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<blockquote data-quote="DanTheManMS" data-source="post: 2191607" data-attributes="member: 82470"><p>Right, SNEmulDS emulates in an entirely different way. With ZSNES for instance, it processes each frame, figures out what the screen is supposed to look like, and then paints it to the screen pixel by pixel. This <em>could</em> in theory be done with SNEmulDS, but the main issue is that the method of "painting to the screen pixel by pixel" is a <em>very</em> slow process for the DS. You would spend half the time figuring out what the screen should look like, and the other half of the time actually drawing it to the screen. In short, it would be way too slow to be playable.</p><p></p><p>Because of this, all the SNES emulators for the DS use what is called "hardware rendering." With this, the emulator attempts to directly translate the SNES graphics commands to commands that the DS's dedicated 2D hardware can understand (remember that the DS is a game machine, so it does have dedicated graphics hardware for handling sprites and backgrounds and other graphics). Hardware rendering is much, much faster (only about 3-5% of the CPU time is spent drawing to the screen), but since the graphics hardware is after all different, you don't get a perfect picture. Layering in particular is troublesome, as the SNES had some layering capabilities that the DS doesn't have.</p><p></p><p>To help fix some of the graphical issues Archeide knew were going to show up, he made many aspects of the emulation user-configurable. This does make it difficult for the user, but if the right settings are found, game compatibility can increase. If you go to the PocketHeaven Wiki and go to the SNEmulDS article, you'll find a full description on most of the options, what they do, and how to use them. Now granted, this guide is out of date (it was made for v0.5 Beta, which doesn't have the GUI introduced in v0.6 Alpha) but most of the settings remain the same. It's worth a look at least.</p></blockquote><p></p>
[QUOTE="DanTheManMS, post: 2191607, member: 82470"] Right, SNEmulDS emulates in an entirely different way. With ZSNES for instance, it processes each frame, figures out what the screen is supposed to look like, and then paints it to the screen pixel by pixel. This [i]could[/i] in theory be done with SNEmulDS, but the main issue is that the method of "painting to the screen pixel by pixel" is a [i]very[/i] slow process for the DS. You would spend half the time figuring out what the screen should look like, and the other half of the time actually drawing it to the screen. In short, it would be way too slow to be playable. Because of this, all the SNES emulators for the DS use what is called "hardware rendering." With this, the emulator attempts to directly translate the SNES graphics commands to commands that the DS's dedicated 2D hardware can understand (remember that the DS is a game machine, so it does have dedicated graphics hardware for handling sprites and backgrounds and other graphics). Hardware rendering is much, much faster (only about 3-5% of the CPU time is spent drawing to the screen), but since the graphics hardware is after all different, you don't get a perfect picture. Layering in particular is troublesome, as the SNES had some layering capabilities that the DS doesn't have. To help fix some of the graphical issues Archeide knew were going to show up, he made many aspects of the emulation user-configurable. This does make it difficult for the user, but if the right settings are found, game compatibility can increase. If you go to the PocketHeaven Wiki and go to the SNEmulDS article, you'll find a full description on most of the options, what they do, and how to use them. Now granted, this guide is out of date (it was made for v0.5 Beta, which doesn't have the GUI introduced in v0.6 Alpha) but most of the settings remain the same. It's worth a look at least. [/QUOTE]
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