Snes9x GX 4.4.0 Beta - Feedback requested

Discussion in 'Wii - Emulation and Homebrew' started by Bladeoner, Oct 28, 2018.

  1. Edu64

    Edu64 GBAtemp Regular

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    Hi!
    Thanks for this new version.
    I have done the test with "super mario rpg" and in the part that before had performance problems (in the first town), it has been solved. :D
     
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  2. Bladeoner
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    Bladeoner Member

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    Thank you for testing so quickly thats good to hear thatit works.I won't get to technical but for Super Mario RPG I slightly modified the SA1 coprocessor settings.

    Regarding the other games I have some ideas, Earth Worm Jim 2 seems like an audio stream issue, I think to resolve that we need the S-SMP module or maybe part of that. Mega Man X2 I didn't figure that out yet, could you provide which ips file you used and the send me your save file so I can reproduce and see what happens? And Top Gear 3000, its a little bit difficult. I looked into that but there are no changes in the past few months to the coprocessor it uses DSP4. It seems Top Gear 3000 is also the game which is most difficult to troubleshoot every change made to fix an issue another issue starts.

    I will focus on Earth Worm Jim 2 and Mega Man X2 for the moment.
     
    Last edited by Bladeoner, Nov 7, 2018
  3. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    Wii U has a 1.40 or GHz Tri-Core processor or so, and can run Snes just fine, as for the more cycle-accurate S-SMP, that, I don't know for sure. That said, whatever core it uses now, is one of the few to properly emulate Earthworm Jim 2 (something Nintendo/NERD couldn't achieve with Canoe), as well as the Chrono Trigger Lavos scream. What other options we have without it sounding like the horrible 1.43 audio core, I don't know.
     
  4. Bladeoner
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    Bladeoner Member

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    I just uploaded a new version where S-SMP is added: Snes9x.GX.4.4.0_core_1.56.2_Beta_4_S-SMP_added
    Earth Worm Jim 2 is working again.

    What I notice as expected is a big performance impact especially with Yoshi's Island.
    And the sound is like you said @the_randomizer that it sounds like the horrible 1.43 audio core.

    Could you guys just give it a try to see if games are working?

    @Edu64 could you please test Earth Worm Jim 2 and Mega Man X2 with the IPS and savestate?

    I've tested Top Gear 3000, adding S-SMP didn't change anything as it's a video related issue.
     
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  5. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    Damn, I was afraid of that -_-GSU-2 games seem to be too much for Wii's CPU.

    IIRC, the S-SMP core from 1.53 also plays EWJ2 correctly.
     
    Last edited by the_randomizer, Nov 7, 2018
  6. Edu64

    Edu64 GBAtemp Regular

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    Hi!
    I have done the tests and the results are the following:
    - Earthworm jim 2 no longer stops at the introduction, however, the sound is heard strangely, as in another frequency, difficult to explain.
    - The problem of sound happens in more games, in the few that I did the tests.
    - Save states work if done in the same version of the emulator, previous save states loaded but no sound and the few seconds the emulator collapses. (Tested games megaman x and x2)
    - Introduction of kirby superstar has the same problem as with version 4.3.9, in version 1.56.2 where "mario rpg" had problems, the introduction worked ok.

    With respect to top gear 3000, tantric commented to me the following:
    "Top Gear, no idea what's up there but all of the code has been reverted so if it's still not working then perhaps it's a gcc optimization change that broke snes9x."
     
  7. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    IIRC, Earthworm Jim 2 does some unusual audio-streaming like technique with the S-SMP/SPC700, making it a very hard game to emulate properly. I read something on Byuu's blog a while back about it, it's just an odd game.
     
  8. Bladeoner
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    Bladeoner Member

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    @Edu64, thank you for testing.
    So all seems to be audio related.

    In the new audio core the maintainers of snes9x recently put in an option to change the interpolationof DSP it's difficult to say which game uses which. More important this showed the newer S-SMP is not an option to use on the Wii, performance and audio wise. Also the audio in the current master of snes9xgx is really good, so if we can get the current audio working with snes9x core 1.56.2 then I think we are there.

    The difficult part is that core 1.56.2 uses a different cpu approach. In the current version of snes9xgx there are APU speed hacks implemented for several games also for Earth Worm Jim 2.

    Regarding the save states I think that the approach of saving and loading might be different slightly different in the newer core, so maybe if the rest is working we should say just make new snapshots in the newer version. At this point it's difficult to say.
     
  9. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    Do we need input from Dborth and BearOSO/OV2 for this?
     
  10. Bladeoner
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    Bladeoner Member

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    I think at this moment not, first we should get the APU hacks working and the audio. I'm not sure how difficult that will be. The commit were these parts are removed is, under memmap.cpp are the hacks with 'timings.apuallowoverflow' is the option we want, but its related to a lot of other files:
    https://github.com/snes9xgit/snes9x...12328b6#diff-3e60ac5b6a5dcae3f6aab715cfd0e0e0

    When that works, then we can see how the snapshot goes.

    — Posts automatically merged - Please don't double post! —

    Regarding Top Gear 3000 yesterday I was also thinking using newer compilingtools might have broken some games, but thats difficult to figure out, you can not just go back to use the older tools since a lot of code changed and are not compatible anymore with the older tools.
     
  11. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    Ugh, that sounds like fun >.>
     
  12. Bladeoner
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    Bladeoner Member

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    I have to say it's really interesting, how the code works and is build. Now we 'just' need to build a bridge between the two era's of code.

    Before I started looking in the code I never knew the snes was such a complex piece of hardware with a lot of co-processors.
     
  13. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    I can't help but apologize for even bringing up the S-SMP and it's quirks. Part of me wishes a standalone Snes9x could be ported to Wii U, but sadly, no one has taken on such a task. Sure, we have the Libretro core ported over, and that's A-OK, but part of me wanted to see it standalone on Wii U, it certainly has the horsepower, given the 1.243 GHz clock speed per core.

    I feel even more bad because I can't program worth crap.
     
  14. Bladeoner
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    Bladeoner Member

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    @the_randomizer No worries.

    I just uploaded a new version "Snes9x.GX.4.4.0_core_1.56.2_Beta_5", Earthworm Jim 2 is fixed.

    I implemented the APU hacks for a few games, please all test and let me know how it goes, list of games I've implemented APU hacks for again:
    Earthworm Jim 2
    Ms Pacman
    The Mask
    Primal Rage
    Porky Pig's Haunted Holiday
    Big Sky Trooper
    Battle Tech 3050
    Doom Troopers
    NBA Hang Time

    @Edu64
    Could you please test the games you tested before like Super Mario RPG, Yoshi's Island, Earthworm Jim 2 and Mega Man X2?
    If Mega Man X2 still gives issues with the snapshots I think we should to say that if core 1.56.2 is working fine that old snapshots cannot be used with that version.
    I've tested it myself new snapshots created with 1.56.2 are working with 1.56.2.

    Kirby Superstars I reproduced the intro issue, it's another kind of APU hack which need to be implemented I think to get it working again, I need to look into that.

    Top Gear 3000 is a separate issue since it's also in the 4.3.9 stable, so please don't test that.

    — Posts automatically merged - Please don't double post! —

    Oh yes, on other thing is that I reverted the new S-SMP, we are using the same audio as in the 4.3.9 stable.
     
    Last edited by Bladeoner, Nov 9, 2018
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  15. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    IIRC, that S-SMP should be indistinguishable to most people, it still sounds good.
     
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  16. Edu64

    Edu64 GBAtemp Regular

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    Hi!
    I have tested some games and the results are the following:

    - Yoshi island without the option "super fx chip overclock" has some performance problems in specific areas, with the option at 40 mhz goes quite well in those same areas.
    - The previous saved states work (tested in megaman x and megaman 7), with the exception of megaman x2, maybe by the ips patch or that this game uses a special chip, however, the new save states work in megaman x2.
    - Super mario rpg works well, without performance problems where in other versions if you had them.
    - Earthworm Jim 2 works correctly.

    Important note: each game was tested for a few minutes, approximately 5 minutes.

    Question: using the new core, what are the benefits, so I understand, there is a greater compatibility with certain games, although they are not well known (robocop?), So far the only big difference I have found is the introduction of "Kirby superstar".

    Question 2: would it be possible to import the video options of the "genplus gx" emulator? there are some very interesting

    Thank you!
     
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  17. Bladeoner
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    Bladeoner Member

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    @Edu64 Thank you for testing so it seems its going well. Only Kirby Superstar I need to look into that. Yoshi's Island also in the stable 4.3.9 performs slightly better with 40 MHz overclock so that's no difference.

    The benefit of the new core is that the code is optimized and that it's easier to backport new functionality and bugfixes from snes9x to snes9xgx and that the game compatibility like you said is higher. Actually we have all changes and fixes from snes9x 1.54 until the today released 1.57, except the new S-SMP audio core.

    Regarding implementing the video options like in Genplus GX I'm not familiar with that emulator but I think it's worth too look into that later.

    First get the new core up and running and then I can offer it to Tantric to merge with the main branch.

    I have a request please all you guys test beta 5 by just playing for a longer period of time to see how that goes.

    If anyone see something different then in 4.3.9 please let me know, it looks promising.

    The Top Gear 3000 issue and Chou Aniki's black screen issue after the first round doesn't have to be mentioned because it's also a problem in the current stable version. I won't look into that now.
     
    Last edited by Bladeoner, Nov 10, 2018
  18. Bladeoner
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    Bladeoner Member

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    @Edu64 I figured out wat is wrong with Kirby Super Star, there is a value in the code to define the S-CPU cycles, in snes9x this value is 5 which fixes Kirby's Super Star intro. But this seems to break Super Mario RPG, so I reduced it to 3 to fix Super Mario RPG.

    I don't know yet how to change it to get both working

    I also tried the APU hack but that doesn't work for Kirby.

    Just tried to put the value on 4 Kirby works but I'm sure Super Mario RPG is not working with that, I just tried Jikkyou Oshaberi Parodius which also uses the SA1 chip like Super Mario RPG and Kirby and I see a lot of framedrops.

    The issue is Kirby Super Star since it needs to have an overclock of 12 Mhz, default games are on 7 Mhz.
    https://github.com/snes9xgit/snes9x/issues/71

    Since it's only the intro that's not working I'm going to send the code to Tantric to the master branch of snes9xgx to see if can be merged since we made a lot of progress.
     
    Last edited by Bladeoner, Nov 10, 2018
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  19. the_randomizer

    the_randomizer The Temp's official fox whisperer

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    Surprised to see Snes9x 1.57 out already, seems it has some significant changes.
     
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  20. Bladeoner
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    Bladeoner Member

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    The version we tested was up to date so I only had to change the version number before sending it in. It contains all changes until today.
     
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