pSNES: Switch Snes9x port

Here is pSNES, a snes9x port to multiple platforms.


screenshot_mini.png


Readme:
https://github.com/Cpasjuste/pemu/blob/master/psnes/README.MD

Source code:
https://github.com/Cpasjuste/pemu/

Download:
https://github.com/Cpasjuste/pemu/releases/

Thanks:
  • devkitPro and libnx people: fincs, WntrMute, yellows8, plutoo...
  • ScHlAuChi for providing a 3.0 Switch! (you rock mate)
 
Last edited by cpasjuste,
Here it is, pSNES with OpenGL (and shaders) support : https://github.com/Cpasjuste/psnes/releases

  • use OpenGL for rendering, which allow some nicer ui effects (thanks armada, fincs, subv... for theire work on mesa/nouveau)
  • point filtering can now be used in any rendering size
  • add a few libretro shaders (retro-v2, scanlines, pixellate, crt easymode, crt geom, sharp bilinear, sharp bilinear scanlines, sabr v3, xbrz, supereagle). Note that some shader will work better in integer scaling (2x, 3x), and some will have a better effect with linear filtering (sharp bilinear). Also, some are very intensive (crt geom, sabr, xbrz) and may not work fullspeed in some emulators (pSNES).

There is maybe some new bugs added, we'll see !

I love you.
 
Here it is, pSNES with OpenGL (and shaders) support : https://github.com/Cpasjuste/psnes/releases

  • use OpenGL for rendering, which allow some nicer ui effects (thanks armada, fincs, subv... for theire work on mesa/nouveau)
  • point filtering can now be used in any rendering size
  • add a few libretro shaders (retro-v2, scanlines, pixellate, crt easymode, crt geom, sharp bilinear, sharp bilinear scanlines, sabr v3, xbrz, supereagle). Note that some shader will work better in integer scaling (2x, 3x), and some will have a better effect with linear filtering (sharp bilinear). Also, some are very intensive (crt geom, sabr, xbrz) and may not work fullspeed in some emulators (pSNES).

There is maybe some new bugs added, we'll see !
thanks! ive seen that some games like Stunt Race Fx (usa version) now doesnt works at full speed with no shaders activated. Point or linear have the same effect.

In last version (1.7) the game works at full speed.
 
Last edited by onofrix,
thanks! ive seen that some games like Stunt Race Fx (usa version) now doesnt works at full speed with no shaders activated. Point or linear have the same effect.

In last version (1.7) the game works at full speed.
Hum strange, it may not be related to the new opengl code. I'll try to take a look very soon.
 
Hi cpasjuste, thanks for ur hard work :), same here, super mario all stars and other games runs slow, i use sx pro, i will go back to 1.7 for now.

Just a question, why the filters like 2xhq and others are removed?you will put back soon?
 
Games running a lot choppier with this version, SXOS, 5.1, also had 2 lockups on the menu when scrolling through the games.

EDIT : Deleted all the files, copied them over again, went into F ZERO, played perfectly. smooth.....came out back into menu, played SMB World, ran choppy.....went back into F ZERO and this also now plays choppy.

Not sure if that helps.
 
Last edited by stepppp,
Tested Mega Man X with MSU1 hack and works pretty smooth, I tested several filters and only had slowdowns with CRT, with other filters works like a charm, may test that filter on non-msu1 hacia and report back later.
I'm using ReiNX btw.

Enviado desde mi LG-X240 mediante Tapatalk
 
Well yeah, CRT slowdowns most of the games, where bilinear sharp scal runs smooth with ocational slowdowns, for FX games I don't recommend any filters.

Enviado desde mi LG-X240 mediante Tapatalk
 
Testing on Hekate 4.

Supereagle on 1.6:

xTTh0oX.jpg


Supereagle on 2.0:

UBxBVIm.jpg


Black bars on top and bottom, I don't think the smoothing filters do anything anymore.

Got a save state to crash the Switch by loading a state on the second game loaded.

DKC2 slows down a ton more in 2.0 with any filter, though starting the game with the filter already set slows it down about the same as the non-gl version.

CRT filters work, but don't seem to do much to the actual pixels in games.

Awesome to see OpenGL support so quickly, hope this helps any!
 
Here it is, pSNES with OpenGL (and shaders) support : https://github.com/Cpasjuste/psnes/releases

  • use OpenGL for rendering, which allow some nicer ui effects (thanks armada, fincs, subv... for theire work on mesa/nouveau)
  • point filtering can now be used in any rendering size
  • add a few libretro shaders (retro-v2, scanlines, pixellate, crt easymode, crt geom, sharp bilinear, sharp bilinear scanlines, sabr v3, xbrz, supereagle). Note that some shader will work better in integer scaling (2x, 3x), and some will have a better effect with linear filtering (sharp bilinear). Also, some are very intensive (crt geom, sabr, xbrz) and may not work fullspeed in some emulators (pSNES).

There is maybe some new bugs added, we'll see !

Thanks mate for your great work.

With the new implementation of OpenGL, do u think that in the future it could happen pSNES with heavy shaders (4xBRZ - HQ4x) at full speed?


Cheers!
 
Thanks mate for your great work.

With the new implementation of OpenGL, do u think that in the future it could happen pSNES with heavy shaders (4xBRZ - HQ4x) at full speed?


Cheers!
Probably, i didn't had the time to improve the shader, nor to select faster ones. Also, there is actually a bug in nouveau/mesa (opengl) implementation which slow down things like reported. This is actually beeing fixed.
 
Any chance to see at least one decent shader? Like caligari? Current ones are just... Well... Current scanlines are looking like crap and don't respect the resolution.
 

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