bsnes v063.10 Technical Preview released - 模擬器

By Elizabeth
at 2010-04-07T20:39
at 2010-04-07T20:39
Table of Contents
http://byuu.org/
With this release, the final last-generation holdout, the scanline-based PPU
renderer, has been replaced with a true, accurate, cycle-level PPU that
renders one dot at a time. Finally, this fulfills the greatest milestone
remaining in the SNES emulation scene. With every processor emulated at the
lowest possible level, SNES emulation finally rivals the accuracy levels that
NES emulators have offered for years.
Now, please do understand that this release is not a beta, nor is it even an
alpha. It is simply a preview of things to come, and as such you can consider
it a pre-alpha. There are many caveats at this time.
First, it is very slow. More than twice as slow as v063 official. There have
been absolutely no optimizations whatsoever to the new dot-based renderer. I
do expect to be able to speed this up significantly in future releases.
Second, this may lock up on Windows Vista and later for unknown reasons. I
haven't had a chance to look into it; so stick with Windows XP or Linux for
now.
Third, save states are not supported yet. If you try and use them anyway, bad
things will happen.
Fourth, and most importantly, this isn't 100% bit-perfect by any stretch of
the imagination. Off the top of my head, memory is accessed far too often,
the OAM and CGRAM address lines are not controlled by the S-PPU during active
display, none of the various glitches are supported, and the OAM renderer
does not pre-cache the next scanline's sprites, it happens on the same line
for now.
I will obviously be doing my best to improve the accuracy of the
aforementioned things. But even with those missing, this is still leaps and
bounds above a pure scanline-based renderer. It essentially provides 682
times the parallelism. It is enough to finally properly emulate the shadow
effect in Air Strike Patrol, and it finally eliminates the "PPU Hclock render
position" hack once and for all.
Lastly, you'll need the DLLs from v063 official. I didn't bother to include
them this time.
Enjoy!
--
With this release, the final last-generation holdout, the scanline-based PPU
renderer, has been replaced with a true, accurate, cycle-level PPU that
renders one dot at a time. Finally, this fulfills the greatest milestone
remaining in the SNES emulation scene. With every processor emulated at the
lowest possible level, SNES emulation finally rivals the accuracy levels that
NES emulators have offered for years.
Now, please do understand that this release is not a beta, nor is it even an
alpha. It is simply a preview of things to come, and as such you can consider
it a pre-alpha. There are many caveats at this time.
First, it is very slow. More than twice as slow as v063 official. There have
been absolutely no optimizations whatsoever to the new dot-based renderer. I
do expect to be able to speed this up significantly in future releases.
Second, this may lock up on Windows Vista and later for unknown reasons. I
haven't had a chance to look into it; so stick with Windows XP or Linux for
now.
Third, save states are not supported yet. If you try and use them anyway, bad
things will happen.
Fourth, and most importantly, this isn't 100% bit-perfect by any stretch of
the imagination. Off the top of my head, memory is accessed far too often,
the OAM and CGRAM address lines are not controlled by the S-PPU during active
display, none of the various glitches are supported, and the OAM renderer
does not pre-cache the next scanline's sprites, it happens on the same line
for now.
I will obviously be doing my best to improve the accuracy of the
aforementioned things. But even with those missing, this is still leaps and
bounds above a pure scanline-based renderer. It essentially provides 682
times the parallelism. It is enough to finally properly emulate the shadow
effect in Air Strike Patrol, and it finally eliminates the "PPU Hclock render
position" hack once and for all.
Lastly, you'll need the DLLs from v063 official. I didn't bother to include
them this time.
Enjoy!
--
Tags:
模擬器
All Comments

By Franklin
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at 2010-04-10T03:14
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