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SNEmulDS v0.4 FINAL! - 3-11-07

Started by dantheman, February 19, 2007, 10:28:43 PM

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uzumakishade

could you patch the final version for me like you did the beta version dantheman? would really appreciate it

Dingo

I'm having some trouble with getting Lemmings to work.. The title screen is running a -lot- better than it was in 0.3, but when I actually get into the level the backgrounds aren't displaying. I tried messing around with them but I couldn't find a configuration that worked. It was playable with 0.3, albeit incredibly laggy. Other than some other ROMs not wanting to load though, there's a huge improvement in compatability. Thanks so much. :D


anileech2000

Can someone explain what the difference between using tile and line-by-line rendering are?

Koji

Quote from: "anileech2000"Can someone explain what the difference between using tile and line-by-line rendering are?

The line by line rendering is still very experimental... The SNES uses a tile based system on 3 layers, each layer can set parts of the layer to be a priority (appearing over the layer in front of it) giving a total of 6 possibilities. The DS on the other hand has 4 layers, but there is no way to set priorities, leaving a total of 4 possibilities compared to the SNES 6. Thus, no emulator on the DS can emulate the tile system perfectly. The line by line method is the same way PC emulators work, that is rendering all the layers via brute processing power then displaying it all as 1 image (instead of 4/6 layered images). This looks correct but takes a lot more processing power. It seems archiede is working on, or has found some way to do a sort of hybrid system... I'm not sure. I haven't looked at the source code or asked him directly... The fact that the line by line engine still requires you to manually adjust layers seems to support this, but again I can't be sure.

The real test will be to see if archeide can manage to get the complete line by line engine he wants implemented while still allowing most games to run full speed.

Hi

:oops: I need to be more careful. I do this to often. Sorry.
_______________________________________

mastergannel

I am running SC Lite Rumble (MicroSD). FW 1.8.1

I have patched it with sclt.dldi, scsd.dldi and scsd_moon.dldi, found two that worked.

I've put the SNEmulDS and .cfg file @ the root of my card, created a folder  SNES at the root and droped all the roms into that folder.  Yet it still says it cannot find the files.

Is there a special naming convention for the folder (ie. is it case-sensitve) or the rom files... (must they have .srm at the end? or have no spaces?)

I've tried almost everything, is there anything i'm missing.

This is what I'm getting when I boot up...patched with sclt.dldi

-= SNEmulDS 0.4 by archeide =-
Init OK...
0X2007624Initialize FS...
Please restart if stuck...
FS OK!
No files found.
Please put ROMs in SNES director
y of your CF/SD card
urrent setup:
NDS Lite - Black - FlashMe 8
Supercard Lite Rumble
2gb SanDisk MicroSD, 1gb Kingston MicroSD

kkan

Quote from: "mastergannel"I am running SC Lite Rumble (MicroSD). FW 1.8.1

I have patched it with sclt.dldi, scsd.dldi and scsd_moon.dldi, found two that worked.

I've put the SNEmulDS and .cfg file @ the root of my card, created a folder  SNES at the root and droped all the roms into that folder.  Yet it still says it cannot find the files.

Is there a special naming convention for the folder (ie. is it case-sensitve) or the rom files... (must they have .srm at the end? or have no spaces?)

I've tried almost everything, is there anything i'm missing.

This is what I'm getting when I boot up...patched with sclt.dldi

-= SNEmulDS 0.4 by archeide =-
Init OK...
0X2007624Initialize FS...
Please restart if stuck...
FS OK!
No files found.
Please put ROMs in SNES director
y of your CF/SD card

make a folder called SNES  in the main part of your supercard or what they call the ROOT of your card this is the window you see when you first open the window to view your card contents .... put the EMULATOR and the ROMS in this folder  :)

and all should be well  :)

kkan

now on version 0.5 beta by the way people

Quote

SNEmulDS 0.5 beta  

This version aims to improve in sound and graphics. As the emulation becomes more and more complex, it is more and more difficult to add new features without breaking the emulation overall, so some new feature will not be enabled by default for all games. The configuration file select which features are enabled or not, and becomes very important (so don’t forget to put it in the root directory!).

I tried very hard to improve sound, and i succeeded to get much better musics in some games, but there may still some “pops” or “cracks” sometimes, and the sound can slowdown or goes mad in some rare circumtances (the ARM7 seems not powerful enough).

A new menu has been added : the GFX config menu, this menu offer a simple way to change the GFX behaviour in real time. The emulation is not stopped like in the options menu, you can enable/disable several features and see which ones are better for the game. (See README for more informations)
Here is the list of changes
Changed the Sound timers, now the timers should be a bit more accurate and removed the timers hacks
Moved back the Sound RAM in the fast ARM7 RAM, removed unused code from ARM7 codes
Now support sprite address change during frame (limited to two addresses by frame), this makes Ogre Battle much more playable
Left handed people can now enjoy the SNES mouse option (right buttons can be used like left joypad).
Options can now be saved in configuration file
New SNES config menu
Fixed some bugs

Optionnal feature (enabled by configuration file):
Added sound synchronisation fixes, this is a set of flags that make ARM9 slowdown or make ARM9 wait for the ARM7. Those options make Square games (and other games) sound much better, but also break sound in other games. So this option is available through the configuration file. I only changed for the configuraiton file for Chrono Trigger, SOM1 and FFVI. You will have to modify the configuration and test the options for other games.
Added priority per tile for BG3, by detecting if there are more low or high priority per tile at each line (see README)
Added priority per tile for BG1 and BG2, by using the fourth DS layer. Low priority tiles go to fourth layer, and high priority per tiles (this idea was taken from SNESAdvance).
Sprites priorities can now be changed. See configuraiton file for more informations. The default is 1123 but 1223 makes some games look better (like Castlevania IV first level for instance)


tennisgy

.5 really helped compatibility :D Yay for SNES!
360 iXtreme 1.5 E74
Supercard DS One nonSDHC-2GB-Black DS Lite

VoX

I hope all the games are full speed. Come on F-Zero!

teknicz

Holy craps! Finally, SSF2 is looking and playing great! This is awesome!

Oh wait, almost perfect...oh well! Still a huge improvement!

Now I don't have to rely on only Bleach DS for my fighting game kicks on the DS!

The new gfx config screen is really handy too!

dantheman

Quote from: "jaki_kisur"I hope all the games are full speed. Come on F-Zero!

Not going to happen on the DS, at least not with the games that require special chips to function, like SMRPG and Kirby's Superstar (which currently are not emulated at all).

tennisgy

Quote from: "dantheman"
Quote from: "jaki_kisur"I hope all the games are full speed. Come on F-Zero!

Not going to happen on the DS, at least not with the games that require special chips to function, like SMRPG and Kirby's Superstar (which currently are not emulated at all).
Isn't it time to make a sticky about that ?  :roll:
360 iXtreme 1.5 E74
Supercard DS One nonSDHC-2GB-Black DS Lite

dantheman

Where do you suggest this info be stickied?  Info regarding a specific program probably wouldn't be appropriate for a "General Homebrew" forum.  

At PocketHeaven we usually just link people to http://wiki.pocketheaven.com/SNES_games_with_special_chips for a listing of games that won't work on any emulator for the GBA or DS.  I think it might be missing a few games, but it's good enough for most purposes.