouse pointer bitmapped and yellow. For the DOS style menu boxes you may have to petition Microsoft. At any rate the OS is the right level to make these choic...
- Mon Mar 16, 2009 8:38 pm
- Forum: bsnes Dev Talk
- Topic: Snes controller progress:
- Replies: 212
- Views: 302692
- Sun Mar 15, 2009 3:09 pm
- Forum: Development
- Topic: Gentlemen, I am unable to find the source code for windows
- Replies: 21
- Views: 13101
- Tue Mar 10, 2009 12:42 am
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 80343
It sounds interesting, please if you have time to spare post your code or at least explain how did you get to shrink the table so much. Here is the compressed table I ended up with -- it worked out to 240 bytes. Slightly smaller ones are probably possible, but maybe not worth the effort. If you wan...
- Sat Mar 07, 2009 3:22 am
- Forum: Development
- Topic: 2-stage pipeline
- Replies: 24
- Views: 16708
I haven't written up any documentation on it, sadly. The basic idea is that there are bus cycles and work cycles. Bus cycles read from and write to memory; and work cycles do things like modify registers, set flags, etc. Basically, the SNES performs bus cycle N while performing work cycle N-1. The ...
- Sat Mar 07, 2009 3:07 am
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 80343
I also changed staments as: if (ExpandedDiff(pixels[5], pixels[3])) pattern |= DIFF53; To pattern |= (DIFF53* (ExpandedDiff(pixels[5], pixels[3]))); Where I thought it didn't cause any trouble. I did managed to spare some cycles with these edits. Making all of those things branchless is probably a ...
- Sun Feb 22, 2009 9:44 pm
- Forum: bsnes Dev Talk
- Topic: Snes controller progress:
- Replies: 212
- Views: 302692
- Sun Feb 22, 2009 9:34 pm
- Forum: Development
- Topic: Progress on reducing HQ2x to fit in L1 cache
- Replies: 95
- Views: 80343
- Sun Aug 17, 2008 8:53 pm
- Forum: bsnes Dev Talk
- Topic: bsnes vsync development thread
- Replies: 133
- Views: 73373
- Sun Aug 17, 2008 8:43 pm
- Forum: bsnes Dev Talk
- Topic: New HDMA emulation findings
- Replies: 25
- Views: 24168
What I did last time was store the H/V counters when the mul / div began, and each time either the result regs were read, or a full scanline had been emulated, I'd adjust the counters there. It was still somewhat noticeable, by ~2% or so. Same as I get with the same setup for my DMA counter. Those ...
- Sat Aug 16, 2008 6:51 pm
- Forum: bsnes Dev Talk
- Topic: New HDMA emulation findings
- Replies: 25
- Views: 24168
- Fri Aug 15, 2008 9:41 pm
- Forum: Development
- Topic: Help out development immensely
- Replies: 15
- Views: 14909
Once again, I'd just like to say thank you, to byuu and others, for continuing to push for more accurate and complete info about the hardware of the SNES and (in this case) special chips. I think in the long run your efforts will be very helpful in having quality accurate emulators. (Already there a...
- Fri Apr 25, 2008 10:50 pm
- Forum: bsnes Dev Talk
- Topic: NMIB / IRQB timing (applies to NES as well)
- Replies: 49
- Views: 32913
The SNES is exactly the same as the NES. A two-stage pipeline is used. I tried to think of a way to emulate this, and really couldn't come up with anything sensible. The main thing to keep in mind is that the work cycle and bus cycle do different things, so it doesn't matter if they don't execute a...
- Fri Apr 25, 2008 2:31 pm
- Forum: bsnes Dev Talk
- Topic: NMIB / IRQB timing (applies to NES as well)
- Replies: 49
- Views: 32913
Final test complete. We nailed it! Awesome work. I look forward to reading your article about this. I find your thoroughness and uncompromising attention to detail on bsnes to be an inspirational example, and the fact that this has been solved would prove the merits of your approach even if bsnes h...
- Fri Feb 29, 2008 6:54 pm
- Forum: Development
- Topic: ZSNES GUI 3.0 the first screenshot
- Replies: 78
- Views: 106686
Anyone designing a new GUI for zsnes might want to watch this video:
http://www.mollyrocket.com/video/imgui.avi
I haven't tried it myself, but IMGUI looks a lot easier than GUI programming using stateful widget toolkits (which I have done lots of, and doing it always sucks).
http://www.mollyrocket.com/video/imgui.avi
I haven't tried it myself, but IMGUI looks a lot easier than GUI programming using stateful widget toolkits (which I have done lots of, and doing it always sucks).
- Tue Feb 19, 2008 5:09 pm
- Forum: bsnes Dev Talk
- Topic: bsnes2MESS
- Replies: 31
- Views: 26513
I'm really torn on this issue at the moment, and wavering back and forth on my opinion. On the one hand, I completely respect authors' wishes to not release their sources. On the other hand, it really annoys me that we still have these pissing contests in 2008. Hiding information so that one can be...
- Thu Jan 31, 2008 9:56 pm
- Forum: Development
- Topic: Multithreaded emulator state saving
- Replies: 35
- Views: 25750
henke37's solution is definitely possible, just non-trivial to implement. As he says, the debugger is able to take the program stopped at (almost) any point and find all the stack frames and locals in the function call chain, using compiler-generated meta-information. The addition is to then to mak...
- Wed Jan 30, 2008 9:12 pm
- Forum: Development
- Topic: Multithreaded emulator state saving
- Replies: 35
- Views: 25750
Would it be possible, then, that there would be certain conditions that would cause an infinite loop? As in, each time you advanced A or B or C to a safe point, it affected another processor, going round in a round in a never-ending circle? I don't think it can. Or rather, it doesn't matter because...
- Wed Jan 30, 2008 4:00 pm
- Forum: Development
- Topic: Multithreaded emulator state saving
- Replies: 35
- Views: 25750
- Wed Jan 30, 2008 3:51 pm
- Forum: Development
- Topic: Multithreaded emulator state saving
- Replies: 35
- Views: 25750
- Wed Jan 30, 2008 2:00 am
- Forum: Development
- Topic: Multithreaded emulator state saving
- Replies: 35
- Views: 25750
Okay, I've read through a lot of interesting stuff in the bsnes thread (yay!), including the handful of posts that spawned this one... non portable save states Forgive me, but I think it would be a terrible idea to implement save states which might then become un-loadable due to minor changes to the...
- Mon Jan 28, 2008 8:22 pm
- Forum: Development
- Topic: Multithreaded emulator state saving
- Replies: 35
- Views: 25750
- Sun Oct 15, 2006 1:54 am
- Forum: Development
- Topic: asm tools/IDE
- Replies: 5
- Views: 6321
- Mon Sep 25, 2006 3:07 am
- Forum: Development
- Topic: Visual Studio 2005 Support
- Replies: 10
- Views: 11333
- Sat Sep 02, 2006 4:34 pm
- Forum: Development
- Topic: Another LUT->bit transformation request x.x
- Replies: 15
- Views: 12886
...I should add that if you encode speeds in a few bits of a lookup table you already have, then you have already paid for the cache miss. That might make it preferable to TRAC's method (I don't know). Another possibility is to borrow just one bit from your lookup table entries and use it to differe...