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,

LoganK93

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Not to start a big thing, but the Switch is still fairly young and I was wondering, has anyone been using JUST homebrew and gotten banned? I really just want to use emulators but I actually care about online right now seeing as how the Switch is still new. Normally I'd be on these things but it just feels too... early.
 

DiscostewSM

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That would be pseudo hi-res mode 7, used in a fair no. of games. Snes9x has emulated for years, not entirely sure why it's acting up on Switch. Looks like it's
not emulating it right for some reason.
Incorrect on it being mode 7. Kirby's DL3 uses Mode 1 (3 layers, 2 being 4-bit, 1 being 2-bit), but you are correct that it utilizes pseudo hi-res (set by BIT3 in register $2133), which sets up half-pixels and alternates between main screen and sub screen displays (sub screen being first). With this game, the background layers excluding the water layer are enabled on both main and sub screens. The water is only enabled on one of the screen (can't remember which one). My thought is that this pseudo setting isn't quite implemented, as is general hi-res modes such as Mode 5 + 6 as the OP mentioned. Jurassic Park is another game that uses this combination (but also includes Color Math I think).

The implementation of SNES hi-res (512) into a SNES normal-res (256) for these is by adding the pixel color of main and sub screen together, dividing by 2, and then adding the color from COLDATA.

(main + sub) / 2 + coldata
 
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the_randomizer

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Incorrect on it being mode 7. Kirby's DL3 uses Mode 1 (3 layers, 2 being 4-bit, 1 being 2-bit), but you are correct that it utilizes pseudo hi-res (set by BIT3 in register $2133), which sets up half-pixels and alternates between main screen and sub screen displays (sub screen being first). With this game, the background layers excluding the water layer are enabled on both main and sub screens. The water is only enabled on one of the screen (can't remember which one). My thought is that this pseudo setting isn't quite implemented, as is general hi-res modes such as Mode 5 + 6 as the OP mentioned. Jurassic Park is another game that uses this combination (but also includes Color Math I think).

Okay, right, it was pseudo hi-res, using some weird resolution like 512 x 244, 512 x 448, etc, but whatever the reason, it's not emulating correctly on this, why, I don't know. Secret of Mana used some funky resolutions too. Hopefully it will be soon.
 

Rabbid4240

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Incorrect on it being mode 7. Kirby's DL3 uses Mode 1 (3 layers, 2 being 4-bit, 1 being 2-bit), but you are correct that it utilizes pseudo hi-res (set by BIT3 in register $2133), which sets up half-pixels and alternates between main screen and sub screen displays (sub screen being first). With this game, the background layers excluding the water layer are enabled on both main and sub screens. The water is only enabled on one of the screen (can't remember which one). My thought is that this pseudo setting isn't quite implemented, as is general hi-res modes such as Mode 5 + 6 as the OP mentioned. Jurassic Park is another game that uses this combination (but also includes Color Math I think).

The implementation of SNES hi-res (512) into a SNES normal-res (256) for these is by adding the pixel color of main and sub screen together, dividing by 2, and then adding the color from COLDATA.

(main + sub) / 2 + coldata
me:
lolwut.png
 
Last edited by Rabbid4240,

FanNintendo

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great Job Super Mario World 2 = Yoshi's Island in black screen sometime when you exit the images will disappear it would frozen in pSNES. Anyone get Yoshi's Island running?? :cry:
 

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Elessor

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First of all thanks for all the hard work sofar. This emulator is working on my switch 5.1.0 (hekate) as opposed to the existing snes9x2010 which is also available (doesn't save state or actual saves).

in your 1.1 beta i don't encounter any immediate issues other than the sleep -> slow bug / ordering of roms whiche are already mentioned (if i find any i will post here or create an issue on GH).

what i'd like to know is if in the future there will be an option to also config the folders where states / saves / sram will be stored by the emulator?

i would like to keep my files bundled up in specific folder lay-outs and right now the saves and states are stored in ./saves/ , .sram/ and not sure where states are saved.


p.s. for all who is wondering. Psnes v1.1 (beta) also supports non zipped files in a configured folder (to prevent sd card corruption)
 

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Okay, right, it was pseudo hi-res, using some weird resolution like 512 x 244, 512 x 448, etc, but whatever the reason, it's not emulating correctly on this, why, I don't know. Secret of Mana used some funky resolutions too. Hopefully it will be soon.
Secret of Mana specifically uses BGMode 5 for its menu (hi-res, not pseudo, with one 4-bit layer and one 2-it layer). If it's what I imagine it looks like, the text looks like it's skipping every other letter like this (taken from an old BlargSNES build)
LGeNfzC.png


when it should look like this with correct sizing with only one of the two half pixels (still 256 horizontal pixels)

rN6dkHU.png


Then ultimately merging the half pixels together into one full pixel (still 256 horizontal pixels)

zTruXOS.png
 

cpasjuste

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Secret of Mana specifically uses BGMode 5 for its menu (hi-res, not pseudo, with one 4-bit layer and one 2-it layer). If it's what I imagine it looks like, the text looks like it's skipping every other letter like this (taken from an old BlargSNES build)
LGeNfzC.png


when it should look like this with correct sizing with only one of the two half pixels (still 256 horizontal pixels)

rN6dkHU.png


Then ultimately merging the half pixels together into one full pixel (still 256 horizontal pixels)

zTruXOS.png
That's good to know, I did notice strange text in my port (like your 2nd image). I'll take a closer look soon.
 
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the_randomizer

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Secret of Mana specifically uses BGMode 5 for its menu (hi-res, not pseudo, with one 4-bit layer and one 2-it layer). If it's what I imagine it looks like, the text looks like it's skipping every other letter like this (taken from an old BlargSNES build)
LGeNfzC.png


when it should look like this with correct sizing with only one of the two half pixels (still 256 horizontal pixels)

rN6dkHU.png


Then ultimately merging the half pixels together into one full pixel (still 256 horizontal pixels)

zTruXOS.png

Ugh, shows what I know, I'll keep my comments about the Snes to myself :lol: Sorry.
 

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