Super Famicast pre-pre-pre-alpha release

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Post by Q-Wi-Q »

I can make a grungy interface if you tell me what you need :D
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Post by Strapping Scherzo »

Check out this topic for details on what I need:
http://www.dcemulation.org/phpBB/viewtopic.php?t=44140
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Post by karsten »

What about sound emulation? any progress?
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Post by Strapping Scherzo »

karsten wrote:What about sound emulation? any progress?
Yes, some progress has been made on sound but it's still crusty right now. Sound programming is such a delicate deal. This is basically all that's holding me back from a first release. Don't fret. Be patient. I might sound full of myself when I say this but I'm quite happy with how this first release is going to turn out.
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Post by Alexvrb »

You don't sound full of yourself, you sound confident. Which is good.
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Post by mastakilla »

chuck the sound if its the only thing holding you back from a first release :mrgreen:
:dc:
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Post by ren6175 »

I think he has said elsewhere that he would like to make the basics all his own, so this would include sound I assume. Then he will open source the code for updates, improvements, etc.

I personally would choose to have sound implemented, but I can see why someone would want to get there hands on the first release to play around with it themselves.
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Post by erreth »

No way go for sound...I remember when Dream Engine was released out of nowhere running at a decent speed but it had no sound. Never saw another update, if only it had sound :(

Not saying this project is only gonna see one release, just the opposite.
I love the way this is like a community project with people helping out where they can and so much communicatuin from scherzo.
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Post by nakamichi »

Get sound working.
A game without sound loses half of it's fun.
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Post by Strapping Scherzo »

nakamichi wrote:Get sound working.
A game without sound loses half of it's fun.
That was my thought behind holding off the release until sound is working.

I've put so much into this upcoming release that there won't be much to do after it except optimization. Yeah, there will be feature here and there to add and fix, like cheats, but all releases following the first will be mainly because I will have hit a new speed milestone. I'm guessing that I'll just release the source on the first release. Why the heck not. If spin off projects are born then oh well. But what I would like best is that if people optimize or improve something that they forward me their changes to be merged into the main source, giving them the deserved credit. We'll see what happens.

Back to coding now.
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Post by mastakilla »

ok. FINE i retract my statement, dont chuck the sound for the first release (even though a sluggish game looses 90% of its fun nakamichi :D )
:dc:
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Post by nakamichi »

yes,but I'd rather set up with low-quality 8kHz mono sound that doesn't slow things much,than no sound at all.

What fun is to play a fighting game with no sound effects.

Sound effects = 40% of the fun in fighting games,music = only 10%,
BUT for RPGs,music - 50% of the game )()(
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Post by mastakilla »

you got a point but since this next release will be the first true release i just want to see what it can do with speed so far (and yes i know this is not the holy full speed snes emulator --yet--)
:dc:
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Post by nakamichi »

I want sound,but I also want an option to completely disable the sound emulation.
That way everyone will be happy - those who want pure speed AND those who want sound.
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Post by Lavalord »

Scherzo... I love your attitude. You're dedicated to the scene and your a father of a young girl... and you still manage to make an awesome Emulator...Hell, I have a 17 month old brother at the house and and he's a handful. Props to you :thumbsup:
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Post by Strapping Scherzo »

Thanks a lot Lavalord.

NEWS: Sound is now working! It slows the emulation down pretty good though no matter what frequency I set the sample rate to. The sample rate isn't the issue, it's the extra processing required to emulate the SNES APU. I have put in a new menu item on the options menu to toggle sound. Just like the windows version of snes9x, enabling or disabling the sound processing requires that the emulation be reset. No, you don't have to reset your DC. Just any rom that is currently loaded will have to be reset.

You might be wondering why this is necessary. Well, the SNES APU is a seperate chip that handles the wonderful sound that the SNES produces. This CPU has it's own RAM and state. You just can't start emulating it in the middle of the game and expect things to work right.

Since DreamSNES doesn't force you to reset your rom when you toggle sound, I wonder if it is always emulating the APU even when sound is "disabled". It's the only possible way to explain the way it works. Of course you gain a little by turning of the DC sound processing, but not nearly as much as disabling the sound chip emulation altogether.

The speed difference is large between sound and no sound. Most games are emulated fullspeed with sound disabled, just many frames are dropped. However, enabling sound takes snes9x over the threshold of how many frames it will drop and in turn slows down the emulation. So I will have sound disabled by default.

Oh well, sound is working. AND I did it using the snd_stream API in KOS which might interest BlackAura and other coders. It turned out that I was making things much more complicated that they needed to be.

Now I just have to clean up a few more things and you will all see a release soon.

Must sleep....
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Post by Q-Wi-Q »

go go go go ! :) you seem to be doing great ;)
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Post by BlackAura »

Interesting... Nice job, scherzo!
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Post by kyslug »

scherzo wrote:Most games are emulated fullspeed with sound disabled
Wow! Seems as if you've made some great progress.
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Post by Hilltopper »

He said fullspeed, but with frameskip. Still, it sounds awesome.
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