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A Quest For the Perfect SNES Emulator

An anonymous reader sends this excerpt from the Opposable Thumbs blog: "It doesn't take much raw power to play Nintendo or SNES games on a modern PC; emulators could do it in the 1990s with a mere 25MHz of processing power. But emulating those old consoles accurately — well, that's another challenge entirely; accurate emulators may need up to 3GHz of power to faithfully recreate aging tech. ... As an example, compare the spinning triforce animation from the opening to Legend of Zelda on the ZSNES and bsnes emulators. On the former, the triforces will complete their rotations far too soon as a result of the CPU running well over 40 percent faster than a real SNES. These are little details, but if you have an eye for accuracy, they can be maddening. ... The primary demands of an emulator are the amount of times per second one processor must synchronize with another. An emulator is an inherently serial process. Attempting to rely on today's multi-core processors leads to all kinds of timing problems. Take the analogy of an assembly line: one person unloads the boxes, another person scans them, another opens them, another starts putting the item together, etc. Synchronization is the equivalent of stalling out and clearing the entire assembly line, then starting over on a new product. It's an incredible hit to throughput. It completely negates the benefits of pipelining and out-of-order execution. The more you have to synchronize, the faster your assembly line has to move to keep up."

227 comments

  1. ZSNES is perfect by vga_init · · Score: 1

    I don't care how many times the triforce spins. Seriously.

    1. Re:ZSNES is perfect by FhnuZoag · · Score: 4, Funny

      Haha, yes. I can't wait for the new wave of emulators that make you blow on your hard drives before your roms will work.

    2. Re:ZSNES is perfect by RyuuzakiTetsuya · · Score: 1

      no, but he does cite a more practical example. Speedy Gonzales doesn't work right on most emulators it seems.

      --
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    3. Re:ZSNES is perfect by Anonymous Coward · · Score: 0

      Try to play Mario Kart. You'll change your tune.

    4. Re:ZSNES is perfect by Pieroxy · · Score: 1

      The real question is: When will we have a JavaScript emulator ?

    5. Re:ZSNES is perfect by laederkeps · · Score: 2

      It's been done for the gameboy. There was also an article series about how it might work featured on slashdot a while back.

    6. Re:ZSNES is perfect by ObsessiveMathsFreak · · Score: 3, Interesting

      Well, there is a difference. Here's a ZSNES emulation of the LTTP intro, which you can compare with the Speed Demos Archive run. SDA don't actually accept emulator runs, so the video there is from an actual SNES.

      Now, the TAS videos run doesn't display the same problem, but that was probably run from Snes9x, not ZSNES(technically from a custom Snes9x build supporting re-recording). So the issue is not the processing power required but simply the fact that the Snes9x and ZSNES developers focused on different features.

      Overall, it can be seen from all three videos that in general, a good emulator can emulate the underlying hardware with extremely high fidelity for the vast majority of games and gameplay.

      Fidelity isn't a burning issue in modern 8 or 16 bit emulation. Emulators are now literally concerned with advanced features like recording, "rewinding", and video and audio filters that actually improve the games graphics and sound beyond what the hardware was capable of. The only outstanding feature I personally feel is missing from most emulators is cross platform support.

      --
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    7. Re:ZSNES is perfect by genner · · Score: 4, Funny

      The real question is: When will we have a JavaScript emulator ?

      It's called the Opera browser. It's runs JavaScript but it's not quite the real thing.

    8. Re:ZSNES is perfect by Anonymous Coward · · Score: 0

      Holy crap, I thought I knew EVERYTHING about LTTP, I never knew if you skipped the lantern in your house that the chest next to Zelda would have one.

      Anyway, bsnes is an emulator that focuses on being as accurate as possible to the SNES, it requires significantly higher system specs than your average SNES emulator, and brags of near perfect emulation of every single SNES game, save one, which has an internal flash chip that has not been dumped.

    9. Re:ZSNES is perfect by Hatta · · Score: 2

      Fidelity isn't a burning issue in modern 8 or 16 bit emulation.

      Fidelity is the only thing that matters. Compare any emulator besides Nestopia or bsnes to the real thing. It's not there yet.

      Emulators are now literally concerned with advanced features like recording, "rewinding", and video and audio filters that actually improve the games graphics and sound beyond what the hardware was capable of.

      They really shouldn't be. Recording can be done by external apps. Rewinding, meh, that's just cheating. And video and audio filters never look or sound as good as the real thing.

      The only outstanding feature I personally feel is missing from most emulators is cross platform support.

      I can think of more emulators with cross platform support than emulators without. In almost every case the best emulator for a platform is open source and cross platform. The only exception I can think of is SSF.

      Personally, I think emulators are very important. And accuracy is especially important. But while the hardware is still here and in working condition, I play everything I can on real systems. With the help of mod chips or flash carts as needed. It's superior in every way to emulation.

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    10. Re:ZSNES is perfect by VGPowerlord · · Score: 2

      The real question is: When will we have a JavaScript emulator ?

      It's called the Opera browser. It's runs JavaScript but it's not quite the real thing.

      Internet Explorer's JScript would be a better example.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    11. Re:ZSNES is perfect by LordLimecat · · Score: 1

      And video and audio filters never look or sound as good as the real thing.

      I still have an SNES, and used to play a ton of ZSNES. I also used to play a lot on a GBA emulator. After using some of the graphics filters, I completely disagree. Try blowing a GBA game up to 800x600 without a filter, and then try it with a filter, and tell me theres not a world of difference.

    12. Re:ZSNES is perfect by Hatta · · Score: 1

      I like nice crisp pixels more than I do a blurry mess. I don't even like the filter that comes with the GBA player.

      I never do anything but nearest neighbor scaling, unless it's actually rendering the source at higher resolution, e.g. ePSXe in high res. That works well because the 3d models are vector in nature. For sprites, I don't care whether it's bilinear filtering or if it's HQ3x, I'll pick the nice crisp blocky pixels every time.

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    13. Re:ZSNES is perfect by Anonymous Coward · · Score: 0

      Did you not see people talking in other places about games that freeze up or otherwise break gameplay? It's not just unpopular games like Speedy Gonzales, popular games like Mario RPG have in-game freezes too.

    14. Re:ZSNES is perfect by hairyfeet · · Score: 1

      Here is what I don't get...how come it seems like every system under the sun has been emulated on an x86 PC EXCEPT the one that would seem like it would be the easiest to fricking emulate? I'm of course talking about the original Xbox which was of course an X86 PC in a console shell. You'd think if ANY console would have perfect emulation it would be THAT one, as we are talking pretty bog standard PC hardware. Celeron CPU, Nvidia graphics, plain old IDE drives...wtf? I can find emulators that run pretty decent for just about every other system up to that era including PS2 but no real working Xbox emulator.

      And I can't comment on how dead accurate it is but for me the best emulation platform that ever was was and is the Dreamcast. I still have my circa 2000 Dreamcast just for running emulators. Being able to just pop in a CD and have all my classic NES games ready to go? That's nice. No need for mod chips either.

      But I'd say your post just illustrates what is great about FOSS not following the rules. i'm sure in most of the west emulators are a grey area at best and illegal at worst, yet it don't keep the emulator scene from having a multitude of choices from a multitude of angles. Care about pixel perfect emulation? They got that at the cost of horses. Only care about the game running? They got that too and you can even pick up handhelds like the Dingoo A320 that let you carry your emulators in your pocket.

      All in all until they fix the total horseshit that is copyrights and patents so that games older than dirt aren't still tied up in legal minefields it is nice the FOSS guys still give us ways to keep these old classic games alive. I may be a Windows guy but I give credit where credit is due and for this I sincerely thank you guys. Sitting down with my two boys and actually having a game like Contra where I can kick their ass, instead of them bitchslapping me all over the place in some MMO fragfest? That's nice.

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    15. Re:ZSNES is perfect by tapspace · · Score: 1
    16. Re:ZSNES is perfect by Guspaz · · Score: 1

      I'd love to know how you got crisp blocky pixels from your NES in the 1980s, because I certainly didn't. I got a wonderfully softened image from the 1980s TV tubes, and "crisp blocky pixels" are the opposite of fidelity.

      True fidelity would also simulate the display presentation. The simple TV filters provided with most emulators do an OK job, although they normally just do horizontal linear interpolation and then simulate a scanline effect for the vertical. But some people out there go farther than that and try to emulate all the strangeness of the NTSC signal, and sometimes even try to emulate CRT subpixels. Which isn't as silly as it sounds, when you consider that my $750 LCD monitor's resolution (2560x1440, or 1920x1440 for 4:3), which cost less than a decent TV back then, has a high enough pixel density to do that.

      Playing NES and SNES games with nearest-neighbour filtering always felt off to me, because it never looked anything like that on a real NES/SNES and TV back in the day. Something about how sharp it was just felt fake. A simple bilinear interpolating filter, while not authentic, looks a lot closer to a real NES/SNES than nearest-neighbour ever did.

      The GameBoy might be a good counter-example, since it was an LCD, but few emulators bother to simulate the super low contrast ratio of those impossible to see screens :)

      The 3DS virtual console's classic GB emulator is actually pretty faithful. It gives you the choice between 1:1 pixels and bilinear interpolation, and between greyscale display (as most emulators show) and a low-contrast colour pallet that simulates the green shades of a real GB. It's nice that they give you the option to go for fidelity if you want, or just play scaled up with high-contrast greyscale if you don't want.

    17. Re:ZSNES is perfect by Whorhay · · Score: 1

      Funny that you should mention emulating a xbox, as that's what I use for my emulating needs. I spent about four months without the use of a PC for gaming and so bought a premodified xbox. The shop was nice enough to load it up with a wide selection of emulators and roms. I still use it everyonce in awhile to play games with visiting nephews.

    18. Re:ZSNES is perfect by Hatta · · Score: 1

      You have a point there. Pixel perfect display is not fidelity, but that's one case where I think it's actually an improvement. In fact, I go as far as to upgrade my actual console's video-out to get the best display I can. RGB out on a CRT is really a thing of beauty.

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    19. Re:ZSNES is perfect by Guspaz · · Score: 1

      There are a few xbox emulators. The most famous of which is Cxbx, which is still semi-actively maintained (in a fork after the original author abandoned it):

      http://shogun3d-cxbx.blogspot.com/

      It's not the only one. There was another one that came out early on that emulated Halo (and only Halo). Like Cxbx, it was also a high-level emulator. I don't remember the name of that one. Another is DxBx, which has a handful of playable games. There might be some others.

      Overall, the reason why XBox emulation is so primitive compared to other consoles in the same generation is lack of interest and need. The XBox wasn't all that successful (It was Microsoft buying their way into the market, which *was* a smart move, but they knew going in that the first XBox would lose a ton of money), and most of the games that were popular on it were also available on other platforms that do have decent emulators (GameCube, PS2) or don't need emulators (PC). Even then, most of the popular games *are* supported by the XBox emulator that comes with the XBox 360, so even if the game isn't available on a different platform, and you can't emulate it on a PC, you can probably emulate it on a 360.

      Just because the 360 ran x86 doesn't mean emulation is trivial. Even if you treat it like a PC to be virtualized rather than a console to be emulated, you've got the unenviable task of writing the simulation of an entire operating system (which, while not based on Windows, does use a similar API, plus DirectX), and since there's very little hardware abstraction going on, you *do* need to emulate (or at least translate for) all the other components like the GPU.

      Look at projects that try to accomplish similar things, like WINE. WINE doesn't even have to do nearly as much, since it just has to simulate the API and not any of the hardware, but even WINE is still woefully incomplete after 18 years of development by a large team. Admittedly, part of that is because they're working towards a moving target, but it gives you an idea of how it's really not so simple. Another more specific example might be Direct3D virtualization in software like VMWare. They spent years working on it, and it's still not perfect, and it still has a bunch of limitations. Considering that VMWare has only become more popular on the consumer-level over the years (not least because MacOS switched to x86, leading to a whole lot of Mac users who want to run Windows apps without rebooting into bootcamp), I'm sure they'd had a perfect Direct3D virtualization subsystem years ago if it were that easy.

    20. Re:ZSNES is perfect by LocalH · · Score: 1

      There are a few chances the game gives you to get the lantern. There's also a chest very shortly after you get the sword and shield, that will contain the lantern if you don't already have it.

      --
      FC Closer
    21. Re:ZSNES is perfect by LordLimecat · · Score: 1

      "A blurry mess" is not what I saw when I played Super Metroid with eg Super2xSAI; I remember it being remarkably sharp. Check out the example picture from Wikipedia, and then tell me the TV on the right (2xSAI) is "blurry".

      I suppose if you zoom in 10x, yes, you can see a "blur", but I dont play a game zoomed in to 10x. Scaling from 320x240 to 800x600 will either result in a blocky mess, or if you apply a filter it "sharpens" (that is, makes the image clearer and more understandable) the image through what you are calling "blur".

    22. Re:ZSNES is perfect by Hatta · · Score: 1

      "A blurry mess" is not what I saw when I played Super Metroid with eg Super2xSAI

      Yeah, instead of blurry SAI is distorted. It works OK on some sample images, but in practice it puts in a lot of weird angles that don't look right.

      Scaling from 320x240 to 800x600

      I never do anything but integer scaling. That way it looks exactly as it was designed to look.

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    23. Re:ZSNES is perfect by PwnzerDragoon · · Score: 1

      I don't know how it compares to the Xbox, but I do know the Wii beats the pants off the Dreamcast when it comes to emulation. Besides being easy to mod and not needing any discs, the faster processor allows for better emulation - there's even PSX and N64 emulators for it now.

    24. Re:ZSNES is perfect by Guspaz · · Score: 1

      I've had the opposite experience (as I said, crisp output from classic consoles looks odd to me, and I just don't get the same feeling as a real console), but it should be noted that some games actually rely on the behaviour of RF or composite video output. If you know that pixels are going to blur together, you can exploit that to produce colours that the console can't natively produce, for example. Other games, while not specifically relying on such trickery, probably made certain assumptions about colour gradients in low-bitdepth textures, so what looked like a smooth high-colour texture on-screen might not look nearly as good if you strip away that expected blur.

    25. Re:ZSNES is perfect by petsounds · · Score: 1

      Fidelity isn't a burning issue in modern 8 or 16 bit emulation. Emulators are now literally concerned with advanced features like recording, "rewinding", and video and audio filters that actually improve the games graphics and sound beyond what the hardware was capable of.

      I'd say the article and comments here made pretty good arguments that fidelity may not be a "burning" issue, but certainly an important one. And IMO, regardless of whether it breaks games or not, if you're going to emulate something, then do it right or don't bother. Rewinding and graphic filters are tertiary features, at best.

      But this is how most open-source and free-as-in-beer projects shake out -- you end up with software whose features are left in varying states of completion as the developers move on to features that are shiny and new.

    26. Re:ZSNES is perfect by Hatta · · Score: 1

      Even if you treat it like a PC to be virtualized rather than a console to be emulated, you've got the unenviable task of writing the simulation of an entire operating system (which, while not based on Windows, does use a similar API, plus DirectX)

      That seems like the wrong approach. How about emulating the hardware, and running the Xbox OS from a hard disk image (or real xbox hard drive)?

      since there's very little hardware abstraction going on, you *do* need to emulate (or at least translate for) all the other components like the GPU.

      But that sort of thing has been done for any number of other consoles (PS2, Wii, DS), so that's not a huge barrier.

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    27. Re:ZSNES is perfect by Lord+Byron+II · · Score: 1

      "That seems like the wrong approach. How about emulating the hardware, and running the Xbox OS from a hard disk image (or real xbox hard drive)?"

      But now you're talking about copyright infringement. I know it's ironic since what most emulators are used for, but still, requiring an emulator to use a copied ROM would just get you a nice lawsuit from the gents at Microsoft.

    28. Re:ZSNES is perfect by Guspaz · · Score: 1

      That seems like the wrong approach. How about emulating the hardware, and running the Xbox OS from a hard disk image (or real xbox hard drive)?

      Well, the current maintainer of Cxbx is taking that approach, and he's started a low-level emulation project. But the original author of Cxbx (and most other people who started XBox emulators) had the same thought: "Wait a minute, we don't need to emulate, we can just do high-level emulation and it'll run super fast!" This was relevant, because computers weren't as fast 8+ years ago (when Cxbx was first released) as they are today. But a large part of it is, as I said, lack of interest. Can you name a single game for the XBox that doesn't run on some other platform (be it PC or 360 or PS2 or GameCube)? I'm sure there are a few, but all of the popular ones are probably covered, so there's really a lack of need for a good XBox emulator.

    29. Re:ZSNES is perfect by Anonymous Coward · · Score: 0

      Fidelity is extremely, extremely important - Especially for TASing. Take for example, this slashdot article - http://games.slashdot.org/story/11/02/12/2136205/NESBot-Tool-Assisted-Speedrun-On-Real-Hardware - I built myself one of these (featured at the recent SDA marathon). However, it fails to work for a majority of games (1 out of 10 games sync). This is mainly due to hardware/emulator inaccuracies.

      Therefore, to make syncable TASes, you need to have perfect, or near perfect emulation.

    30. Re:ZSNES is perfect by Hatta · · Score: 1

      Can you name a single game for the XBox that doesn't run on some other platform (be it PC or 360 or PS2 or GameCube)? I'm sure there are a few, but all of the popular ones are probably covered, so there's really a lack of need for a good XBox emulator

      Gunvalkyrie, Spikeout: Battlestreet, Metal Wolf Chaos, Outrun 2 (really really good update!), Otogi 1 & 2, ToeJam & Earl III, Steel Battalion, Tao Feng.

      These are all good games too.

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    31. Re:ZSNES is perfect by hairyfeet · · Score: 1

      Yeah see that is the thing I just don't get. We have all these emulators that do funky as hell chips like the emotion engine and PPC of the PS2, yet here is something that ought to be trivial and it seems nobody can do it? We are talking about a Celeron and a Geforce MX GPU! Hell even the APIs are based on DirectX and the kernel on Win2K.

      So you have a system that unlike the others was documented out the ass (Intel publishes tons of specs on their CPUs, the Nvidia older GPUs have been pretty well specc'ed) and as another poster listed off the top of his head had plenty of good games, yet there seems to be almost ZERO work done? Is it just MSFT hate? I mean we have emulators for some pretty lame systems that had almost no games like Virtual Boy that had to be MUCH more of a PITA to emulate, yet here is a system with hundreds of games, and nothing worth noting? I just don't get it.

      hell if it weren't such a PITA I'd probably just mod the Xbox I have, I'm pretty sure I have an Xbox and a GC from when my boys outgrew them in a closet somewhere, but I just thought it would be nice to play some of those games on my preferred platform the PC. I guess that just ain't gonna happen.

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    32. Re:ZSNES is perfect by Narishma · · Score: 1

      Isn't that how most other emulators work? I know at least that most PS1, PS2 and Amiga emulators require you to have a firmware or bios image which you can dump from a real machine.

      --
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    33. Re:ZSNES is perfect by Narishma · · Score: 1

      Never heard of the other ones but Outrun 2 is available on PC and PS2.

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      Mada mada dane.
    34. Re:ZSNES is perfect by Hatta · · Score: 1

      There are plenty of legal ways to get your hands on an Xbox hard disk image. All sorts of emulators require BIOS files that cannot be freely distributed. I'm not aware of any emulator author being sued on that basis.

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    35. Re:ZSNES is perfect by Hatta · · Score: 1

      Outrun 2006 is on PC and PS2. Outrun 2 is an Xbox exclusive.

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    36. Re:ZSNES is perfect by Guspaz · · Score: 1

      Gunvalkyrie: Good review scores, unavailable on any other platform.
      Spikeout: Battlestreet: Poor reviews, low sales, limited market for emulation
      Metal Wolf Chaos: Never released outside Japan, famous only for how bad it is (in a so-bad-its-good way)
      Outrun 2: Also runs on arcade and 360
      Otogi 1 & 2: Good review scores, unavailable on any other platform.
      ToeJam & Earl III: Mixed review scores, potentially a small market does exist
      Steel Battalion: Mandatory monstrous controller would prevent effective emulation anyhow, but a 360 port is underway
      Tao Feng: OK reviews, possible market

      So, of all of these games, I see three of them (counting Otogi 1 & 2 as separate games, since they are) having potential interest, but the rest, not as much. And for some of them, they either do run on other platforms (like Outrun 2) or have ports in development (Steel Battalion). Some of these games, good or not, didn't sell all that well, which also limits the interest in emulating them.

    37. Re:ZSNES is perfect by hairyfeet · · Score: 1

      Got any links for that? Because I have a Wii (It is gathering dust in the youngest boy's closet while he plays TF2) and every softmod I've seen for the thing has like a 50/50 chance of completely bricking, as in "this unit shall go no further" the wii for good. Personally I'd love to just softmod the thing and load it up with NES, SuperNES, Genesis, etc as at least then we'd get some use out of the $200 paperweight.

      As it is I gave the boys a couple of dual core hand me downs with HD48xx cards and they haven't touched their consoles since. it is all LOTRO and TF2. That is one of the reason why I always preferred PC gaming over the consoles, as it is easy peasy to find a use for an old gaming machine, such as the 3GHz P4 with an X1650PRO that my mom uses for web surfing.

      But if you know a way to softmod that sucker without serious risk of toasting it I'm all ears friend, I'd love to be able to pick up the GC controllers we have and fire up some classic gaming goodness.

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    38. Re:ZSNES is perfect by PwnzerDragoon · · Score: 1

      Homebrew central for Wii is at http://www.wiibrew.org/. The first thing you'll need is the Homebrew channel, which is what lets you do everything. It's extremely unlikely to brick anything; it's been installed by hundreds of thousands of people without issue. The most risky thing you can do is installing BootMii, but only if you happen to lose power for the few seconds it writes to boot memory - Nintendo's official updater is far more likely to brick your Wii, and in fact is so bad the authors of BootMii wrote their own, much safer, update code. I recommend you install BootMii anyways, because you can use it to make an image of the flash memory in the Wii, which you can use to restore it to the state it was when you imaged it; emulators aren't going to do anything, but if you or your kids start tinkering with the internals (whether hacking for the sake of hacking or, uh, less legitimate reasons) it would be handy to be able to unbrick it if anything goes wrong. If you're worried about losing power, borrow a UPS while it's updating and you'll be fine.

      You'll also need to keep an eye on the system updates. Every now and then Nintendo releases a new version of the system software that doesn't add any new features, but does try to disable homebrew. They tend to get cracked quickly (Team Twiizers say they have plenty of cracks they haven't told anyone about yet, so whenever one gets blocked they just pull out another), but until that happens you might not have access to your homebrew channel. I recommend you update to the latest version, then disable automatic update checking. This will prevent any potential game discs from trying to update your Wii and wiping things out, at least until games with future updates start appearing.

      After you install the Homebrew Channel, the first thing you'll want to install is the Homebrew Browser. This tool automatically handles downloading and installing software to your Wii, so you don't have to constantly move the SD card between it and your computer every time you want to install or update something. You can also take a look at WiiBrew's list of homebrew to see what's available. Besides the emulators, some other things to check out are Super Mario War, Piero's Wiicross, ScummVM, source ports of many game engines (Doom, Quake, Descent, Ur-Quan Masters, etc.), WiiMC (a media player), and be sure to take a look at the featured homebrew. There's other quality homebrew there too, I recommend you just try out anything that looks good - it only takes a few minutes to download and install something to try it out.

      I mentioned PSX and N64 emulators in my last post, but be warned they're not quite complete yet. They're functional, but not especially fast or compatible. Still, the Virtual Console proves N64 emulation is possible on the Wii, and the developers behind Wii64/WiiSX are very dedicated to their work, so I have no doubt they'll eventually be complete. Even now, many games such as Super Mario 64, Banjo-Kazooie, and Final Fantasy 8 are at least playable on the emulators.

      BTW, I don't know how much into the Wii your boys got, but in case they lost interest because most of the games on it are shovelware, there are some gems mixed in with the crud. I can personally recommend Zelda: Twilight Princess, Metroid Prime Trilogy, Super Mario Galaxy 1 & 2, Donkey Kong Country Returns, New Super Mario Bros. Wii, Mario Kart, Super Smash Bros. Brawl, and Resident Evil: The Umbrella Chronicles (maybe not so much for the kids, that last one). Though being mostly a PC gamer myself, I can understand if they already tried all that stuff and just prefer the PC; still, I don't like to ignore a good game just because it's not on my favorite hardware.

    39. Re:ZSNES is perfect by Narishma · · Score: 1

      Same thing. Outrun 2006 is like a director's cut version of Outrun 2. It includes everything from Outrun 2 and more.

      --
      Mada mada dane.
    40. Re:ZSNES is perfect by DaVince21 · · Score: 1

      I don't care about the triforce rotations, but... ZSNES is definitely not perfect for the reason that it plays ROM hacks that don't work on a real SNES (and sometimes also vice versa). This is exactly why there are people who need to test their ROMs on something like bsnes, which tries to keep every little original hardware quirk in account.

      Basically, ZSNES is for the (x86) players. bsnes is for the ROM hackers. It's fine that way. Now let's hope more ROM hackers actually start testing their shit on bsnes.

      --
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    41. Re:ZSNES is perfect by Anonymous Coward · · Score: 0

      But the sound emulation sucks compared to Snes9x or real hardware. Star Fox and Star Ocean run twice their normal speed.

    42. Re:ZSNES is perfect by hairyfeet · · Score: 1

      Thanks for the links, I'll be giving those a shot as soon as things slow down here at the shop. As for the boys and the Wii, while like everybody else they liked the motion control thing at first but then I gave them those hand me downs (I built 2 Pentium D 2.6GHz PCs, with 200Gb HDDs and 2Gb of RAM, along with the HD48xx chips and they cost me maybe $100 a piece by salvaging the boards and cases) and once they tried TF2 and LOTRO that was it.

      The sad thing is you don't realize how much age gets to ya until you get smacked in the face with it. I play shooters constantly so i thought "hey no problem, let me teach these boys how its done" and they royally bitchslapped my ass on TF2, I mean HARD. I didn't think my reaction time had gone down THAT much until I faced off against a 16 and a 19 year old in combat. Boy they slapped me around like it wasn't anything. Reminded me of playing with my late sister who was a queen of 2D fighters, she'd smack you down and then combo pile on your ass so hard your character would just lay there jerking like it was having a fit. It seemed I didn't get 20 seconds before the oldest had sniped me or the youngest had flamed me!

      But I will definitely be giving those links a try, it'll be nice to get some use out of the thing instead of letting it gather dust. But once the boys went multicore and HD48xx chips I just don't see them doing much on the consoles anymore, you can fight so many more people online than you can in the consoles. I watched the oldest with his LOTRO raiding party and I swear that bunch was HUGE.

      The youngest occasionally breaks out his DS but I don't think he's played his PSP or Wii since. i really need to see what can be done with a PSP as it might make a good media player for when I'm stuck in the doctor's office but I heard those require crazy priced mem sticks. But any use I can get out of gear we've already bought is a good thing and if I can load up the Genesis and SuperNES games on the Wii instead of the Dreamcast that is one less system I have to hook up when I want to have some retro fun with the boys. Hey maybe I'll be able to school them on General Chaos or Ikari warriors!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    43. Re:ZSNES is perfect by PwnzerDragoon · · Score: 1

      Thanks, glad I could help. I'm 24, so I can't really say I've experienced what you have yet; that said, I have gone back to games I played as a teenager and noticed I'm not quite as sharp as I was back then. Someday I'm going to be playing these games with my kids and get my ass handed to me in a neat little package. At which point I'll launch into rant about how much better games were in my day, before we had these holo-projectors and full-body control suits that are just used these days to cover up the uninspired cookie-cutter designs of games like Call of Duty: Blood from a Turnip and they were fun because the graphics sucked and it was about gameplay, dammit!

      Anyways, I can give you some advice on that PSP as well. Sadly, there's no perfect all-in-one resource for PSP homebrew like there is the Wii; the closest I've found so far is PSP Hacks, especially the forums. If you want to explore your homebrew options, you'll want to install a custom firmware (CFW) on it; which one to use depends on your PSP model and preferences. I personally have a PSP-Go and run 6.39 PRO-B8 on it. Some CFWs install permanently and other require a program to be run every time you start the PSP, which if you use sleep mode instead of turning it off isn't nearly as annoying as it sounds. The homebrew available for it is impressive, though not as good as the Wii; you can get emulators for almost every system up through the N64 - though SNES emulation is a little slow, and N64 is far more so, assuming you can get your game to run at all. Surprisingly, even though SNES emulation isn't perfect GBA emulation is much further along, if you like that platform. And if you have any interest at all in the PSX, the PSP has a near-perfect emulator built in; you can use PSX2PSP to convert disc images into PSP format. It doesn't support dual-shock though, and images with audio tracks are a bit tricky - they don't work at all in 6.xx firmwares.

      As for the memory stick, don't bother with them - get a MicroSD-to-Memory-stick adapter instead, like this one. Or if you have a PSP-Go, you have 16GB of flash memory built in. For your media, use PSPVC to convert videos to something that will play on the PSP. If you want to listen to music, it should handle standard MP3s just fine.

    44. Re:ZSNES is perfect by hairyfeet · · Score: 1

      Hey thanks for the link. That place has those cheap MP4 emulators low enough I'll probably just say to heck with bothering with the boy's PSP and just get one of those. All I really want it for is to play videos and maybe some Sega when i'm stuck in the doc's office.

      24? Jeez. When I was that age we were running Win 3.1 and dropping to DOS to play some 2D gaming goodness and thought we were slick! Enjoy it while you can pup, because life is literally "blink twice and they want the keys". It was like one minute I was changing nappies and the next giving driving lessons. And you'll probably be talking about how "When I was young we had Windows on HARD DRIVES not this 30 bazillion TB holo crap, and OSes could get screwed up too! Little twerps and their self healing OSes, where is the learning?"

      So enjoy it while you can because the time between 20-40 goes up like flash paper. And be sure to not kill yourself working, go out and smell the flowers once in awhile. You only get one spin on the wheel of life, have fun. I may never be rich but I got two happy boys and if one thing can be said it was that mucho fun was had.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  2. Is there an actual article here? by Anonymous Coward · · Score: 0

    Or is this just some guy's blog about how emulators aren't up to par with actual hardware? There's no question being asked here.

    1. Re:Is there an actual article here? by Polarn · · Score: 0

      This is News. News for nerds, stuff that matters.

    2. Re:Is there an actual article here? by ynp7 · · Score: 0

      Some guy's blog. Almost as poorly written as Destructoid, too. Pretty pathetic.

    3. Re:Is there an actual article here? by Hatta · · Score: 3, Informative

      Some guy? Byuu is the author of the finest emulator yet created. He's not asking a question because he knows the answer. He's speaking from his own expertise.

      --
      Give me Classic Slashdot or give me death!
  3. Chipsets by WorBlux · · Score: 3, Interesting

    Isn't the chipsets used just about out of patent, and thus allowing perfect emulation by including a copy of the chips used on a USB device?

    1. Re:Chipsets by Anonymous Coward · · Score: 0

      What does that even mean? A "copy of the chips"?

    2. Re:Chipsets by Anonymous Coward · · Score: 0

      He means make a reproduction of the processors and put them on a usb device, so it does hardware emulation.

    3. Re:Chipsets by Anonymous Coward · · Score: 0

      Ah fair enough, that's a bit more clear.

    4. Re:Chipsets by AmiMoJo · · Score: 4, Informative

      Latency on USB is terrible. It just isn't designed for that sort of thing.

      The problem that the summary alludes to is context switching, changing from one task to another. Every time you do it you have to save data from one task to memory and reload data for the next one. Most operating systems do that and it isn't a problem when you are only switching 1,000,000 times per second even for a fairly low end console.

      Amiga emulation was thought to be nearly impossible because of this, but some clever chap realised that you can do a fairly close approximation and get a reasonably good result while running at the speed of the original machine. TFA doesn't make it clear but I think what it is trying to demonstrate is how the CPU can end up running too fast because in an actual SNES the other hardware causes wait states for memory access and the like which effectively slows it down. Say the CPU wants to access video memory but the graphics chip also needs to use it. Since the graphics hardware can't wait (it would cause corruption on the display) it gets priority and the CPU has to wait instead. The delay is handled internally by the CPU so there is no hint in the game's code that this is happening and a traditional emulator would not take account of it.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    5. Re:Chipsets by NJRoadfan · · Score: 1

      What everyone looks for in an emulator is a "cycle accurate" simulation of the hardware. Its pretty tough to do with any system loaded with custom chips, even more so when its clocked at an oddball speed (relative to PC clocks) like typical NTSC/PAL timings. Both the SNES and Amiga meet both criteria.

    6. Re:Chipsets by petermgreen · · Score: 1

      The emulators I have experiance with work by running in bursts. The "emulation clock" runs much faster than real time for the duration of the burst then stop until the next burst is due so there is no real problem with the emulation clock being a weird speed relative to PC clocks.

      Afaict the main problem is determining all the performance interdependencies of the real hardware and then coding those interdependencies without adding unacceptable performance pentalties to the main emulation loop.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    7. Re:Chipsets by Darkness404 · · Score: 1

      Yes, and you can buy reproduction SNES consoles (and even NES/Mega Drive/SNES combo consoles) online for about $30-50.

      --
      Taxation is legalized theft, no more, no less.
    8. Re:Chipsets by Hatta · · Score: 1

      You can, but the reproduction quality is universally poor. You're better off emulating than you are using any clone console.

      --
      Give me Classic Slashdot or give me death!
    9. Re:Chipsets by Hatta · · Score: 1

      The emulators I have experiance with work by running in bursts. The "emulation clock" runs much faster than real time for the duration of the burst then stop until the next burst is due so there is no real problem with the emulation clock being a weird speed relative to PC clocks.

      Seems like that would cause problems with input latency.

      --
      Give me Classic Slashdot or give me death!
    10. Re:Chipsets by omnichad · · Score: 1

      But are these running hardware chips or are they running general purpose CPU's with emulators?

    11. Re:Chipsets by Moryath · · Score: 2

      Basically, that's already done. NES-on-a-CHIP and SNES-on-a-chip solutions can be found at any anime convention; if you want a really cheap, crappy version you can go to your local shopping mall around christmas and find some really sleazy-skeezy looking Indian or Latino guy hawking the GameStation3D, which has "10,000 games in one" (actually probably about 50 NES and 50 SNES roms with the game numbers on a repeating loop) all crammed into a base station and badly fashioned Chinese-made "controller" where half the buttons don't work. He may also be selling something like this or something like this crappy-ass GBA ripoff called a 'PVP'.

    12. Re:Chipsets by petermgreen · · Score: 1

      Depends how long the bursts are. Afaict the norm is one burst per frame but there is no real reason the bursts couldn't be shorter than that if desired.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    13. Re:Chipsets by TriezGamer · · Score: 1

      If the device itself was running all of the processing, the latency shouldn't be an issue. USB gamepads do not have noticeable latency, so theoretically a program could be written to pass a ROM to the USB device, handle the sound and video output (SNES were rather low-resolution, bandwidth on USB shouldn't be an issue), handle battery-backed RAM (for saves and such), and send control input from the keyboard or gamepad(s).

      The real question I would ask is if this is even emulation at this stage, so much as an actual SNES with a different I/O.

    14. Re:Chipsets by _0xd0ad · · Score: 1

      I'm guessing if you've got that much hardware it would be easier to build an actual SNES than to try to interface it via USB with a computer.

    15. Re:Chipsets by Narishma · · Score: 1

      Probably emulators, judging by all the games they can't run correctly or at all.

      --
      Mada mada dane.
    16. Re:Chipsets by ksd1337 · · Score: 1

      Could they put the system on a PCI Express card then? Give it some original-controller ports, let it handle all the processing, and write a program to interface with it.

    17. Re:Chipsets by WorBlux · · Score: 1

      Then perhaps a PCI with a basic SNES ASIC and a FGPA, so custom chips included in cartridges could be flashed onto the array before starting. Of course it's a lot more expensive, but you could get accuracy easily.

    18. Re:Chipsets by Anonymous Coward · · Score: 0

      Speaking of Chinese-made ripoffs: I bought a fake PSP off ebay, called the PSP MP4 MP5. It has a few quirks but it plays NES, SNES, GB, GBC, GBA and GEN ROMS, most really well. It has an identical screen as the real PSP (or so it seems) and no UMD drive. It takes MicroSDHC instead of MSPD. The box it came in is photocopy of a real PSP box. It even has Sony's phone support number on the box. The DPAD has some issues but the analog control works fine. Best $50 I ever spent. you can also check out Deal Extreme. They have a ton of fake PSPs and fake GBA's. I saw one called the GameBox Advance.

  4. BSNES is perfect by iYk6 · · Score: 1

    I love bsnes. Performance mode only takes about a Pentium 4. It performs perfectly. No crashing or heavy visual glitches. The sound works great. The qt UI was nice, much better than the hacked together UI of zsnes, but I haven't tried the newer phoenix UI. If you have the processing power, there is no reason to put up with zsnes's glitches, crashes, sound problems, or any other quirks any more.

    1. Re:BSNES is perfect by CastrTroy · · Score: 2

      But how much time do you seriously spend in the GUI of the emulator? As long as it plays the game, I would be happy running it from the command line.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:BSNES is perfect by Gordonjcp · · Score: 1

      Actually, a command-line interface would be *better*, because then it would be easy to write your own GUI launcher, or call it from XBMC or whatever.

      Think in terms of a little shell script that just meant you could run a ROM as if it was a normal app.

    3. Re:BSNES is perfect by omnichad · · Score: 1

      That's the way I run mine on MythTV. I wrote my own menus, and when the emulators are launced from the menus, the Exit button on my universal remote is mapped to the keys to exit the emulator.

    4. Re:BSNES is perfect by tepples · · Score: 1

      Actually, a command-line interface would be *better*, because then it would be easy to write your own GUI launcher

      But with a command-line interface, how would one reconfigure game controls after having already started the game?

    5. Re:BSNES is perfect by LordVader717 · · Score: 1

      That isn't the problem. Most emulators do have extensive command-line configuration. The problem is that most users don't go near these settings and they aren't well documented. If all you want to do is enjoy a couple of classic games now and then it's hardly worth trying to get your head around the obscurity.
      If you're willing to invest a couple of hours you might be able to configure your perfect emulator, but with a nice GUI you could have everything you want in minutes.

    6. Re:BSNES is perfect by Gordonjcp · · Score: 1

      Not really, because then you have to wrap your head around the Byzantine complexity of the GUI. It's pretty much always easier to specify what you want, rather than having to click on squiggles and sigils that all look alike, and try and guess what they mean.

    7. Re:BSNES is perfect by PwnzerDragoon · · Score: 1

      bsnes does do this, sort of. It's actually implemented as a .dll/.so/whatever named libsnes, and any program that wants to can load and use it, without needing to implement any SNES emulation on its own. If you want a command-line version of bsnes, a program named SSNES uses libsnes to provide this.

    8. Re:BSNES is perfect by wertigon · · Score: 1

      That actually exists. Check out SSNES which uses bsnes as a library and then has it's own shell wrapped around it. Pretty hardcore stuff, if you ask me. :)

      --
      systemd is not an init system. It's a GNU replacement.
    9. Re:BSNES is perfect by wertigon · · Score: 1

      Not to mention bsnes offers most of the things you want to configure in the GUI, and then I think there are a ton more options in the config file. :)

      --
      systemd is not an init system. It's a GNU replacement.
    10. Re:BSNES is perfect by renrutal · · Score: 1

      Well, bsnes is actually libsnes + qt gui(perhaps qt also handles the input, dunno), so you can easily build another UI as the emulation part is externalized.

    11. Re:BSNES is perfect by LordVader717 · · Score: 1

      A bad CLI has cryptic parameters which are undocumented, no explanation how to use them and won't give you any helpful error messages to get you on track, and requires a dictionary of jargon to even get the ROM to run in the first place.
      But anyway, the point was that most all emulators do have a CLI. Improving upon the GUI goes hand-in-hand with improvements on the CLI

    12. Re:BSNES is perfect by Gordonjcp · · Score: 1

      But it's the same with a bad GUI. You've got an angry fruit salad of little symbols to click on with no real idea of what they do or why you'd want them.

      Bad software is bad software, whether it's GUI or CLI. It's a hell of a lot easier to write a bad, confusing GUI app, though.

    13. Re:BSNES is perfect by LordVader717 · · Score: 1

      With a GUI you're going to have a lot more people try out features and even knowledgeable users can find things faster. Certainly better than sifting through man pages because the setting you want isn't featured in the GUI.

  5. Too much attention to detail by Windwraith · · Score: 2

    I played a lot of SNES games when I was a kid. Then I played those games when I was older in an emulator (it's easier than dusting off the console).

    Any difference is pretty much minor detail. Your memory won't really tell you stuff you see in a modern emulator is wrong, because most people doesn't memorize the amount of time a triforce takes to spin around, and probably doesn't care as long as it shows OK.

    I think you only need emulation that faithful when you are actually writing software for the SNES using an emulator. (Hey, it happened for the NES, why not?)

    1. Re:Too much attention to detail by xouumalperxe · · Score: 1

      You evidently didn't RTFA, where the author enumerates a few cases where the glitches in emulation make for either unwinnable games (like Speedy Gonzales) or for materially worse gameplay (like Air Strike Patrol).

    2. Re:Too much attention to detail by Windwraith · · Score: 1

      Yeah you got me. I saw the news in the RSS feed and posted without having my morning coffee. Now I did, read the article, and wondered why Slashdot doesn't have a delete comment option.

      Either way, seems I am pretty lucky, because I never got such misbehavior when playing emulators. Much less a crash, even under PSP or other homebrew+lowend emulators.
      At most I notice some sound effects sounding different than in TV, and I recently saw someone playing Doom in an emulator and it had rounding errors in the rendering (causing a strange mishmash of pixels, but considering the math involved, it's surprising it even works), but yeah, been lucky.

    3. Re:Too much attention to detail by Luckyo · · Score: 1

      That's not luck. As author notes in the article, popular speed-focused emulator have game-specific hacks for about 50-100 most popular titles, that enable them to work "good enough".

    4. Re:Too much attention to detail by Windwraith · · Score: 1

      I honestly doubt I am playing "50-100 most popular titles", precisely one of the beauties of SNES is the incredibly good software that never left Japan or was too obscure to hit cult status, or software never released in Europe.

      Out of the games I play often, I think the only ones having speedhacks are Terranigma and Illusion of Time/Gaia, I guess Earthbound. I can assert without any doubt that stuff like Great Battle V, Nightmare Busters, Wild Guns, Ninja Warriors Again, Thunder Spirits (sort of like the SNES port of the arcade port of Mega Drive's Thunder Force III), Paladin's Quest (it's kind of lame but there's something about it I like, maybe the HP=MP mechanics), Arcana, Alcahest...those are pretty obscure and still work exactly as the console version that I did try beforehand, and there isn't really any glitch on any of the 3 emulators I played them with.
      The few games I know that glitch, already did in the cartridge version (Lufia 2 US).

      So yeah, I guess it's a bit of luck. Or maybe those games happen to not use specific hacks and/or enhancement chips that might cause glitches in this situation.

    5. Re:Too much attention to detail by Luckyo · · Score: 1

      Not "50-100 most popular titles in retail", but "50-100 most popular among those who emulate".

      In most cases it's a pretty good guess that whatever you're playing is also played by many others. There are obviously exceptions to this, and it's quite possible that you are among the small minority that really does need games that no one else plays.

      There's also an issue of people hacking roms themselves to get them to work with zsnes. Many of the huge torrented libraries you find on the net in fact include such versions of games.

    6. Re:Too much attention to detail by VGPowerlord · · Score: 1

      There's also an issue of people hacking roms themselves to get them to work with zsnes. Many of the huge torrented libraries you find on the net in fact include such versions of games.

      That's funny, because there are tools like GoodSNES that have lists that say which roms have been modified by checking their SHA-1 signatures against a known good database. Roms that are known good are marked with [!], ones that are known to have been "fixed" for emulators are marked with [f], ones that are known to have other hacks applied are marked with [h]. I forget how fan translations are marked.

      The only game that's not a known good in my SNES collection is Terranigma. That has the previously mentioned speed hack applied because Enix had the nasty habit of slowing emulation down when porting games to PAL territories... and the only English version of Terranigma is the UK release (Terranigma was available in Japan and Europe, but not North America).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    7. Re:Too much attention to detail by byuu · · Score: 1

      Without double-checking the list, I can tell you right now that Wild Guns has hacks in most emulators.

      That game will trigger a DMA past the end of NMI, and immediately toggle NMI on the next instruction for unknown reasons. Because of a hardware edge case, the NMI status is cached one cycle sooner than the next opcode.

      Only bsnes and Super Sleuth simulate that delay, the rest hack around it. Without either, the entire in-game screen would flash between the real image and garbage every other frame.

      If you want to see a list of ~100 or so known bugs, you could try here: https://zsnes.bountysource.com/development/bug_report

    8. Re:Too much attention to detail by AoF.Squall · · Score: 1

      One reason he started working on bsnes is because he was writing SNES software that tested in emulators but wouldn't work on a system. So there you go, you disproved your own point! There's also a historical, archival importance to accuracy. the MAME community understands this more than anyone. It is blatantly obvious to some people how innacurate other emulators are. The most obvious is in sound emulation, which is always terrible in other emulators. There are occasionally visual differences that are obvious to most fans, too. I could never get into SNES emulators until I stumbled onto bsnes. It's great to see him finally getting a little press. This is by far the best snes emulator but gets completely ignored.

    9. Re:Too much attention to detail by LocalH · · Score: 1

      GoodSNES (and all the other Good* sets) are shit. I'd recommend No-Intro sets if you can find them - I don't necessarily agree with all their positions but their main goal is 100% known good dumps of retail cartridges. Good* is so inaccurate, there are broken ROMs listed as [!], hoax betas labeled as real, and other such problems.

      --
      FC Closer
    10. Re:Too much attention to detail by VGPowerlord · · Score: 1

      GoodSNES (and all the other Good* sets) are shit. I'd recommend No-Intro sets if you can find them

      I was referring to the program GoodSNES, not some torrent set.

      I prefer to download my roms one by one so I don't have a shitload of stuff I'll never play sitting there. Then I scan them with GoodSNES (and the other GoodTools) to see if they're a known bad rom, "fixed," or "hacked" in some way.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    11. Re:Too much attention to detail by Tenebrousedge · · Score: 1

      Terranigma is a gem, probably the most undeservedly obscure game for SNES. Highly recommended to anyone who hasn't played it.

      --
      Those who advocate genocide deserve every protection afforded by law, and none afforded by common human decency.
    12. Re:Too much attention to detail by LocalH · · Score: 1

      That's my point - you can't always be sure of the accuracy of the Good* labels. It doesn't matter if you run a ROM through GoodSNES or got it from someone who already did, if the info isn't accurate. As an example, last I checked, the "large" Sonic Crackers proto for Mega Drive that has proto TMNT data in the top half is still labeled an "overdump" when an overdump is a dump where the data has wrapped around to the beginning due to lack of address lines being wired up in the cart, not a dump from a board that happens to have two extra unrelated chips. I would even be surprised if that large dump exists nowadays (at least in a widespread fashion, I'm sure some people have it somewhere, hell I've probably got it on an old backup DVD), what with everyone's blind acceptance of Good* labels and the want to get rid of "bad" ROMs.

      --
      FC Closer
  6. No emulator is perfect by Anonymous Coward · · Score: 0

    It doesnt matter what platform the emulator is running on (pc, ps3, Wii, even the official virtual console titles) or what's being emulated (nes, snes). The timing is off on every single one. It's close, payable most of the time, but it isn't a full 100% accurate reproduction.

    1. Re:No emulator is perfect by tepples · · Score: 1

      It doesnt matter what platform the emulator is running on (pc, ps3, Wii, even the official virtual console titles) or what's being emulated (nes, snes). The timing is off on every single one.

      What NES game glitches up in Nintendulator? Or which timing test ROM shows different results in Nintendulator vs. on an NES?

    2. Re:No emulator is perfect by 0100010001010011 · · Score: 1

      Super Mario Bros 3.

      We didn't have NES, but that was the only game me and my friends consistently played. Even 20 years later I still can play the original on NES like nothing happened. The emulators are 99.9% there, but in tricky spots or when jump timing counts, they don't work right. Mario slides just a bit too far or jumps a bit too fast.

    3. Re:No emulator is perfect by JDeane · · Score: 1

      Or a game like Ninja Gaiden on the NES, where your jumps and attacks had to be perfect down to the millisecond... I have used many emulators and the game is completable but you have to compensate for the lag or extra speed depending on the emulator and its a pain.

      I think FCE Ultra on the Wii with no filters turned on is pretty close to perfect NES emulation with the Wiimote. Like you say 99.9% but still not perfect.

    4. Re:No emulator is perfect by X0563511 · · Score: 1

      We'd need to emulate the physical circuitry. That would be expensive CPU-wise, but should be somewhat parallel-able (?) and as CPUs get better, this might become closer to reality.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    5. Re:No emulator is perfect by Guspaz · · Score: 1

      Not to spout "RTFA", but the author addressed this exact point. He points to DICE, the Discrete Integrated Circuit Emulator, which simulates classic games on the transistor level (including propagation). So, this is pretty much as accurate as you can possibly get, unless you want to emulate on the atomic level.

      How is performance? Well, one of the primary games it emulates (on the physical circuitry level, of course) is Pong. The original. Modern computers aren't quite fast enough to run it at full speed, although it's getting there, and the latest version is reportedly playable on high-end hardware. Pong didn't even have a CPU, so imagine how hard emulating an NES's 6502 in real-time... The author actually mentions this as well, he mentions Visual6502, an emulator that emulates on the transistor level but doesn't bother simulating propagation delay. So it cheats a lot for performance. How fast does it run? They report the Python version runs at 27Hz. To emulate an NES, ignoring the rest of the hardware, the 6502 needs to run at 1790000 Hz. That's quite the gap to bridge. If we assume the Python version is a tenth the speed of a C++ implementation, and then go by a Moore's law doubling of performance every 18 months, it will be about 20 years before a modern computer is fast enough to emulate *JUST* the NES CPU on the transistor level, and even then an incomplete emulation that ignores the propagation delay of electricity.

  7. MAME by Rik+Sweeney · · Score: 1

    3GHz for a SNES? Makes you wonder just how accurate MAME actually is.

    Then again, when you go as for as photographing a rom chip under a microscope, I guess there's no doubting the level of dedication.

    1. Re:MAME by Luckyo · · Score: 1

      Nothing new, same was done for speciality chips in SNES cartridges.

    2. Re:MAME by Anonymous Coward · · Score: 2, Informative

      MAME isn't accurate, it's just badly coded. Accuracy is an excuse the current developers use because they're not actually very good programmers, and many of the performance issues just boil down to poorly implemented core features.

      To get a like-for-like comparison, MESS is a side-project of MAME using the MAME code to emulate consoles. It has to rank as one of the worst in terms of both performance AND compatibility. It's actually slower than BSNES and has a compatibility rate worse than ZSNES of 10 years ago.

      The MESS emulation of the SNES is using code from MAME because MAME emulated the SNES for the Nintendo Super System arcade system. This demonstrates how MAME is a prime example of an emulator where the developers have adopted a 'good enough is good enough' mentality. Once the software they want to run works the developers consider it consider it 'good enough'

      With arcade platforms that approach holds up in 99% of cases, each platform usually has only a small number of games running on it, and most users don't have the prior knowledge of the titles to analyse them with extreme scrutiny. When their code is taken and used to emulate systems like the SNES where details are important, it fails. It fails in a similar way when it comes to Playstation, Jaguar, Sega, Amiga and the majority of others too. All you read about Tekken 3 being slow in MAME because the emulator is focused on accuracy holds no weight when you look at the actual accuracy and compatibility rate of the Playstation emulation provided by MAME via the MESS project.

      BSNES is slow because Byuu has masterfully crafted an accurate emulator which emulates the SNES at a level indistinguishable from the real hardware, comparisons with MAME which is just the fruit of shoddy programming, ill-designed subsystems and a poorly conceived development vision are disrespectful.

      I say this as somebody who has submitted code to MAME to fix issues found in MESS and has observed some of the horrors and inexplicably gross hacks and inefficient functions to be found in the MAME code while they continue to claim 'accuracy' as the reason for performance woes.

    3. Re:MAME by bonch · · Score: 1

      Can you give examples of the inefficient functions and gross hacks in MAME?

  8. Always been a fan of ZSNES by neokushan · · Score: 2

    I must have been using ZSNES for over a decade now, possibly even longer. Snes9x was pretty good, too. I never had much of an issue with either emulator, as far as I was concerned, it played the games and it played them just fine. The odd glitch, maybe, but nothing that put me off completing a whole bunch of games I played as a kid, or missed out on.

    However, I do agree with the author of bsnes that "just fine" isn't really acceptable when you want to preserve the computer you're emulating, not just play some games. I believe MAME takes a similar approach, aiming for accuracy rather than speed (Which is why it runs mostly in software and not hardware, hence 3D games like Tekken run very slowly) as MAME is primarily about preserving the games and not just playing them.

    Computing power isn't really an issue, computers will only get faster and faster over time. The computers in use 10 years ago would be eclipsed by even a mid-ranged smartphone today. In 10 years from now, when there's even fewer working SNESes out there, it's good to know that the code will be portable to whatever machines we have at the time and that it'll run games as they're intended. It's not unthinkable that someone might unearth a previously unknown SNES game cartridge only to not be able to find a SNES to play it on. bsnes may well be the only emulator capable of playing it, for one reason or another.

    --
    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    1. Re:Always been a fan of ZSNES by Anonymous Coward · · Score: 0

      The only thing I never really liked about ZSNES was how, when playing Super Mario RPG: Legend of the Seven Stars, the game would stop accepting input in menus for no reason and would require a restart to start playing again.
      The fix was always remembering to open the ROM in PAL mode, but when you've played other games for awhile in between playthroughs, it can easily be forgotten. This was so frustrating that I renamed the ROM "Super Mario RPG PUT IN PAL MODE" because, on many occasions, I would have to restart the game and, having forgotten to save, would have to redo an entire area.

    2. Re:Always been a fan of ZSNES by jez9999 · · Score: 1

      Every now and then, when entering/exiting a room/cave in Secret of Evermore, in ZSNES the game just hangs at a black screen. For this reason (and various other important accuracy issues mentioned in byuu's page), I started using bsnes as my SNES emulator and never looked back.

      I would like to see bsnes have recording functionality but you can't have everything. ;-)

    3. Re:Always been a fan of ZSNES by Anonymous Coward · · Score: 0

      The only thing I never really liked about ZSNES was how, when playing Super Mario RPG: Legend of the Seven Stars, the game would stop accepting input in menus for no reason and would require a restart to start playing again. The fix was always remembering to open the ROM in PAL mode, but when you've played other games for awhile in between playthroughs, it can easily be forgotten. This was so frustrating that I renamed the ROM "Super Mario RPG PUT IN PAL MODE" because, on many occasions, I would have to restart the game and, having forgotten to save, would have to redo an entire area.

      Cool story, bro

  9. Hz != Power by Anonymous Coward · · Score: 3, Insightful

    3GHz is a measure of frequency, not power. Words mean things, use them correctly.

    1. Re:Hz != Power by M0j0_j0j0 · · Score: 1

      Correct , could not agree more, Triforce is the real power, and it cannot be measured !!

    2. Re:Hz != Power by tepples · · Score: 1

      Power is work per unit time. Frequency is cycles per unit time. Assuming work per cycle is constant, power is proportional to frequency. So what was your objection?

    3. Re:Hz != Power by catmistake · · Score: 2

      hmm... ya caught that but didn't cathch this?

      as a result of the CPU running well over 40 percent faster than a real SNES. These are little details, but if you have an eye for accuracy, they can be maddening.

      SNES CPU frequency is 3.58MHz,
      40% faster than that is 5.01MHz

      There's the problem! He's using CPU's from the late 1970's to emulate a console from the early 1990's!

    4. Re:Hz != Power by smallfries · · Score: 1

      His objection is almost certainly that work per cycle is not constant. Why assume something that is clearly false?

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    5. Re:Hz != Power by Sancho · · Score: 1

      I assumed he was referring to the emulated CPU.

    6. Re:Hz != Power by Osgeld · · Score: 1

      so your saying that processors have not gotten more powerful over the last 2 decades and if I could overclock my pentium90 to 3ghz it would perform exactly the same as a i7

      right

    7. Re:Hz != Power by X0563511 · · Score: 1

      But it is constant, once you get the time per cycle to be granular enough.

      Think of it as approximating a curve. The more "samples" per second, the closer and closer to the actual curve you get. Except in this case, the curve really is stepped once you get close enough, which means it's not an "approaching infinity" problem any more.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    8. Re:Hz != Power by tepples · · Score: 2

      so your saying that processors have not gotten more powerful over the last 2 decades

      An Atom CPU, the kind of CPU likely to be found in a nettop PC that might be hooked up to a large monitor, does about the same amount of work per cycle as a P4 did.

      and if I could overclock my pentium90 to 3ghz it would perform exactly the same as a i7

      That's exaggerating things a bit, but a dual core doesn't speed up multiple processes; it just lets you run more than one process at once. I don't see how the core of a cycle-accurate emulator can be multithreaded. If you emulate each component of a system (65816, PPU1+PPU2, SPC700, DSP) in a separate thread, the overhead of locking to ensure synchronization between emulated components begins to overwhelm the gain of running things in different threads in the first place.

    9. Re:Hz != Power by tepples · · Score: 1

      His objection is almost certainly that work per cycle is not constant.

      To me, the wording of AC's comment sounded like a pedantic "Quantity X and quantity Y are not commensurable and thus can never be compared" retort. So I offered a unit conversion by which they could be made commensurable. A proper response, like Osgeld's below, would begin to explain why this conversion factor is not constant.

    10. Re:Hz != Power by Osgeld · · Score: 1

      while being X times smaller and using 1/3rd of the power, besides thats a pretty bad example as it was designed using the P4 and it does not represent modern technology, but that does not matter it should be the exact same power as a 1.6ghz Pentium ///?

      and forget about multi core for a second, your telling me that a pentium running a single core application at 3GHZ would perform just as well as a i7 running the same single core application? That the only thing that has happened in the last 20 years is that clock speeds rose and no other functionality was introduced into the i386 architecture so the cpu can process more complex data in shorter times?

    11. Re:Hz != Power by hxnwix · · Score: 1

      somehow i think the gp knows better

    12. Re:Hz != Power by Guspaz · · Score: 1

      An Atom CPU, the kind of CPU likely to be found in a nettop PC that might be hooked up to a large monitor, does about the same amount of work per cycle as a P4 did.

      That's not really a fair example, since Intel hasn't touched the Atom's microarchitecture since 2008 when it first came out, and the architecture itself is a throwback to processor designs from the late 80s to early 90s (i486/i586). It's reportedly half the performance of a Pentium-M, and that's about how much faster the Pentium-M was compared to the Pentium 4, so it makes sense that the performance of Atom would be about on-par with with P4 clock-for-clock. Of course, the Pentium-M is much less performant clock-for-clock than a modern Sandy Bridge i7...

    13. Re:Hz != Power by Lehk228 · · Score: 1

      There is no universal measure of cpu speed, but clock frequency makes a decent approximation, especially when combined with core count

      --
      Snowden and Manning are heroes.
    14. Re:Hz != Power by Achra · · Score: 1

      Exactly. This comes back to the problem that I _JUST_ ran into with this article. I read that there are some neat accurate emulators I hadn't even heard about (Nintendulator & bsnes).. Cool! Let's see, what are the hardware requirements?

      Nestopia 800mhz
      Nintendulator 1.5ghz
      bsnes 2-3ghz

      These values mean absolutely NOTHING performance wise. I have Athlon XP 2500's that clock in at 2ghz. I also have Athlon 64 3700 that clocks in at 2.2ghz. Does that mean that the two processors are roughly equivalent? NO! It doesn't. It just means that the two processors have a similar frequency oscillator attached to them. It doesn't mean ANYTHING about the actual performance requirements to run these games. I still don't know if the kids' computers will push Nintendulator for example, since they are all 2ghz Athlon XP machines. I also don't know if my OWN computer (Athlon64x2 6000+) will push bsnes with its two cores clocked at 2.5ghz each. Oscillator frequency means nothing unless you also include what particular processor (running at that oscillator frequency) the software requires. Even then, I've still got to go through the interesting headgames, trying to decide if my XXX is vaguely equivalent to YYY.

      --
      Each processor would proceed sequentially as if it had been better for them not to rise against Saul.
    15. Re:Hz != Power by smallfries · · Score: 1

      Yikes. Let's start with some basics: power (in the physics / mechanics sense) is not related to power (in the computational performance sense). They share a name, but nothing of their meanings overlaps. So in trying to make the two quantities commensurable you did not succeed. Frequency is s^-1. Power (in the computational performance sense) is tricky to define exactly, but all possible definitions would include some unit that is derived from a number of computational units of some form. Let's take MIPS as a quick example as all measures of this form are flawed in at least one way. So Power (in this context) would have dimensions of the form Is^-1, rather than s^-1.

      This is the point that the GP was making. He didn't spell it out in any further detail as this is seriously well trodden ground going back to the Megahertz wars. While Osgeld touches one aspect of the problem he doesn't really cover it. This is why I left my point general: work performed per clock-cycle varies depending on the type of workload and the execution context (previous trace) *within* a single model of processor. It also varies between models of processors. This is why we don't measure performance in MIPS, and why GLOPS are a notoriously loose definition of performance. Really the AC's original point was a good one "Words mean things, use them correctly."

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    16. Re:Hz != Power by smallfries · · Score: 1

      What you have said makes no sense at all. Work in a processor is a discrete quantity, not a continuous level.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    17. Re:Hz != Power by X0563511 · · Score: 1

      It's not a single processor, it's multiple independent processor-like devices. There might be a maximal amount of work that can be done in a discrete piece of time, but the actual work done is not constant.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    18. Re:Hz != Power by Anonymous Coward · · Score: 0

      Language is fluid. Words only have the meanings we give them, and you knew what he meant, so what's the problem?

    19. Re:Hz != Power by smallfries · · Score: 1

      So you were disagreeing with me saying:

      His objection is almost certainly that work per cycle is not constant.

      And the basis of your argument is:

      ... in a discrete piece of time, but the actual work done is not constant.

      Well, your argument certainly wins points for subtlety.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    20. Re:Hz != Power by tepples · · Score: 1

      work performed per clock-cycle varies depending on the type of workload and the execution context (previous trace) *within* a single model of processor. It also varies between models of processors.

      You make good points. Allow me to refine the definition: The proportionality constant between computational power and clock frequency corresponds to the instructions-per-clock value corresponding to the bsnes workload (known) and the CPU model inside the computer on byuu's desk (unknown, but probably either a Core 2 or a Core i series).

    21. Re:Hz != Power by smallfries · · Score: 1

      That works better. Defining bsnes as a specific benchmark does produce something to measure. One potential problem would be that there may be a non-linear relationship between the processor frequency and the benchmark performance, so your proportionality would be between the frequency and some function of the work. That would depend on the size of the working set inside bsnes (which I know nothng about) and exactly how it accesses memory.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    22. Re:Hz != Power by maxume · · Score: 1

      Without meaning to argue with what you said, the Pentium 2, Pentium 3 and Pentium 4 aren't so far from being Pentium Pros adjusted to run at higher clock frequencies (and if I remember correctly, the Pentium Pro is quite a lot more similar to a 486 than to a Pentium).

      --
      Nerd rage is the funniest rage.
    23. Re:Hz != Power by X0563511 · · Score: 1

      I think maybe I'm just confused and should shut my mouth. I'll be doing that now. Apologies.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    24. Re:Hz != Power by Osgeld · · Score: 1

      yea ok its not, anything newer is a radical redesign of the chip, for one the bus is not directly connected to the cpu like it is in a 486, its closest family member is a pentium II

  10. snes9x? by Anonymous Coward · · Score: 0

    No love for snes9x ? I may be behind the times but it was awesome.

    1. Re:snes9x? by Anonymous Coward · · Score: 0

      It was awesome in that it was C and thus portable to non-x86 architecture, but there are rumors the next iteration of ZSNES will dispense with the minimal reliance on assembly. Awesome will be had that day if true (if it ever comes out! Arrrrrrrr, the developers are quite secretive).

  11. Not really emulation then by AC-x · · Score: 1

    That's not emulation, that's having the actual hardware. You may as well just build a whole snes...

    1. Re:Not really emulation then by madmayr · · Score: 1

      and you would loose the nifty feature of an emulator: temporary emulation speed boost (which is why i really like them)

    2. Re:Not really emulation then by ByOhTek · · Score: 1

      Add a "turbo" button.

      --
      Self proclaimed typo king, and inventor of the bear destroying coffee table (patent not pending).
    3. Re:Not really emulation then by madmayr · · Score: 1

      Add a "turbo" button.

      and how should this hardware magically run faster just because of a turbo button?

    4. Re:Not really emulation then by Khyber · · Score: 1

      You don't know how the NES and SNES games were programmed, do you? HEAVILY dependent upon clock cycle.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    5. Re:Not really emulation then by Tacvek · · Score: 1

      Considering that in all likelihood when you remade the processor, you used a smaller process size than the original[1], and that when you use a smaller process size you generally scale the elements to fit[2], the maximum stable clock rate of your remake should be higher substantially greater than the clock rate of the original If the turbo button was a simple clock rate switch, it could speed things up.

      The only particularly tricky parts are sound and video, since if you don't compensate for the increased clock rate, these output would be garbled. (I'm assuming that this hypothetical USB device includes the audio video hardware, connected to a a modern video/audio capture chip for display/reproduction on the computer.

      [1] Since it can be hard to find a fab for the original process size.
      [2] While you could use the smaller size to make the chip at the original scale, that is wasteful.

      --
      Stylish sheet to fix many problems in Slashdot's D3: https://gist.github.com/801524
    6. Re:Not really emulation then by Anonymous Coward · · Score: 0

      Add a "turbo" button.

      and how should this hardware magically run faster just because of a turbo button?

      my 486 had a turbo button

    7. Re:Not really emulation then by ByOhTek · · Score: 1, Funny

      The turbo buttons on PCs of the 90s weren't magic, but they worked. If you really need an explanation of why/how, slashdot may not be the best place on the net for you. Have you tried digg or /b/? they may be more suited for individuals of your... needs.

      --
      Self proclaimed typo king, and inventor of the bear destroying coffee table (patent not pending).
    8. Re:Not really emulation then by dintech · · Score: 1

      Because 'turbo' is actually a misnomer. It's really a 'go slow' button that's on most of the time. In days gone by it was added to new PCs to aid compatibility with much older software that used the processer clock speed in timing operations, like cursor blink rate and so on. Your new zippy 100Mhz 486 could be switched to run at 25MHz or whatever.

      It follows that the homebrew SNES would have hardware that is way more powerful than necessary. It would normally be in in 'slow' mode and only fully unleashed when you pressed the 'turbo' button.

    9. Re:Not really emulation then by blueg3 · · Score: 1

      Spoiler: It wasn't actually a "turbo" button. It was really an "anti-turbo" button for intentionally slowing your computer down.

    10. Re:Not really emulation then by AdamWill · · Score: 1

      if it had hardware that was way more powerful than necessary it wouldn't be a homebrew snes, would it? it'd be a somewhat similar arrangement of hardware that you hoped would run the software more or less okay. thus kinda defeating the point.

    11. Re:Not really emulation then by PwnzerDragoon · · Score: 1

      Which actually magically made your computer slow down, for running programs the rely on slow processors (badly programmed games, mostly). Same principle, but it slowed the clock rate rather than increasing it.

    12. Re:Not really emulation then by jgtg32a · · Score: 1

      A few years ago they replaced the CPU of an xbox taking it from something like 700Mh/z to something like 1.2Gh/z, there were quite a few games that sped up as a result.

  12. Attention to detail, or games will crash by iYk6 · · Score: 5, Informative

    You seem to be missing the point. The triforce spinning was probably a bad example, since it's not that important. The problems with inaccurate emulators range from annoying visual glitches, to crashes, to actually making a game unbeatable. Star Ocean, for example, will sometimes crash in zsnes, but I haven't experienced that in bsnes. The battles run at double speed, much like the triforce in LTTP. Playing Yoshi's Island in zsnes, any level with those giant fuzzballs will tick every time you move. It's nauseating to get through. In zsnes, Super Mario RPG battles will sometimes de-sync to the point that the music and animations will continue, but your input will no longer work and you have to reset the game.

    In Speedy Gonzales - Los Gatos Bandidos, if you're playing with zsnes, you can't even beat the game, because it doesn't emulate everything necessary to do so. In Sink or Swim, the room fills with water, and you need to swim above it. But because of timing and speed issues, the room fills up much too fast and you will drown instantly.

    You can read about some of these issues, and many more, here: http://byuu.org/bsnes/accuracy

    1. Re:Attention to detail, or games will crash by Windwraith · · Score: 1

      I admit I didn't RTFA, although I never experimented such issues...for whatever reason.
      Although you happen to mention games I only played on real hardware...never really tried emulating them. But I will take your word for it.

    2. Re:Attention to detail, or games will crash by hansamurai · · Score: 1

      Touch Fuzzy, Get Dizzy

    3. Re:Attention to detail, or games will crash by Anonymous Coward · · Score: 0

      The battles running at double speed in StarOcean ruins the game, but most emulamers don't even know it any other way.

    4. Re:Attention to detail, or games will crash by Anonymous Coward · · Score: 0

      "Byuu" also misses the point. The point of hardware emulation is ultimately about facility in accessing old software. Okay, so I can't play Speedy Gonzales correctly. What I can do in Snes9x or ZSNES is play *every game I actually care about*. With the Byuu emulator, I can't play *anything at all* because my 2.5 GHz dual-core computer is too slow to run it. So in my case, which of those emulators are successful?

    5. Re:Attention to detail, or games will crash by Anonymous Coward · · Score: 0

      Best. Level name. Ever.

      I don't know if it's a reference to sex or drugs or both, but I'm for it.

    6. Re:Attention to detail, or games will crash by jez9999 · · Score: 2

      I have an Athlon 64 and I can just about play SNES games smoothly with bsnes... so it's definitely usable. Things will only get better as CPU speeds increase.

    7. Re:Attention to detail, or games will crash by byuu · · Score: 1

      Why would you quote my name? :/

      My first PC was a 25MHz 486SX. You will have a PC fast enough for bsnes one day. In fact, you can get such a system for ~$100 used today. And then you can play every game you care about, and every game that people other than you care about as well. Whereas you probably won't be using ZSNES on your new Windows 10 box that lacks 32-bit run-time libraries.

      Anyway, something else is wrong if 2.5GHz isn't enough for you. But it doesn't seem like you are interested in troubleshooting, so no worries. Sorry that my software gave you a hard time.

    8. Re:Attention to detail, or games will crash by byuu · · Score: 1

      My Intel Atom @ 1.6GHz can get 80fps, so yes, it's most definitely a configuration issue. Or perhaps he is using the accuracy profile. I really need to be more clear on the downloads page about the performance of the three profiles.

      Ex: http://img405.imageshack.us/img405/9608/zelda3v.png

    9. Re:Attention to detail, or games will crash by Vegeta99 · · Score: 1

      Wikipedia says the German name for the level is "Lustiges Sporen Drama" - "Funny Spore Drama", the initials of which are LSD. LSD starts with ergot spores =)

    10. Re:Attention to detail, or games will crash by Em+Adespoton · · Score: 1

      Also, Byuu has been working on an accurate emulator... the ZSNES guys wrote something that was more of an emulator/simulator hybrid -- there are patches all over the place to make certain *games* play perfectly, even though they'd fail miserably if left to the emulation core. Thus, for most popular games, ZSNES works just fine because it's simulating the console result, not emulating the hardware accurately.

      Games like Star Ocean and Tales of Phantasia are interesting due to the on-board processors in the cartridges and the fact that the games were released in Japan only -- you actually have to emulate the cartridge as well as the console, and most people who'd be checking for "realism" are playing a patched ROM with the English homebrew translation.

    11. Re:Attention to detail, or games will crash by Anonymous Coward · · Score: 0

      To add to it, the music and graphics are quite messed up in many games, a good example I like to use is chrono trigger, I've yet to see an emulator get the colors and effects right, and the music and sounds while really close sounds a bit harsh in the emulated version. You'd never know the difference if you'd never played the game off the cartridge though, it's still amazing emulated, but comparatively there are a LOT of problems in most games. (hell, if you want to see a game with major speed and timing issues, look no further than kirby's superstar)

  13. this comment powered by linux by decora · · Score: 0

    on a website powered by apache!
    on a computer powered by AMD.

    on a system created by software 'engineers'

  14. Emulation of TV screen or PC CRT often forgotten by Kanel · · Score: 1

    If you take an old game that ran on a TV screen and emulate it in fullscreen on a modern PC, you will see every pixel clearly.
    You never saw those on the TV. The pixellated Super Mario character was designed with the signal to noise ratio of an old TV in mind. When a modern emulator does not blend these pixels together like old blurry TVs did, the graphics look more blocky than they ever did originally. I can still see this in emulated computer games as recent as monkey island 2, which I originally played with a CRT monitor.

    AFAIK, the resolution and post-processing needed to emulate the old screens faithfully is actually a bit demanding.

  15. you need to get yourself a girlfriend...... by Anonymous Coward · · Score: 0

    seriously you do, they are great fun and can do things with (to) you..... over time you will stop thinking about such matters as spinning triforce animations....

  16. imagecfg by Anonymous Coward · · Score: 0

    I had problems with grim fandango that were solved by forcing it to use one core in windows with imagecfg. Or does the problem sit deeper than just the number of cores?

    1. Re:imagecfg by metalgamer84 · · Score: 1

      What does this have to do with the emulation topic at hand?

  17. Re:Emulation of TV screen or PC CRT often forgotte by caius112 · · Score: 2

    Do you mean something like this?

  18. Forget emulation by lyinhart · · Score: 0

    If you want perfection, use the real games and the actual hardware, preferably with an RGB mod and a CRT display: http://www.chrismcovell.com/gotRGB/index.html

    To play rare or impossible to find titles, just download the ROMs and use something like this to play it on the actual hardware: http://krikzz.com/severdrive.html

    But if you want portability and don't care about accuracy, you go with emulation.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
    1. Re:Forget emulation by Anonymous Coward · · Score: 0

      Does the Super Ever drive support the translation of Star Ocean, or SoM 3?

    2. Re:Forget emulation by tepples · · Score: 1

      preferably with an RGB mod

      Unless your game is like Blaster Master for NES and uses the composite artifacts to fake more colors. I'll grant that this was less common on the Super NES than on the Genesis and NES due to the bigger palette of the Super NES.

      To play rare or impossible to find titles, just download the ROMs

      Which publishers offer such lawful downloads?

    3. Re:Forget emulation by Stormwatch · · Score: 1

      If you want perfection, use the real games and the actual hardware, preferably with an RGB mod and a CRT display

      There's a downside to perfect picture quality. Developers relied on the crappiness of composite video; they used dithering to create transparencies and extra colors, especially on the Mega Drive.

    4. Re:Forget emulation by c0d3g33k · · Score: 1

      If you want perfection, use the real games and the actual hardware, preferably with an RGB mod and a CRT display

      It's possible you didn't read the TFA thoroughly, because the author discusses this point. One of the reasons to strive for perfect emulation is preservation (of the original gaming experience) as the (abundant, for now) hardware becomes scarce. At some point, very few people will have the actual working hardware. What then?

      From TFA:

      Take a look at Nintendo's Game & Watch hardware. These devices debuted in 1980, and by now most of the 43 million produced have failed due to age or have been destroyed. Although they are still relatively obtainable, their scarcity will only increase, as no additional units will ever be produced. This same problem extends to any hardware: once it's gone, it's gone for good. At that point, emulators are the only way to experience those old games, so they should be capable of doing so accurately.

    5. Re:Forget emulation by VGPowerlord · · Score: 1

      To play rare or impossible to find titles, just download the ROMs

      Which publishers offer such lawful downloads?

      Have you ever heard of the Wii Virtual Console?

      There's a list of publishers that use it somewhere, I'm sure.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:Forget emulation by Applekid · · Score: 1

      If you want perfection, use the real games and the actual hardware, preferably with an RGB mod and a CRT display: http://www.chrismcovell.com/gotRGB/index.html

      To play rare or impossible to find titles, just download the ROMs and use something like this to play it on the actual hardware: http://krikzz.com/severdrive.html

      The problem with both of these issues, and IMO the point behind emulators, is that hardware does not have an infinite life. You're already seeing NES consoles out there with dead PPUs, controllers so worn that they're unusable, hell, I'd wager 90% of the machines out in the wild need their capacitors replaced. I'm picking on the NES, sure, but it's well along the path that all our beloved console stuff will travel down. There were a huge number produced, but that number is certainly not infinite. Eventually there will be no hardware to be had and the only way games for them will continue to exist is if they're virtualized in emulators.

      On an aside, while I don't own any, I've heard that those with review and prototype carts out there won't even power them up in fear that they might discover the EEPROMs have degenerated and its contents have disappeared into entropy.

      --
      More Twoson than Cupertino
    7. Re:Forget emulation by LocalH · · Score: 1

      Which is why people who own such carts and refuse to get them dumped (whether to be released publically or not) deserve to have them stolen, dumped (for preservation), and returned. Luckily, there are far less such people than in the past. They don't realize that if they get the media backed up, they can revive their cart when it does succumb to bit rot.

      --
      FC Closer
    8. Re:Forget emulation by lyinhart · · Score: 1

      No, the problem is there's no such thing as "perfect" emulation. The same way music from phonographs won't be exactly the same when they're converted to MP3s, by definition emulation will never be the same as the real thing. From differences in how the game is emulated, to using different controllers or different display technology, there is no perfect emulation. It can come close though, and in that respect emulation has succeeded.

      --
      Freedom is drinking a beer in the park when you're supposed to be at work.
    9. Re:Forget emulation by lyinhart · · Score: 1

      Yes, I know this and I read the whole site too. But in most cases, the positives outweigh the negatives. Things like color bleeding and soft pictures that obscure the detail in backgrounds are far worse than noticeable dithering.

      --
      Freedom is drinking a beer in the park when you're supposed to be at work.
  19. Not a problem at all by vlm · · Score: 0, Troll

    Attempting to rely on today's multi-core processors leads to all kinds of timing problems.

    No, not at all, unless you're practically trying intentionally to screw it up. I've done a lot of work on emulators, admittedly mostly for DEC and IBM big iron, and the other extreme of emulating embedded microcontrollers, rather than video games. But video games are pretty simple compared to a large virtual mainframe installation.

    The way you use multi-cores is the same way you use multi-cpus. One core/cpu does all the "thinking" and the other cores/cpus do ALL the behind the scenes heavy lifting. For example, the cpu emulator process/thread/hardware cpu does NOT handle local file access, it does NOT handle the real machine's "audio interface of the month", it does NOT handle whatever video-graphical-console interface the real machine provides, it does NOT interact with the real machines window manager, it does NOT process the real world machine's network packets. If your "CPU emulator" core/proc is also responding to pings from the real LAN, you're doin it wrong (or at least you need to buy more cores/procs, etc).

    If the emulated machine had multiple processors or some peripheral processor, then you can run the FPU or keyboard controller or graphics proc or whatever on a separate real core/processor. Each call involves a tick counter, and each call ends with a loop waiting for the tick counter to hit the correct value before returning "done" status to the main.

    Even the main machine needs a tick counter, and some sleepy calls. Crude systems do some arithmetic on the RTC to see how many ticks have been processed vs should have been processed and then sleep till then, maybe every X ticks. Advanced systems have a sleepy routine each and every tick, and a synthetic PID controller that adjusts the sleepy routine rather often. The fanciest systems which are usually too slow for videogames or realtime use "real time" for each instruction, including modeling of the current position of the disk drive arm and the suction level of the tape drive pumps and such.

    Someone who's challenged by the concept of atomic transactions is going to be confused by them in emulators, just like they'll be confused by them in database transactions or any other app. Same deal with semaphores, fixing deadlocks, etc. There's nothing "really tricky" about programming emulators vs anything else.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    1. Re:Not a problem at all by AdamWill · · Score: 1

      RTFA. You're working on entirely different levels. The amount of 'thinking' involved in emulating a 20 year old video game console is, obviously, below trivial for a modern PC (or graphing calculator, frankly). If we're going to continue with the metaphor, accurately emulating a NES is more a problem of emulating the precise eccentric way in which it thinks. Anyway, there's a perfectly good technical explanation of why it's a problem right behind the link in the summary. It's written by a guy who's been doing this for years. Just go read it.

  20. TV emulation by tepples · · Score: 1

    I know some games' graphics appear to have been designed with TV output in mind. Old consoles take shortcuts in generating a composite video signal. These shortcuts produce visible artifacts, and a few games take advantage of these artifacts by placing pixels in odd places to produce richer textures with more apparent colors than the system can produce at once. NES emulators at least have been emulating TVs for years. I almost can't tell the difference between a game running on an NES displayed on my Vizio TV and the same game running in Nestopia on a PC hooked up to the same TV.

  21. Re:To summarize the summary by vlm · · Score: 1

    "Computers need to be very fast to emulate something slow enough to be accurate."

    Yeah, I don't see anything wrong with that theory. It's kind of like how I always drive my Ferrari at 5 miles an hour because it's more accurate than riding a bicycle.

    A much better /. car analogy is the "best" most "modern" way to emulate a ford model T, oddly enough involves a very elaborate and expensive CNC machine shop, because you can clone replica parts. If the engine block casting had a 0.0001 warp, the CNC mill can include that "mistake" in the new part. If there was a slag inclusion in the piston, the CNC lathe can take a little divot out to screw up the balance to maintain "prototype" vibration levels. If the prototype way to build something was dumb or dangerous, the robot will do it exactly.

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  22. Power by Anonymous Coward · · Score: 0

    Power is measured in watts, not hertz.

  23. Use an old PC.... by madhatter256 · · Score: 0

    Get a hold of a 200mhz Pentium Pro... I played ZSNES on that computer when I was younger as that was my first PC. All of my 8/16bit emulators ran fine. When I upgraded to a SocketA Athlon XP 2500+ years later, I noticed that games ran faster than on my old PC.... so it could be that your PC is just too fast...

    --
    Previewing comments are for sissies!
  24. Atari ST emulators! by Gunstick · · Score: 1

    Just check the Atari ST emulators which are capable of doing overscan. This is so timing dependent that the CPU has to be emulated cycle precise.
    Most do it scanline by scanline, only one, AFAIK does the real job: SainT (windows only)

    --
    Atari rules... ermm... ruled.
  25. Re:To summarize the summary by X0563511 · · Score: 1

    Picture a curve at about 3.5mhz. Now picture approximating that curve digitally, which you can never do exactly as the sample size approaches infinity close to 0.

    The closer you get to being accurate (the "graph hole" where sample size is 0) the faster and faster you need to perform these calculations if you wish to do this all in realtime.

    Does this make more sense?

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  26. Feel difference and lag by tepples · · Score: 1

    Mario slides just a bit too far or jumps a bit too fast.

    I program NES games as a hobby, and I've never had a substantial problem with the physics in my own games differing between when the game is run on an emulator and on an NES.

    I can suggest two different causes for what you observe. It could be failure in muscle memory due to not using an authentic controller. A keyboard will have a completely different feel than a gamepad, and the directional pad on many PC gamepads (even Microsoft's own Xbox 360 controller) makes it too easy to press diagonally when you're trying to press straight. So when I play-test my own NES games on an emulator, I make sure to use an authentic Nintendo 64 or PlayStation controller connected through a USB adapter.

    Another problem is lag. Modern multitasking operating systems are optimized for throughput and generality, not latency, and this leads to buffer bloat. It might take several frames between when you press a button and when you hear the result.

  27. Earthbound by tepples · · Score: 1

    Have you ever heard of the Wii Virtual Console?

    Grandparent mentioned "rare or impossible to find titles". Let me know when Earthbound makes it to VC.

    1. Re:Earthbound by TheSpoom · · Score: 1

      I had Earthbound on my Wii a while ago, played through the entire game. Oh, you meant a Nintendo-approved VC game.

      Softmodders can inject a SNES ROM into another VC image (I think it has to be the same memory size) and it generally works fine, albeit with the old game's picture in the channel.

      --
      It's better to vote for what you want and not get it than to vote for what you don't want and get it.
      - E. Debs
    2. Re:Earthbound by Anonymous Coward · · Score: 0

      Yes. Hence why he said:

      Which publishers offer such lawful downloads?

      What you did is not lawful and thus doesn't answer the question.

  28. i prefer snes9x by Truekaiser · · Score: 2

    over zsnes. the sound dev for zsnes if i remember correctly is also the head dev for bsnes. both now require oss4.0 on linux for sound, he infact refuses to code zsnes to the specs and documentation on zsnes on purpose to push people to oss4(as in he calls the devices directly rather then through alsa-lib so library can do sound mixing on non hardware sound mixing cards for example). This is a no go for me due to what the company behind oss and oss4 did. years ago oss was the only sound system for linux, what people in the foss movement and people running linux in particular did not know was the company behind oss was just using them for free code debugging and feature improvement. Once the code matured to something that they could sell they closed off any more code improvements to the foss crowed and started selling their work. this royally pissed off a lot of people, enough that alsa was made so linux would always have a sound system that can't be yanked out from under them like that.
    years later the same company comes out with oss4, promising they won't do what they did before. the past experience plus the fact that some of the code in oss4 uses stuff that the kernel devs have now decided does not belong in the kernel as it could allow a single program to hard lock the machine. prevents it from being allowed in and not get the tainted kernel status which means your bug reports will be ignored. because of this the oss4 people like the one who makes bsnes and codes the sound system for zsnes cry 'i'm being prosecuted for using a Superior system!' alsa isn't perfect but it's better then the alternative that can and will get yanked out from under people once they deem it so after pulling the same trick again.

    so in short if oss4 is required for 'accuracy' i will take inaccurate but functional any day.

    1. Re:i prefer snes9x by Anonymous Coward · · Score: 0

      ...and this kind of fighting is precisely why Linux will never be on the Desktop.

    2. Re:i prefer snes9x by Truekaiser · · Score: 1

      nope. this is about practicality, imagine if windows had to rely on a sound system that could be taken out from under them by the whims of a third party? this is exactly what happened with linux and oss years ago. Alsa was made to stop that so they would have a stable and permanent sound system.
      This is not comparable to the gnome vs kde or vi vs emacs wars where both programs work equally as well and just out of spite don't work together. This is instead where there is one now widely adopted and standardized sound system(alsa). being attacked by a few vocal people who prefer a system made by a third party with a history of burning people wanting to repeat the same exact mistake.

    3. Re:i prefer snes9x by Anonymous Coward · · Score: 0

      I personally don't use OSS4 purely on compatibility standpoint. I've tried it, on the claim that it's a supposedly superior sound system (it might be true, I don't know), but half my games and applications could no longer play audio. For a while I stuck with ALSA, but a few hardware woes has made me switch to PulseAudio with ALSA serving only as a basic backend; PulseAudio doesn't give me a single compatibility issue with anything, OSSv3 or ALSA apps alike, I can even control the volume levels of the legacy apps.

    4. Re:i prefer snes9x by Truekaiser · · Score: 1

      pulse audio is not a sound system like alsa and oss4, it's a sound server like esd and phonon are. and to a certain extent the dmix plugin for alsa. the dmix plugin though has the least overhead of the three. dmix is near real time due to it being part of alsa. esd and pulse audio add a few millisecond delay in giving the sound information to the hardware to mix sound streams to give you the perception you can play two or more streams of audio at once on sound cards that can't do it in hardware. esd is basically dead due to dmix working very well on the majority of hardware. pulse audio is still around due to only a few distro's adopting it*coughubuntucough* and the relatively niche ability to stream the actual sound stream instead of to the sound card in your system to one across a network to another. Well that is till those same people realize they could of gotten the same result with about half the work by installing mpd. :P

  29. Latency just as important by Anonymous Coward · · Score: 0

    I would say the high latency accessing the HW on a modern PC is a significant problem. Older consoles and home computers had almost zero latency between reading an input device and moving the speaker coil, or lighting the electron gun in the CRT.

    Now though there are tens of milliseconds delay between sending infomation to the graphics card and having it displayed by your LCD. Audio can be even worse.

  30. To which new functionality do you refer? by tepples · · Score: 1

    while being X times smaller and using 1/3rd of the power

    That's progress, I agree. (For the avoidance of doubt, by "work" I was referring to progress through a computation, not dissipated heat.)

    it was designed using the P4 and it does not represent modern technology

    Then what set-top boxes do represent modern technology? I was under the impression that products such as Acer Veriton still had Atom CPUs. Or are you in the "set-top PCs don't exist" camp?

    and no other functionality was introduced into the i386 architecture

    To which specific new functionality introduced between Atom and Core i series do you refer?

    1. Re:To which new functionality do you refer? by Osgeld · · Score: 1

      heat is wasted work, the more your heating up the more work you could have done with the same energy

      how did we get to set top boxes? mine contains a rather slow ARM chip and does high quality video, my 200Mhz pentium can studder its way through a Mpeg1 file huge difference and proves frequency != power

      and if you dont know the differences tween an atom and a i7 I am not going to spend my time educating you, I suggest you google it as there are a billion websites that will tell you every difference tween every CPU made besides I said 386 and i7 so I dont know why I am wasting my time even talking to you if your not going to read

  31. Why emulate when you can have the real thing by Yvan256 · · Score: 1

    http://www.fpgaarcade.com/

    More focused on older arcade systems at the moment, but since it's powerful enough to "be" an Amiga computer I figured it's probably powerful enough to be a NES, SNES, TurboGrafx-16, Neo-Geo, etc

    1. Re:Why emulate when you can have the real thing by AdamWill · · Score: 1

      It's mentioned in TFA. Really. Go read it. If you're so lazy you can't be bothered, here's a summary: the author reckons FPGAArcade is great, but accessible to relatively few people.

    2. Re:Why emulate when you can have the real thing by Yvan256 · · Score: 1

      Relatively few people for now. Computers used to only be accessible to relatively few people too.

    3. Re:Why emulate when you can have the real thing by Yvan256 · · Score: 1

      I'd like to know where it's mentioned in TFA, because on all three pages a search for "FPGA" or "Arcade" returns zero results.

  32. Slow ROM vs. fast ROM by tepples · · Score: 2

    The Super NES CPU could run at two different speeds: 2.7 MHz and 3.6 MHz. The slower speed was for accessing RAM, as well as for accessing ROM while in slow mode. Flipping a bit would put the CPU into "fast ROM mode" where it could access ROM at the full 3.6 MHz speed. (A couple registers related to the controllers take even longer to access.) In addition, some emulators don't properly count the cycles that an instruction takes in all contexts. This would cause an emulated CPU to finish a method in fewer cycles than the actual CPU uses.

  33. So, basically... by Anonymous Coward · · Score: 0

    They want to make it look shitty and perform badly, so it can be "faithful".

  34. synching between threads by ShakaUVM · · Score: 1

    TFA makes it sound like syching between threads is an open problem.

    It's not.

    And pipelining / OOO execution has next to nothing to do with synching between two cores, which operate on a much, much coarser level of granularity.

  35. Re:To summarize the summary by Guspaz · · Score: 1

    Driving a Ferarri at about the same speed as a bicycle isn't all that hard. Driving the Ferarri behind a bicycle at *exactly* the same speed such that the front bumper of the Ferarri is always exactly 1mm away from touching the spinning rear wheel of the bicycle, that's a lot harder. Now add a motorcycle behind your Ferarri trying to do the same thing, and a segway behind the motorcycle, and a battle tank behind the segway, and a skateboard behind the battle tank, and you might start to appreciate how hard synchronization can be.

  36. Re:This is "news" from 15 years ago by LocalH · · Score: 1

    Obviously not, and if you'd bothered to actually read the article, you'd know why, instead of being snarky because "oh look everyone else uses snes9x or zsnes, this guy is a nutter".

    SNES9x sucks. ZSNES sucks. Every other SNES emulator sucks, because they don't aim for accuracy. Same reason that C64 emulators like PC64, C64S, etc have gone by the wayside, while emulators like Hoxs64, VICE, and CCS64 are at the top of their game. Or why Nesticle was supplanted by modern emulators like Nestopia or Nintendulator.

    When it becomes impossible to develop software for a platform because no emulator is accurate enough to reasonably determine whether or not your software is likely to run on the original hardware, there is a major problem. These types of edge cases are mostly used to push the system further than originally designed. To go back to C64 emulators, sure, older ones like PC64, etc would run 99% of games pretty good. But, you throw advanced demoscene stuff at it, things that work perfectly on real C64s, and the emulators would barf up shit. Even a couple of years ago, someone found out how to display a 9th sprite on a C64 scanline, on the far, far right (see: Krestage 3/Crest). Even the most accurate C64 emulator, Hoxs64, did not support this because until then, the "common sense" was that you just can't put more than 8 sprites on a scanline.

    This is where I encourage the development of a demoscene (however small but dedicated) for all of the classic-style systems where the CPU more or less runs in lockstep with the video signal. Demosceners tend to find out how to abuse the hardware registers at just the right time to generate a specific effect, and without cycle accuracy those effects just don't work. I've long felt that demos can be amongst an emulator programmer's best testing tools when comparing behavior to the hardware being emulated. Look at stuff like the old Sid Mania SNES demo from Censor Design, which was one of the first major releases for the SNES that had sound. Even today it emulates best on bsnes (big surprise) and sounds like ass on ZSNES.

    --
    FC Closer
  37. We may never get to perfect emulation by The+Optimizer · · Score: 1

    very coincidentally, I was having a conversation about Atari 2600 emulation last night, and it was suggested that "perfect" emulation of the early consoles might be impossible due to the change from CRTs to LCD TVs (and monitors).

    The culprit in this case is the latency added by digital displays (and PC style video hardware) and packet-based input devices (USB, etc).

    On pre NES hardware like the Atari 2600, the games would (at times) be synchronized to the video output signal of the CRT (see for a discussion), and they also had specialized video hardware which often did collision detection between various video elements (sprites, missiles, backgrounds, etc) meaning that results were detected as the frame was outputted, and available to the game code instantly .

    This *can* be emulated perfectly by the emulator/ PC CPU

    But these games ran their main loops at 60 hz (or 50 for PAL), and many of them required near perfect reflexes and timing.

    Once the emulator has completed and rendered a frame of the old console game, how long until the player actually sees the result?

    The answer is: It varies.

    Will there be a 1/60th second delay before the video card swaps the rendered frame to the front buffer?

    And how long will it take for the front buffer to be sent over HDMI/DVI to the LCD Tv set or PC Monitor? another 1/60th of a second?

    And how long before the TV or monitor actually displays the frame? Another 1 or 2 60ths of a second? more? (The TV/Monitor takes time to buffer, filter/process and scale the image). You usually don't notice this on TV sets because the audio is buffered and delayed so it stays in sync with the video.

    And now that the next frame is finally visible to the player, he/she can sees that they need to react to save their on-screen character, so they press the controller appropriately.

    And how long does it take the USB adapter/controller to send to a packet to the PC, and for the PC to process it and make it available to the emulator? Compare that to the original hardware where pushing a button or joystick caused an individual circuit to open/close and whose status was polled immediately and directly by the console CPU. Maybe it's fast enough, maybe it adds another frame of latency.

    In the end, with emulators we likely have a longer feedback loop from the emulator to the display to the player to the controller and back to the emulator compared to the original console and CRT displays, and many old games just won't play the same as a result.

    We can emulate the game perfectly from the standpoint of the hardware simulation and audio/visual display, but still not get the play experience emulated perfectly because of changes in the feedback loop to the player.

    1. Re:We may never get to perfect emulation by Hatta · · Score: 1

      All those latency issues apply to computer games just as much as they do emulated consoles. As long as there is a demand for low latency displays driven by modern gaming, there should be available low latency displays for emulation as well.

      Personally I'm more worried about latency inside the emulator. Did you know MAME adds a frame of latency to every game? Someone hacked this out for use with various shmups. There is a minor graphical glitch it causes, but the games play much better. Google "lagless MAME" and try out some shmups!

      --
      Give me Classic Slashdot or give me death!
  38. "Google it" isn't always trivial by tepples · · Score: 1

    how did we get to set top boxes?

    The article is about emulators that run video games that were originally designed to run on specialized computing devices connected to a television. I've been told by CronoCloud and others that most people don't connect a generic PC to a television. Instead, they connect specialized devices to a television, and such devices are commonly called set-top boxes. The closest thing in the PC camp to a set-top box that I'm aware of is an Atom-based home theater PC.

    and if you dont know the differences tween an atom and a i7 I am not going to spend my time educating you

    A disagreement on burden of proof.

    I suggest you google it

    I tried atom performance per mhz, atom vs i7 benchmark and atom i7 performance single thread, but nothing on the first page of results of any of the queries answered my question. Because the Atom and i7 are in entirely different market segments, there don't appear to be any pages comparing the two. It took a change in my strategy (Google p4 i7 performance single thread) to pull up this forum thread claiming that the i7 executes roughly twice as many instructions per clock per core as a P4.

    besides I said 386 and i7

    I fully agree with you that there were numerous upgrades between a 386 and a P4. But earlier I had said the performance per cycle was comparable between a P4 and an Atom, so I was using the P4 and the Atom as a baseline for comparison.

  39. So I guess you're right: i7 IPC is four times Atom by tepples · · Score: 2

    Of course, the Pentium-M is much less performant clock-for-clock than a modern Sandy Bridge i7

    By how much? After many blind alleys on Google, sandy bridge "pentium M" benchmark eventually brought me to this comparison. I chose Intel Core i7 2657M, Intel Core Duo T2250 (representative of Pentium M microarchitecture), and Intel Atom D525, all dual core and all at roughly the same 1.6-1.8 GHz clock. Performance for the i7 appears twice that of the Core Duo, which in turn is twice that of the Atom.

  40. Schrödinger's cart by tepples · · Score: 1

    I guess they think a cartridge in a Schrödinger superposition of working and not working is worth more money than a cartridge that has been observed not to work.

    1. Re:Schrödinger's cart by LocalH · · Score: 1

      Sad thing is, that's probably true, because the buyer can say "this cartridge has never, EVER been dumped, oh but I don't know if it works" and hoarders eat that shit up because they assign too much monetary value to the data on the cartridge, and not enough value to the source of the cart itself (in-house dev board, mag review copy, public demo/kiosk copy, rogue employee burning off tons of extra carts of a game to sell them - see Sonic Crackers). I own a Sonic 3 EPROM cart for Genesis that is binary-identical to the retail NTSC ROM, but with normal RAM instead of FeRAM so it can't save games (whether locked on to S&K or not). The value to me does not come from the game data, it comes from the fact that the cartridge itself is generally one-of-a-kind (or one-of-a-few-of-a-kind).

      --
      FC Closer
    2. Re:Schrödinger's cart by LocalH · · Score: 1

      I meant seller, not buyer, argh.

      --
      FC Closer
  41. Re:Emulation of TV screen or PC CRT often forgotte by LordVader717 · · Score: 1

    Not likely. Unless they were pushing for a certain effect, they would have been designing these games on developer systems which were 1980s computers, complete with component video and progressive scan.

    The question is how much do things like this add to the experience, vs. giving me headache from all the flicker. FWIW, I never noticed scanlines with old consoles, but then again I only ever had European TVs.

  42. SNES9X? by Anonymous Coward · · Score: 0

    SNES9x was always my favorite emulator. I thought it was much better than ZSNES

  43. dosbox by Anonymous Coward · · Score: 0

    It's been a while, but have you tried dosbox or any other software that "slows" the performance of your processor?

    I used it a lot on old ms-dos games to battle speed/timing troubles.

  44. Re:If you need 3GHz to emulate a 33MHz console by Narishma · · Score: 1

    They don't work with all games though, that's the point.

    Also, the SNES has a 3.5 MHz CPU, not 33 MHz.

    --
    Mada mada dane.
  45. Re:Emulation of TV screen or PC CRT often forgotte by catmistake · · Score: 1

    that is awesome

  46. Re:Emulation of TV screen or PC CRT often forgotte by Anonymous Coward · · Score: 0

    MAME recently added this sort of thing in.

  47. Re:To summarize the summary by MrEricSir · · Score: 1

    Dude, computer games (and many other types of applications) have dealt with this exactly same problem for decades. It's nothing new, and the solutions aren't new either.

    --
    There's no -1 for "I don't get it."
  48. Snes9x beats the crap out of Zsnes...'nuff said by Anonymous Coward · · Score: 0

    Finally! Someone else besides me likes Snes9x more than Zsnes. While it's nowhere near as "accurate" as Bsnes, the sound uses Blaarg's S-SMP/SPC700 core, which has been test side by side to a real Snes. There is no perceptible difference between Blaarg's sound emulator and the real hardware; this is one major advantage over Zsnes. In fact, Zsnes is so popular, people don't notice how games such as Super Mario World or the Final Fantasy series sound like crap compared to Snes9x. The Mario jump-spin, Mario warp pipe and shrink/grow sounds, Square Enix sound effects, overall even tempo of music is perfect in Snes9x and Bsnes. Zsnes 1.51 is five years old and Zsnes 2.0 is currently "being worked on". It truly is the Windows Vista/Internet Explorer of Snes emulators; their overhyped popularity cannot be explained despite their major flaws. I'd be more than happy to make audio.video comparisons between Zsnes 1.51 and Snes9x 1.53 for any skeptic out there.

    Star Fox and any SuperFX game runs twice their normal speed on Zsnes
    Star Ocean's battles are impossible to control in Zsnes, not to mention random lockups

    To sum up: Zsnes' lack of proper Sony SPC700/S-SMP emulation makes my ears bleed as much as Rebecca Black, Rick Astley and Justin Bieber all at once.
    Listening to Snes9x's exponentially more accurate SPC700 emulation has been known to cure depression.