Omnimaga

General Discussion => Other Discussions => Humour and Jokes => Topic started by: Ashbad on May 08, 2011, 02:28:15 pm

Title: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 02:28:15 pm
I have actually almost completed a working Super Nintendo Entertainment System emulator, almost ready to use, for the Casio fx-CG10 Prizm!  Here are some quirks/features:

- unfortunately, only some of the intended screen can fit on the prizm's screen at a time. by default, the top and bottom 17 pixels get chopped off and shifted out during rendering, but I'm making it so you can toggle the area that gets blocked out :)

- the speed is a bit slow, but it's actually quite good.  It's about 60% of that of the original hardware.  Makes some games easier to play -- I'll try to up that number to 80% by true release time :)

- supports many games already!


Here is a list of working games:

- Zelda: a link to the past
- Super Mario Bros. 3 (has some trouble when you use the flower upgrade, for some unknown reason ???)
- Mario Kart


List of non-working games:

- Donkey Kong Country series
- Final Fantasy IV and VI
- Castlevania

Please test some more games for me by sending everything in the .zip folder to your prizm along with a SNES ROM!  Here are the instructions for how the addin works:

1. Read the .txt readme.  If you don't nothing else will work as it includes vital information that you can't live without.
2. Don't touch that .bat batch file.  Read the readme first -- the batch file will not work (and may be damaging) unless you already sent the stuff to the prizm and followed all other instructions.
3. Open "SNESemu.g3a" add-in once it is on your prizm.  it should bring up a "Use which ROM" menu, and will take a second to unfreeze -- it takes a minute to read all of the ROMs in all storage memory, so stay patient.  Pick the Rom you want and press F1.
4. play the game! the buttons are mapped right now to:


A - F1
B - F2
Start - Exe
Select - F6
L/R - Sin/Tan


Please leave any bugs, concerns, or ideas here so I can fix them/add them!

~Ashbad

PS: You can find all necessary files at http://www.dalaniansoft.co.cc/index.php/category=snesemu/files/listed.htm (http://tinyurl.com/3qb5vom)

And, a mock-up of what it looks like:

(http://img.removedfromgame.com/imgs/SNES EMU.png)
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 02:31:57 pm
/me smacks Ashbad again for not posting in the right forum section <_<

I wish, though. I wonder if it would be possible (My worry is about Star Fox, Doom, Star Ocean and all those games that uses special third-party chips). It would rule if it was possible O.O

Also Super Mario Bros 3 isn't for the SNES. It's for the NES and the SNES version is bundled with remakes of SMB1/2JP/2USA :P
Title: Re: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 02:33:27 pm
sorry :(

Thanks for moving it to Other calc projects and ideas ;D

but also, it probably is very possible to do ^-^
Title: Re: [Prizm]SNES emu progress
Post by: qazz42 on May 08, 2011, 02:34:41 pm
ffffffffffffff, GIMMI CASTLEVANIA >:(

lolj/k, I thought this was too good to be true D:
Title: Re: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 02:36:35 pm
why do you think that?  DalanianSoft.co.cc only hosts real stuff :( actually try the link first, I assure you the files do notexist and work.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 02:36:44 pm
sorry :(

Thanks for moving it to Other calc projects and ideas ;D

but also, it probably is very possible to do ^-^
I moved it to humor/jokes. Of course if there is ever any plans to try making an emu, feel free to start a new serious topic in the right section, though.
Title: Re: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 02:37:55 pm
I updated the link with new content.  It now includes a few working ROMS.  See the link at the end of the first post.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 02:41:13 pm
Btw you also forgot to include X/Y buttons. :P
Title: Re: [Prizm]SNES emu progress
Post by: JosJuice on May 08, 2011, 02:46:27 pm
I updated the link with new content.  It now includes a few working ROMS.  See the link at the end of the first post.
As you probably know, posting copyrighted ROMs is illegal.

(This also applies to copyrighted videos/music/stuff :P)
Title: Re: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 03:00:46 pm
I updated the link with new content.  It now includes a few working ROMS.  See the link at the end of the first post.
As you probably know, posting copyrighted ROMs is illegal.

(This also applies to copyrighted videos/music/stuff :P)

As you probably don't know, this is a joke, like all of the posts above say.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 03:18:59 pm
Actually we're tolerant about music videos, though, same for music, as long as the copyrighted song/vid isn't a download link, but rather a flash video like Youtube, for example.
Title: Re: [Prizm]SNES emu progress
Post by: JosJuice on May 08, 2011, 04:01:16 pm
I updated the link with new content.  It now includes a few working ROMS.  See the link at the end of the first post.
As you probably know, posting copyrighted ROMs is illegal.

(This also applies to copyrighted videos/music/stuff :P)

As you probably don't know, this is a joke, like all of the posts above say.
Yeah, I know. That's why I added the second part...
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 04:02:44 pm
Yeah but still it is ok to link to Youtube vids with copyrighted music/scenes used in them :P

THey even allow us to use certain copyrighted songs in our vids, like I did with the TI-Nspire Ndless video last year. The only downside is that sometimes it gets blocked in some countries and your video gets ads in others.
Title: Re: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 04:11:07 pm
linking to stuff is in no way going against copyrights, JosJuice :P
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 04:21:41 pm
Well in Omnimaga rules it is against them to link to ROMs/copyrighted MP3s, though
Title: Re: [Prizm]SNES emu progress
Post by: Munchor on May 08, 2011, 04:43:01 pm
Actually, even a GBC emulator would be cool. It's much simpler than this.
Title: Re: [Prizm]SNES emu progress
Post by: Ashbad on May 08, 2011, 05:08:15 pm
Well in Omnimaga rules it is against them to link to ROMs/copyrighted MP3s, though

The one thing I linked to is free-to-use, and I don't link to anything that has any issues :/

If that's the reason I have a -2 for it, then that's my answer to it.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 05:26:27 pm
Ah ok. I wasn't sure if it was stuff that was sold commercially or not before.
Title: Re: [Prizm]SNES emu progress
Post by: AngelFish on May 08, 2011, 06:02:44 pm
Actually, even a GBC emulator would be cool. It's much simpler than this.

"Simpler" is a relative term when you're emulating the entire instruction set of the processors as well as the multiple peripheral chips in both systems. It's why I would highly recommend trying to emulate a SuperH based system like the Sega Saturn if anyone seriously tries something like TI-boy for Prizm. TI-boy is actually a perfect example of how difficult emulation is. It emulates a system running essentially the same chip and was written by a coder of astonishing talent, but it's still not perfect. Emulating a chip in an entirely different family is an entirely different level of complexity. An even better example is Sony, whose emulation of the PS2 on the PS3 wasn't perfect and they had a team with full access to the specs spend around a year on it. It's seriously difficult to get any level of reliability when your chips aren't in the same family.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 08, 2011, 09:53:46 pm
An example of how much processing power is needed to emulate something is the TI-89 emulator for the TI-Nspire, which Calc84 used to develop: Apparently, despite the 89T being 16 MHz and the TI-Nspire 150 max, the emulator wouldn't even run at 100% speed.

I think a SNES emu would be doable on a Prizm, but certain games like Star Fox would be much harder to support, as they included full of special chips to do things the SNES alone couldn't.
Title: Re: [Prizm]SNES emu progress
Post by: ralphdspam on May 08, 2011, 10:24:05 pm
I thought it was real at first.  >:(
Title: Re: [Prizm]SNES emu progress
Post by: z80man on May 08, 2011, 11:26:41 pm
A technical example of how hard different family emulating would be the 84+ emulator forth the Prizm. On the z80 almost every instruction makes use of the flag register, but on the SuperH unless you specifically tell the processor to look for certain conditions, nothing is checked. Plus when you do checks only one it, the T bit, will report whether a test was true or false. So on the 84+ emu the primary part of each instruction is carried out in about 10 cycles, but the part dealing with the flag register takes an additional 20-30.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 09, 2011, 12:35:07 am
Would a z80 emu for the Prizm runs at max speed?
Title: Re: [Prizm]SNES emu progress
Post by: z80man on May 09, 2011, 12:57:39 am
Well I'm hoping it will. My current tests say that it will be running at full speed, but there could be hidden factors later on that would slow it down. Right now in order to achieve my current speeds I'm giving up a lot of size. For example every instruction has a version of it for each register because I don't want to waste time trying to figure out which register is being used.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 10, 2011, 11:53:36 pm
My concern is a bit about how grayscale is done on the 83+ and emulating the motion blur. Could that slow things down a lot? Good luck whatever happens!
Title: Re: [Prizm]SNES emu progress
Post by: z80man on May 11, 2011, 12:51:24 am
I'm currently setting it up as 4 level grayscale as that best matches with the current LCD timer. So how the grayscale works is that when the LCD routine parses over a pixel in the 84+'s LCD ram that is set to on it subtracts a number based off the current contrast from the Prizm's VRAM for the corresponding pixel. (That pixel being scaled of course to account for the Prizm's higher resolution). So every time the LCD routine is called that pixel would be subtracted until it reaches the minimum value. The inverse would be done for turning on a pixel. The 4 level grayscale limit is temporary until a new LCD routine is written that gives direct control over the LCD ram. For now the best frame rate I can achieve is limited at 24 fps which I believe would only give room for 4 grayscale levels.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 11, 2011, 12:53:03 am
Ah ok but wouldn't it cause certain grayscale games to look crappier? I mean for example Reuben Quest or F-Zero 83+, where grayscale isn't refreshed as fast as other games. Also some games like Reuben are 3 level grayscale.
Title: Re: [Prizm]SNES emu progress
Post by: z80man on May 11, 2011, 01:03:29 am
It shouldn't cause any issues as the grayscale is the same speed as the 83+'a time to draw a pixel. 4 level grayscale in an emu just means that there is a max of 4 shades of gray.
Title: Re: [Prizm]SNES emu progress
Post by: DJ Omnimaga on May 11, 2011, 01:11:58 am
Ah ok, because I remember how terrible grayscale was for Reuben in VTI.

By the way we're a bit off topic, should this discussion be split from the topic and moved back to the Prizm section? :P