coolness, on 24 January 2012 - 07:24 PM, said:
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[SNEmulDS] Rebirth the project and update it for the last DKP, Anyone ? (Go to first unread post) |
| Luigi2012SM64DS |
Post #136
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Hey you. You wearing that pink shirt. PUNCH. |
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| LeonardoF.Matheus |
Post #137
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Advanced Member |
man, anxiety is killing me, my head is gonna blow up
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| qweasd123 |
Post #138
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Advanced Member |
Stay cool, it's not something that will be done in few days or even weeks.
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| Mbmax |
Post #139
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Homebrew addicted |
The sound issue is hard to fix according to the coders. They are still trying to find out how to reduce the ARM7 code to fit properly the ds memory without using the VRAM.
If anyone knows how to reach Gladius (PocketSPC). His help would be appreciated. Edited by Mbmax, 10 February 2012 - 12:26 PM. |
| LeonardoF.Matheus |
Post #140
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Advanced Member |
Mbmax, is there a way to "amateurs" like me to help effectively? I would really like to
EDIT: By the way, if the topic is the snes sound, you surely know about the MoonShell capability and compatibility with SPC files, so, is there any chance to reach the people of Supercarde DSTwo who coded that "player"?
Edited by LeonardoF.Matheus, 10 February 2012 - 12:38 PM. |
| LeonardoF.Matheus |
Post #141
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Advanced Member |
By the way, if the topic is the snes sound, you surely know about the
MoonShell capability and compatibility with SPC files, so, is there any chance to reach the people of Supercade who coded that "player"?EDIT: Sorry for the double post, it was a bug here while i edited the other post Edited by LeonardoF.Matheus, 10 February 2012 - 12:43 PM. |
| WiiBricker |
Post #142
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GPL Police - Hunting down Google Code SVN repos 24/7 |
Moonshell is not an emulator, but an app that was specifically coded to play media files. You can't really compare it to an emulator.
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| DanTheManMS |
Post #143
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GBAtemp Psycho! |
Pretty much everything related to SPC on the DS was originally coded by Gladius, including (I'm fairly certain) the
Moonshell plugins.WiiBricker, it's actually not as far off an analogy as you might think. In SNEmulDS, the SPC engine is almost the only thing running on the ARM7, with everything else running on the ARM9. That's why you could use the "SPC Jukebox" feature to play back any music file while still playing any other game, effectively turning SNEmulDS into an SPC-only Moonshell. The problem is that back when SNEmulDS was originally coded, there was just enough space left in the ARM7 binary to get the music player code to run, but since then, the stock ARM7 supplied by DevKitARM has grown considerably. I'm not sure who out there is knowledgeable enough about ARM7 assembly to optimize things enough to hack it back down to size anymore.EDIT: At least, I think that's how it works... Edited by DanTheManMS, 14 February 2012 - 11:35 PM. |
| Mbmax |
Post #144
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Homebrew addicted |
That's exactly the problem we have currently, good summary DanTheManMS.
I asked Alek Maul to help on this and tried to reach Gladius without much luck. For now we are stuck on this issue ... Edited by Mbmax, 15 February 2012 - 01:35 PM. |
| LeonardoF.Matheus |
Post #145
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Advanced Member |
Mbmax, audio issues aside, do you think the graphical issues mostly with layer priorities and the emulation speed can be improved or perfected for the most popular games like Super Metroid, the 5 Rockman games, and some other RPGs?
Edited by LeonardoF.Matheus, 15 February 2012 - 07:43 PM. |
| WiiBricker |
Post #146
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GPL Police - Hunting down Google Code SVN repos 24/7 |
Mbmax, audio issues aside, do you think the graphical issues mostly with layer priorities and the emulation speed can be improved or perfected for the most popular games like Super Metroid, the 5 Rockman games, and some other RPGs? Of course they can be improved. But global issues like the sound issue should have higher priority. If you build a house, you first start with the ground and make sure it is solid rather than beginning with the roof. |
| LeonardoF.Matheus |
Post #147
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Advanced Member |
Mbmax, audio issues aside, do you think the graphical issues mostly with layer priorities and the emulation speed can be improved or perfected for the most popular games like Super Metroid, the 5 Rockman games, and some other RPGs? Of course they can be improved. But global issues like the sound issue should have higher priority. If you build a house, you first start with the ground and make sure it is solid rather than beginning with the roof. Nice metaphor, but i don't really think the sound is the pillar here. Taking another emulator as an example, SnezziDS does not feature sound, at least not that i know of... |
| DanTheManMS |
Post #148
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GBAtemp Psycho! |
Taking another emulator as an example, SnezziDS does not feature sound, at least not that i know of... It does, using Gladius's sound core. It's very easy to test this - just download the emulator, drag a rom onto snezzi.exe, and run the resulting .nds rom in no$gba or another DS emulator since you don't need to have a filesystem present for testing. EDIT: Though I would rather agree, if we're going with the "house" analogy, the sound engine is like adding another wing to the house after it's built, not necessarily a pillar. A working emulator core would be higher on my personal list of priorities (though then again I've been here since the SNES Advance and Snezziboy days so I'm rather accustomed to living without sound). Perhaps this would be different if the emulator wasn't designed with such a split personality (sound on ARM7, everything else on ARM9), but moving sound to the ARM9 for simplicity could only slow down the emulation speed even more. Edited by DanTheManMS, 16 February 2012 - 02:04 AM. |
| LeonardoF.Matheus |
Post #149
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Advanced Member |
Taking another emulator as an example, SnezziDS does not feature sound, at least not that i know of... It does, using Gladius's sound core. It's very easy to test this - just download the emulator, drag a rom onto snezzi.exe, and run the resulting .nds rom in no$gba or another DS emulator since you don't need to have a filesystem present for testing. EDIT: Though I would rather agree, if we're going with the "house" analogy, the sound engine is like adding another wing to the house after it's built, not necessarily a pillar. A working emulator core would be higher on my personal list of priorities (though then again I've been here since the SNES Advance and Snezziboy days so I'm rather accustomed to living without sound). Perhaps this would be different if the emulator wasn't designed with such a split personality (sound on ARM7, everything else on ARM9), but moving sound to the ARM9 for simplicity could only slow down the emulation speed even more. DanTheMan, yeah, my bad, later on after my post today (yesterday) i learned a little bit more about the dead Snezzi/SnezziDS project, actually i even tried to play it with and without sound here, to see if SM had a smooth gameplay, and eventually i saw you were part of the project too (correct me if i'm wrong). Sadly, i was fool enough not to notice that the project was ported from the GBA to the GBA slot (slot 2) of the DS, which actually doesn't interest me, as i have a SCDS2 cartridge... But about this project here what is really interesting is that the latest released version (CAT or BAG something, now i can't recall at all) had absolutely no input delay, which is the wrost thing with the SNES emulator for SCDS2 for example. The sound is far from perfection, but who really cares? If one REALLY wants something close to the original, go play Snes9x or SnesGT or something, right? Edited by LeonardoF.Matheus, 16 February 2012 - 03:23 AM. |
| the_randomizer |
Post #150
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GBAtemp Advance Fan |
Snes9x and Bsnes are 99.99% accurate when it comes to sound to the point of being unable to tell a difference between the real thing and either emulator. I know sound isn't important, but I don't think the DS will ever be able to have an Snes emulator with cycle-accurate SPC700 emulation. The 3DS might be able to, if it ever gets hacked.
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