Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
11–20 of 57 posts
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#12Perhaps we should start using CardBus and PCI-E based FPGA cards and go for hardware simulation rather than software emulation? Performance is far easier to achieve there. The devices aren't exactly expensive either.
if you're going to add hardware you might as well just get a real SNES from eBay and use a memory cart.
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#13Perhaps we should start using CardBus and PCI-E based FPGA cards and go for hardware simulation rather than software emulation? Performance is far easier to achieve there. The devices aren't exactly expensive either.
if you're going to add hardware you might as well just get a real SNES from eBay and use a memory cart.
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#14Earlier quoted context omitted.
if you're going to add hardware you might as well just get a real SNES from eBay and use a memory cart.
The issue is that buying an SNES becomes decreasingly viable as time goes on while using an FGPA becomes increasingly viable. I don't know if we've reached the point where the balance shifts yet, but presumably we will at some point.
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#15Perhaps we should start using CardBus and PCI-E based FPGA cards and go for hardware simulation rather than software emulation? Performance is far easier to achieve there. The devices aren't exactly expensive either.
if you're going to add hardware you might as well just get a real SNES from eBay and use a memory cart.
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#16Or consider Air Strike Patrol, where a shadow is drawn under your aircraft. This is done using mid-scanline raster effects, which are extraordinarily resource intensive to emulate. So what's really going on here is that the emulator must emulate not only the SNES hardware, but also the television . Video game emulators have had to deal with this for a long time, to varying and increasing levels of accuracy. Televisio…
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#17Earlier quoted context omitted.
FPGAs not expensive? Please let me know where you shop...
It depends on the size. Big FPGA's are amongst the most expensive chips that you can buy ($10K and up), but small ones are affordable. The amount of logic in an 80's era game computer should be within the gate budget of a small to mid sized FPGA. See http://www.fpgaarcade.com/ for many examples of this.
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#18Or consider Air Strike Patrol, where a shadow is drawn under your aircraft. This is done using mid-scanline raster effects, which are extraordinarily resource intensive to emulate. So what's really going on here is that the emulator must emulate not only the SNES hardware, but also the television . Video game emulators have had to deal with this for a long time, to varying and increasing levels of accuracy. Televisio…
That particular problem isn't a case of emulating the television, but rather accurately emulating the console's video hardware and its interactions with the rest of the system. If one were simply interested in emulating the television's behaviour then you could construct a frame buffer based on the visible sprites and postprocess that (possibly in conjunction with several preceding fields). If the console allowed sne…
I'll give you another example. On the Atari 2600 game console, the vertical sync is software controlled. The software is responsible for enabling the vertical sync pulse. This can be done 60 times per second as standard -- or you could play tricks with it. Suppose you strobe it at a different or even irregular rate. On an analog TV, the picture starts rolling vertically. That breaks way outside the sandbox of a framebuffer, with signal being displayed in overscan areas, and during the normally-blank retrace interval resulting in ghosting effects. (No commercial game did that, but it's been done in tech demos, and conceivably a horror game could do it intentionally for mood.) To produce that same behavior on framebuffer-based hardware, you need to emulate or at least approximate the workings of a TV's vertical sync logic, none of which appears in the console itself.
(I know this from experience, I wrote an Atari 2600 game: http://www.dos486.com/atari/ )
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#19Or consider Air Strike Patrol, where a shadow is drawn under your aircraft. This is done using mid-scanline raster effects, which are extraordinarily resource intensive to emulate. So what's really going on here is that the emulator must emulate not only the SNES hardware, but also the television . Video game emulators have had to deal with this for a long time, to varying and increasing levels of accuracy. Televisio…
That particular problem isn't a case of emulating the television, but rather accurately emulating the console's video hardware and its interactions with the rest of the system. If one were simply interested in emulating the television's behaviour then you could construct a frame buffer based on the visible sprites and postprocess that (possibly in conjunction with several preceding fields). If the console allowed sne…
Also, for a quick comparison of the benefits of accurate SNES emulation, check this overview on the website of byuu, author of bsnes: http://byuu.org/bsnes/accuracy
Re: Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator
#20Or consider Air Strike Patrol, where a shadow is drawn under your aircraft. This is done using mid-scanline raster effects, which are extraordinarily resource intensive to emulate. So what's really going on here is that the emulator must emulate not only the SNES hardware, but also the television . Video game emulators have had to deal with this for a long time, to varying and increasing levels of accuracy. Televisio…
Is anyone else reminded of the "copper" effect people would do back in the day where they would cycle the colors of a screen in sync with the horizontal refresh of the monitor to create bars of color the oscillate up and down in really cool patterns?
In fact, every Atari 2600 game is a copper effect. The 2600's graphics chip is one-dimensional, working with only one scanline at a time. To display a picture, the software must run in lockstep as the electron beam traces down the screen, changing sprite bitmaps and colors and positions each scanline as appropriate. In other words, the 2600 literally uses the phosphor on the physical TV screen as the frame buffer. No surprise that this was tricky to emulate, and why 2600 emulators took longer to reach usable compatibility levels than emulators for the later more powerful Nintendo systems.