Welcome
Welcome to a320

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, join our community today!

Request for info on SNES9x

Any and all A320 homebrew topics

Moderator: Moderators

Re: Request for info on SNES9x

Postby GreenSmurf on Tue Jul 28, 2009 8:52 am

ChaoticBob wrote:Sorry but if you are asking questions like this you will probably be aiming a bit high for the moment. From what I can see of the sources, the approach I would take is to copy the X11 backend, as it seems to be the most current one. Then you need to remove all mentions of X from the code until you can get it to successfully compile and link without X11. Then you need to replace all the rendering, input and most everything else with SDL versions. This will be quite hard. You might want to try porting something simpler that already uses SDL first.

So is no-one working on snes9x at all? It seems people are still using the very first version that even still has a cursor at the top of the screen. If so, ScummVM is pretty usable at the moment, so I might have a look at getting 1.51 running.


I would love to help. I have a history of computer engineering and just want to know if its a simple language switch that needs to me done. Like I said I have never worked in Linux so my knowledge in this particular area is lacking. I am eager to learn and have spare time in my office to work on something like this.
GreenSmurf
 
Posts: 10
Joined: Sun Jul 26, 2009 5:05 pm

Re: Request for info on SNES9x

Postby ChaoticBob on Tue Jul 28, 2009 3:10 pm

GreenSmurf wrote:
ChaoticBob wrote:Sorry but if you are asking questions like this you will probably be aiming a bit high for the moment. From what I can see of the sources, the approach I would take is to copy the X11 backend, as it seems to be the most current one. Then you need to remove all mentions of X from the code until you can get it to successfully compile and link without X11. Then you need to replace all the rendering, input and most everything else with SDL versions. This will be quite hard. You might want to try porting something simpler that already uses SDL first.

So is no-one working on snes9x at all? It seems people are still using the very first version that even still has a cursor at the top of the screen. If so, ScummVM is pretty usable at the moment, so I might have a look at getting 1.51 running.


I would love to help. I have a history of computer engineering and just want to know if its a simple language switch that needs to me done. Like I said I have never worked in Linux so my knowledge in this particular area is lacking. I am eager to learn and have spare time in my office to work on something like this.


Well if you want to then you may as well go for it. I would just suggest trying something simpler first, learn about configure, makefiles and the other standards for building apps on linux. Then try porting something simple with SDL to the dingoo, then have a go at snes9x.
ChaoticBob
 
Posts: 20
Joined: Mon May 25, 2009 3:17 am

Re: Request for info on SNES9x

Postby ChaoticBob on Thu Jul 30, 2009 6:19 am

Well I just got a quick version of snes9x 1.51 running with SDL on the Dingoo and it is SLOOOOOOOOOW. Like 5-6fps everywhere :shock:. So either the SDL version we have now is already optimised or they have focused a lot on compatibility over speed between 1.39 and 1.51. I'm leaning towards a little of both, but either way I think this is probably a dead end. If I start hacking things up to speed it up we will probably lose compatibility and be back where we started. It seems nearly all the "fast" snes emulators for portable devices have their roots in version 1.39 so I think any efforts would be better focused on improving that version. What games don't work with 1.39?
ChaoticBob
 
Posts: 20
Joined: Mon May 25, 2009 3:17 am

Re: Request for info on SNES9x

Postby GreenSmurf on Thu Jul 30, 2009 6:58 am

FX Chips:
* 2 Dan Morita Shougi (J).smc SETA D
* Augusta Masters 3 New World Golf (J).smc SA-1
* Bass Fishing No.1 (US).smc SA-1
* Dai Kaijyu Monogatari 2 (J) (No Good Dump Known).smc PLGS
* Derby Jockey 2 (J).smc SA-1
* Dirt Racer (E).smc FX-Argonaut
* Dirt Trax FX (E).smc FX-Argonaut
* Dirt Trax FX (US).smc FX-Argonaut
* Doom (J).smc FX-V2
* Doom (US).smc FX-V2
* Dragon Ball Z - Hyper Dimension (J).smc SA-1
* Exhaust Heat 2 (J).smc SETA
* F1 Roc 2 - Race of Champions (US).smc SETA D
* Honkakuha Igo Gosei (J).smc FX1 **probably doesn't contain fx chip/hacked**
* Idaten (J).smc SA-1
* Igo Daidou (J).smc SA-1
* Igo Taisyou (J).smc Unknown SA-1
* J-League '96 Dream Stadium (J).smc SA-1
* Jumpin' Derby (J).smc SA-1
* Kakinoki Shogi (J).smc SA-1
* Kato Hifumi9dan Shogi (J).smc SA-1
* Kirby 3 (J).smc SA-1
* Kirby Super Deluxe (J).smc SA-1
* Kirby's Dream Land 3 (US).smc SA-1
* Kishi no Hanamichi (J).smc SA-1
* Marvelous (J).smc SA-1
* Masoukishin - Super Robot Wars Gaiden - Lord of Elemental (J).smc SA-1
* Mega Man X 2 (E).smc C4
* Mega Man X 2 (US).smc C4
* Mega Man X 3 (US).smc C4
* Metal Combat (US).smc OBC1
* Mini4ku Shineng Scopion Let's & Go! (J).smc SA-1
* New Shogi Club (J).smc Unknown SA-1
* Nidan Morita Shogi 1 (J).smc Seta D
* Nidan Morita Shogi 2 (J).smc SETA R
* Pachisuro Palusupe (J).smc ?KSS?
* Parodius 3 - Jikkyou Oshaberi Parodius (J).smc SA-1
* Pebble Beach New Tournament Edition (J).smc SA-1
* Rockman X 2 (J).smc C4
* Rockman X3 (J).smc C4
* Satellaview BS-X (O.S.rom).smc BS-X
* SD F1 Grand Prix (J).smc SA-1
* SD Gundam GNext (J).smc SA-1
* Star Ocean (J).smc S-DD1[ENIX]
* Star Fox Competition - Weekend Edition (US).smc FX-V1
* Star Fox 2 (Beta).smc FX-V1 (probably V2... but falls in V1 category)
* Star Fox (US).smc FX-V1 Or FX-V1Mario (depending on version)
* Star Fox (J).smc FX-V1 or FX-V1mario (depending on version)
* SNES Gameboy Emulator (J) (No Good Dump Known).smc GAMEBOY
* Shogi Mahjing (J).smc SA-1
* Shogi Saikyou (J).smc SA-1 (not verified)
* Shogi Saikyou 2 (J).smc SA-1
* Street Fighter 2 Alpha (US).smc S-DD1[CAPCOM]
* Street Fighter 2 Alpha (E) (No Good Dump Known).smc S-DD1[CAPCOM]
* Street Fighter Zero 2 (J).smc S-DD1[CAPCOM]
* Stunt Race FX (E).smc FX-V2
* Stunt Race FX (US).smc FX-V2
* Star Wing (E).smc FX-V1
* Star Wing (G).smc FX-V1
* Super Bomberman Panic Bomber World (J).smc
* Super Gameboy - Version 1.0 (J).smc GAMEBOY
* Super Mario RPG (US).smc SA-1
* Super Mario RPG (J).smc SA-1
* Super Shogi 3 (J).smc SA-1
* Vortex (E).smc FX-Argonaut
* Vortex (J).smc FX-Argonaut
* Vortex (US).smc FX-Argonaut
* Voxel (PD).smc FX-V2 **never a cart**
* War in Europe Expert WW II (J).smc SA-1
* Wild Trax (J).smc FX-V2
* Winter Gold FX (E).smc FX-V2
* Yoshi's Island (J).smc FX-V2
* Yoshi's Island (US).smc FX-V2
* Yoshi's Island (E).smc FX-V2

DSP Chips:
* Ace Wo Nerae
* Armored Trooper Votoms
* Ballz 3D (1b)
* Battle Racers
* Bike Daisuki! Hashiriya Kon
* Dungeon Master (2)
* Final Stretch
* Korean League
* Lock On/Super Air Diver
* Michael Andretti's Indy Car Challenge
* Pilotwings (1... possibly also 1b)
* SD Gundam GX (3)
* Super 3D Baseball
* Super Air Diver 2
* Super Bases Loaded 2
* Super F1 Circus Gaiden
* Super Mario Kart(1/1b depending on version)
* Suzuka 8 Hours
* Syutoko Battle Racing 2
* Syutoko Battle Racing 94
* Top Gear 3000 (4)

Cx4 Chips:
* Mega Man X2
* Mega Man X3

SPC7110 Chips:
* Far East of Eden Zero (and shounen version) SPC7110
* Momotarou Dentetsu Happy SPC7110
* Super Power League 4 SPC7110

All do not work properly or fully.
GreenSmurf
 
Posts: 10
Joined: Sun Jul 26, 2009 5:05 pm

Re: Request for info on SNES9x

Postby ChaoticBob on Thu Jul 30, 2009 8:48 am

Hmm well I just tried Yoshi's Island and got nothing, no sound or video so something is wrong there. I've also just discovered that uclibc doesn't do profiling like glibc (-pg then you use the gmon.out file in gprof). So I'll have to figure out some other way of profiling it on the Dingoo, just to double check there isn't anything simple I can do to speed it up.
ChaoticBob
 
Posts: 20
Joined: Mon May 25, 2009 3:17 am

Re: Request for info on SNES9x

Postby espontaneo on Thu Jul 30, 2009 1:42 pm

I really think we may just have to give up hope of Super-FX chip emulation on the Dingoo...

Looking around at other handhelds versions it seems it's not a very realistic expectation, and the time it would probably take to get it working on the dingoo might be alot longer than its lifespan...
espontaneo
 
Posts: 112
Joined: Wed Jun 17, 2009 2:08 pm

Re: Request for info on SNES9x

Postby mortys on Thu Jul 30, 2009 2:54 pm

espontaneo wrote:I really think we may just have to give up hope of Super-FX chip emulation on the Dingoo...

Looking around at other handhelds versions it seems it's not a very realistic expectation, and the time it would probably take to get it working on the dingoo might be alot longer than its lifespan...

I agree. Efforts should be pushed on optimising what works fine now.
mortys
 
Posts: 37
Joined: Tue Mar 10, 2009 2:24 pm

Re: Request for info on SNES9x

Postby SiENcE on Thu Jul 30, 2009 4:10 pm

i really would like to see Star Ocean running. The S-DD1 decryption should be possible. i also have the decrpyted files available, but this snes9x version doesn't support it.
SiENcE
 
Posts: 67
Joined: Wed Apr 29, 2009 9:19 am
Location: Berlin/Germany

Re: Request for info on SNES9x

Postby GreenSmurf on Thu Jul 30, 2009 9:14 pm

FX Chips are implemented into v 1.51 Perhaps, we could reverse engineer it to get it working and optimize speed in the process too.

Star Ocean causes tons of slowdown even on the earlier versions of PC emulators. It was actually one of the last Chips to be cracked and finished due to its intensive decompression of sprites.
GreenSmurf
 
Posts: 10
Joined: Sun Jul 26, 2009 5:05 pm

Previous

Return to Homebrew

Who is online

Users browsing this forum: No registered users and 2 guests