[SNEmulDS] Rebirth the project and update it for the last DKP

Discussion in 'NDS - Emulation and Homebrew' started by Mbmax, Sep 26, 2011.

  1. DanTheManMS

    Member DanTheManMS aka Ricochet Otter

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    SNEmulDS doesn't work too well with rom hacks in general. I'd say that's the bigger problem than any rom size limit.
     


  2. Yepi69

    Member Yepi69 Vivid and busy gamer

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    It would be great to have a good SNES emulator for the DS where the sprites wouldn't be messed up, I can't play my favorite SNES games properly, EarthBound, Super mario all stars, etc...
     
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  3. jerbear64

    Member jerbear64 SO ZETTA SLOW!

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    There is no limit. It uses a pager system to call in parts of the ROM to the memory.
     
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  4. PROTOBOY

    Member PROTOBOY GBAtemp Regular

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    Any news???
     
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  5. WiiUBricker

    Member WiiUBricker Fake News™ Reporter

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    Yes, SNEmulDS is dead for good, so stop bumping this topic. Thx.
     
  6. the_randomizer

    Member the_randomizer The Temp's official fox whisperer

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    Seriously, why is this thread even open? The work Nebuleon did on CATSFC is way better than SnemulDS could ever hope to be.
     
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  7. Rydian

    Member Rydian Resident Furvert™

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    It's that thing at the very bottom of a post that lets you know when it was posted. Using this information you can, with a little know-how of math and dates, figure out which event happened first when you have two to compare.

    For example, this thread was posted September of 2011.
    CATSFC's revival, on the other hand, was started December 2012, over a year later.

    [​IMG]
     
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  8. Rizsparky

    Member Rizsparky Saiyan Prince

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    shame it doesnt work on anything but a DSTWO.
     
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  9. the_randomizer

    Member the_randomizer The Temp's official fox whisperer

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    [​IMG]
     
  10. 2ndApex

    Member 2ndApex GBAtemp Advanced Fan

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    Because people still want support and there's still a ghost of a chance that someone will try to make a better SNES emulator (hey, happened to GBC emulation after 5 years!).

    CATSFC is lightyears away in terms of quality, but SNEmulDS runs at a higher frame rate so I still use it exclusively for Street Fighter: Hyper Fighting and the All-Stars versions of SMB1 if I ever feel like playing them.
     
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  11. the_randomizer

    Member the_randomizer The Temp's official fox whisperer

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    It's essentially the Zsnes of DS emulators, it may continue but not likely.
     
  12. Mbmax
    OP

    Member Mbmax Homebrew addicted

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    Moved the project from Google code to Sourceforge.
     
  13. ElForastero

    Newcomer ElForastero Newbie

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    Hm... it realy works? :)
     
  14. Coto

    Member Coto GBAtemp Addict

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    well I could optimize a few stuff on the snemulds project:

    Fixed the linking and compiler warnings, source code for ARM9 does not look like a DOS port anymore

    Replaced some arm7 code so it uses DMA for sound transfers.

    Also ARM9 a bit on opcodes, and relocated more code to both ITCM & DTCM

    cleaner code (except ppu that is mostly the same)

    does not use the old libfat it came bundled with (.a lib) , it uses <current> libnds libfat instead (directly from your devkitpro version)

    i have embedded a posix fread that stream reads from memory if offset is in the cache, otherwise refills block. (not implemented in the emu but available in the source code), but I suspect it could work (works already on my gbaemu) for big roms (over 4MB), and prevent paging.


    so here is the source code:
    <check newer post with proper source code>

    well super mario world runs with sound (snemulds did already that), cycle hacks must be activated to do so, same for street fighter II , if you want decent speed
     
  15. DanTheManMS

    Member DanTheManMS aka Ricochet Otter

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    The fact that you managed to get it compiling with today's DevKitARM code and the current libfat is amazing. Keep up the great work!
     
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  16. Coto

    Member Coto GBAtemp Addict

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    Many thanks there.

    -

    Here is an updated version of the source code (SNEmulDS 0.6), I cleaned up some leftovers from the last source code posted. Runs nice in my opinion

    <check newer post with proper source code>

    SDL and other 2D (be it using the 3d or 2d engine of the render hardware of NDS) are definitely required from now on as the bottleneck is when rendering pixel-by-pixel directly to VRAM blocks.

    I tried SDL (ported OK) but SNEmulDS memory layout breaks SDL support (freezes), so I suspect it has to do with the current RAM setup (and a portion of wram shared with arm7)
     
    Last edited by Coto, Jul 10, 2015
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  17. VinsCool

    Member VinsCool Figuring How Dreams and Reality Overlap

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    I get an error when I try to compile:

    EDIT: I found the problem, I needed to add GL2D library to libnds :)

    Edit2: What does:
    WTF1
    WTF2
    WTF3
    at startup mean?
    Editt3: Very slow :/
     
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  18. Coto

    Member Coto GBAtemp Addict

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    And well for now gl2D is not working .
     
  19. mrolive

    Member mrolive GBAtemp Advanced Fan

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    Any updates on this project?
     
  20. Nathan Drake

    Member Nathan Drake Obligations fulfilled, now I depart.

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    I'm legitimately amazed to see that any significant updates have been made to this emulator. I always found it to be more proof of concept than anything else, impressive for what it could do on such a weak handheld, but not expected to be entirely capable. Granted, I know it is still far, far, far from being anything more than proof of concept, but it's neat to see that even if it's only intermittently, people are still taking turns at improving it.
     
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