Q for the DSNES team
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Q for the DSNES team
I was looking through the SNES9x code and from waht i can tell it uses Op Code inturpertation to emulate the CPU... as far as i can tell (from reading emlation docs) it's a lot faster, and takes much less overheard to do Binary Translation (commonly refered to as Dynamic Compilation)
The question is, i know you are all very smart coders and if this was possible would have probably already done it, so is this not usable with the SNES?
The question is, i know you are all very smart coders and if this was possible would have probably already done it, so is this not usable with the SNES?
Xbox vx Dreamcast
Hmmm....
Xbox: $200 with one controller
Dreamcast: $30 with two controllers, memory card and a couple games off ebay.
I'll stick to my dreamcast, I'm sure snes emulation will be at 100% speed soon enough.
Xbox: $200 with one controller
Dreamcast: $30 with two controllers, memory card and a couple games off ebay.
I'll stick to my dreamcast, I'm sure snes emulation will be at 100% speed soon enough.
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yeah
Well i was looking at that one time to 404 but you can never asume any ones done it to dreamsnes yet i like to know as well very good ? 404
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Re: yeah
that's more confusing than engrish...reaper2k2 wrote:Well i was looking at that one time to 404 but you can never asume any ones done it to dreamsnes yet i like to know as well very good ? 404
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Re: yeah
LMAO404NotFound wrote:that's more confusing than engrish...reaper2k2 wrote:Well i was looking at that one time to 404 but you can never asume any ones done it to dreamsnes yet i like to know as well very good ? 404
http://www.engrish.com 0wnz
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ok i did some more research to day (about 10 pages worth in a huge 180Pg emu doc i found) and it seems that binary translation works by translating blocks of code from source CPU to target CPU.
when PCSXDC goes public i may be able to study how it outputs to the dreamcast and i may attempt to write a binary translator for the SNES cpu and put it into the Sintendo code.
From what i read it would give a 10x increase in speed over a normal opcode interpreter, of course SNES9x also uses macros to inporve speed.
From what i read CPU Optimizations (like loop detection) seem to hint toward DreamSNES using binary translation, but if it doesn't it would be a very good step... but i don't see where they would look over such a thing so it may not be practical for a CPU so slow.
when PCSXDC goes public i may be able to study how it outputs to the dreamcast and i may attempt to write a binary translator for the SNES cpu and put it into the Sintendo code.
From what i read it would give a 10x increase in speed over a normal opcode interpreter, of course SNES9x also uses macros to inporve speed.
From what i read CPU Optimizations (like loop detection) seem to hint toward DreamSNES using binary translation, but if it doesn't it would be a very good step... but i don't see where they would look over such a thing so it may not be practical for a CPU so slow.
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The performance benefits of dynamic translation vary with two major variables:
1) The size/complexity of the emulated instruction set, as it relates to decoding individual instructions: bigger and more complex instruction sets require multiple interpretation stages (often going through two or more jump tables to decode a single instruction), while simpler ones can be implemented with fewer stages.
2) The clock speed of the emulated processor: the faster a processor is clocked, the more time is saved by only performing the interpretation once (during the translation stage).
Thus, I seriously doubt that the performance gain possible by using dynamic binary translation for SNES (which is clocked at 2.68 or 3.58MHz and uses a relatively small instruction set) would be anywhere near that seen by similar efforts for PSX (which is clocked at about 33MHz and uses a large instruction set). Still, I think it's a legitimate question; hopefully the DreamSNES guys would know more about the associated timing issues that DBT might bring up...
1) The size/complexity of the emulated instruction set, as it relates to decoding individual instructions: bigger and more complex instruction sets require multiple interpretation stages (often going through two or more jump tables to decode a single instruction), while simpler ones can be implemented with fewer stages.
2) The clock speed of the emulated processor: the faster a processor is clocked, the more time is saved by only performing the interpretation once (during the translation stage).
Thus, I seriously doubt that the performance gain possible by using dynamic binary translation for SNES (which is clocked at 2.68 or 3.58MHz and uses a relatively small instruction set) would be anywhere near that seen by similar efforts for PSX (which is clocked at about 33MHz and uses a large instruction set). Still, I think it's a legitimate question; hopefully the DreamSNES guys would know more about the associated timing issues that DBT might bring up...
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The sound emulation is really a big sucker of processing power.It almost takes 25% of the CPU power.If something is done with the SPC700 emulation to run faster,it will greatly speed up DreamSNES.Imagine DreamSNES running with STEREO sound nearly the same speed as it runs with muted sound now.It will be a significant speed improvement.
2 things are need to be done:
1. Make the sound emulation(SPC700 and the S-DSP chip) use the DC sound hardware effectively.In MAME it significantly speeded up the emulation.
2. Use the dynamic translation for even more speed gain.
And,finally,make use of the Power VR chip handle everything that is possible for it to process,so part of the CPU strain goes to the DC's Power VR.It can handle the FX/FX2 chip,C4 chip,mode 7 graphics? and other special chip processing.
And better CPU optimizations to further reduce CPU strain.
I think it's very,very possible to have 100% speed without frameskipping on most SNES games not using special chips.
2 things are need to be done:
1. Make the sound emulation(SPC700 and the S-DSP chip) use the DC sound hardware effectively.In MAME it significantly speeded up the emulation.
2. Use the dynamic translation for even more speed gain.
And,finally,make use of the Power VR chip handle everything that is possible for it to process,so part of the CPU strain goes to the DC's Power VR.It can handle the FX/FX2 chip,C4 chip,mode 7 graphics? and other special chip processing.
And better CPU optimizations to further reduce CPU strain.
I think it's very,very possible to have 100% speed without frameskipping on most SNES games not using special chips.
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Re: Xbox vx Dreamcast
You forgotdj372 wrote:Hmmm....
Xbox: $200 with one controller
Dreamcast: $30 with two controllers, memory card and a couple games off ebay.
I'll stick to my dreamcast, I'm sure snes emulation will be at 100% speed soon enough.
Xbox - Requires a pain in the ass to install chip
Dreamcast - Requires nothing
I don't think a dreamcast is that cheap with all that stuff. On average a Dreamcast is about 50 bucks with what you have listed. But still MUCH cheaper then X-box though.
Wii number: 1227 6854 1080 3665
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really that was funny was it it
i KNOW the anwser it will have next to no effect and the how i know and all that i dont need to say as one of the dreamsnes ppl will say it ...........very soon
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How fast is the ARM CPU anyway? I thought it was 30-40MHz, which should be enough to do at least some of the sound emulation. As nakamichi said, doing this would releive a major strain on the SH-4, leaving it free to emulate the main CPU and other SNES hardware. If the ARM is just sitting there playing PCM wave sound generated by the SH-4 then it's being wasted.
Of course, I don't know how DreamSNES works, so it might do all this anyway.
Of course, I don't know how DreamSNES works, so it might do all this anyway.
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hey
HI perh thanks for clearing that up
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