New update for "Mode 7 HD" bsnes-hd emulator available, adds widescreen to certain games

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Not too long ago, we saw the first release of the Mode 7 HD mod by DerKoun for bsnes, a Super Nintendo emulator. This allowed for SNES games that utilized Mode 7 to be upscaled at up to 4x their original resolution. Byuu, the lead developer behind bsnes, then incorporated DerKoun's code into an official branch of the emulator, to be built upon. After a few tweaks here and there, the 5th beta of the "Mode 7 HD" mod has released, bringing with it some new changes and additions. Firstly, this branch of the emulator has gotten an official name: bsnes-hd. This was done not only for clarity on the title of the project, but also because DerKoun plans to add new upscaling features to more than just Mode 7 related things. Notably, a widescreen mode for non-Mode 7 backgrounds has also been added, though it's buggy and can cause crashes in specific games such as Donkey Kong Country, while F-Zero appears to work fine, and Super Mario World, though it has some issues, it also plays well enough. You can try games out for yourself by grabbing the latest beta of bsnes-hd down below.


Download (Windows and source):

http://s000.tinyupload.com/index.php?file_id=76484668394989134799

This is, of course, offered as-is.

If anyone could provide binaries for Mac, Linux or anything else it would be much appreciated.

Name change:

The project is now named "bsnes-hd", as "HD Mode 7 mod" was simply too long. Also I have moved beyond just Mode 7 and have plans for more. A repository will be available soon.

New features:

  1. Widescreen for non-Mode 7 backgrounds. Results of course vary between games and even scenes.

To avoid HUDs repeating and other unwanted effects I have added settings to disable widescreen for the separate background layers and even just the top or bottom of a layer.

The default is always "on" for all 4. Sample values for some games are:

"F-Zero": BG3: "off"

"HyperZone": BG2: ">80"

Please post settings for other games here.

2. Sprites that are partially inside the non-widescreen area are now drawn entirely when possible.

The new "unsafe sprites" settings allow sprites to enter widescreen areas further if the game keeps updating them. This will however cause significant artifacts in many games. If ROM-hackers want to discuss optimizing games for this, feel free to contact me.

3. more widescreen aspect ratios (16:10, 21:9, ...)

Known issues:

- Setting very high scale factors and a widescreen AR at the same time causes the emulator to terminate. The solution would be increasing the size of the arrays that store the pixels. That, however, causes lower frame rates at any settings. So I won't fix this, until I can do so without impacting performance for everyone. My lack of C++ experience makes this difficult. Maybe someone can help me out here.

- (edit) The logo intro of Donkey Kong Country crashes in widescreen.

Coming next:

Auto detection for perspective correction. I know I wanted to that first, and I have the fundamentals done, but the widescreen additions just got done quicker. I'll keep working on it.

Thanks for all the feedback, and the articles and videos. It's still feels kind of unreal to me.


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kuwanger

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Unfortunately the source is just the changed source files, and I'm not sure what actually version of bsnes is used--I tried with v107.1 and it failed to compile with something about ppuFast and dspFast. Perhaps it's based on the github release? *sigh* This is one reason I really prefer it when people include all source (and yea, I'm guilty of not always doing it).
 
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GBADWB

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How is it weird?

it's probably weird in the sense that accurate emulators goal is to have audio and video output the same as the original. The idea of having a wide screen patch and upscaled algorithms for higher definition textures goes against the video output requirement of an accurate emulator.
 
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Deleted_413010

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it's probably weird in the sense that accurate emulators goal is to have audio and video output the same as the original. The idea of having a wide screen patch and upscaled algorithms for higher definition textures goes against the video output requirement of an accurate emulator.

Its for anybody who wants bigger screens :D
 

phonz

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Its for anybody who wants bigger screens :D

Yeah it's just weird because higan/bsnes is what speedrunners would use for practice and obviously you can't do that with these mods.
I am not saying this is bad or that I'm against it.
It's just weird that people are modding this SNES emu and not the other open source ones, example: snes9x
But maybe BSnes is just easier to work with.
 

the_randomizer

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Its for anybody who wants bigger screens :D


Higan Accurate is also unreasonably demanding on the CPU and honestly, only really for the people who want to play the three games that really need dot-based rendering x3


Yeah it's just weird because higan/bsnes is what speedrunners would use for practice and obviously you can't do that with these mods.
I am not saying this is bad or that I'm against it.
It's just weird that people are modding this SNES emu and not the other open source ones, example: snes9x
But maybe BSnes is just easier to work with.
For Snes9x to actually have this, would increase system requirements; Snes9x is meant to be focused on speed and accuracy.


To quote Byuu

Source:
https://www.reddit.com/r/emulation/..._5_bsnes_1073_formally_hd_mode_7_mod/emwhmwx/

Excerpt:
Unfortunately, it's going to be emulator-only, which rules out the fragmentation from the Super Nt, Mister, and sd2snes crowds. And even moreso, Snes9X isn't designed for this kind of stuff, it's built for speed. And so even in the remaining portion of the SNES scene, 70% of that audience is lost right away...
 
Last edited by the_randomizer,

Captain_N

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nice feature, how ever its still pixelated. That pixelation its smoothed on a crt. I have not seen an emulator present an image as good as on a crt....
 
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What platform is deez for?

--------------------- MERGED ---------------------------


What the hell was that
A tas breaking the game to the point where it can start writing it's own arbitrarily code to ram and writing the og mario bros. game in to be ran.

--------------------- MERGED ---------------------------

nice feature, how ever its still pixelated. That pixelation its smoothed on a crt. I have not seen an emulator present an image as good as on a crt....
Have you not tried with both widescreen and up ressing enabled?
 
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Captain_N

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A tas breaking the game to the point where it can start writing it's own arbitrarily code to ram and writing the og mario bros. game in to be ran.

--------------------- MERGED ---------------------------


Have you not tried with both widescreen and up ressing enabled?

yep compared them sideby side with real snes
 
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