News: 11 March 2016 - Forum Rules, Mobile Version
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia

Recent Posts

Pages: [1] 2 3 4 5 6 ... 10
Been reading on byuu's forum for quite awhile on this.

He himself supported the device but does not support this marketing spin. It's still an emulator, even if it claims to not be one. I don't know the specifics of it, but it's still emulating even if not in the same sense other clone devices and PC emulators. (as I understand, it is more like emulating individual components of the console in parallel than one program emulating everything at once?)
I would like to see a hack for OutRun 2019 that would change it back to its original name, Junker's High:
The NES ROM header size doesn't change, it's always 16 bytes.
the content of the header is irrelevant.
Generally not, not unless it turns out you have a really old ROM with header corruption.
Personal Projects / Re: Zelda II Redux
« Last post by ShadowOne333 on Today at 11:45:53 am »
I was having some difficulty posting the pic to the forum but hopefully this works:
Okay I think I know why that happens.
Remember the problem I mentioned with the health bar having a red rectangle as a background?
It's related to that.

It seems the boss' life meter uses the same graphic.
I had to fill the whole 8x8 tile with red so that we could have a full heart in the health meter, so that is why you see a full bar instead of a segmented one.

I will try to see what I can do about it this Tuesday.
I might end up either modifying Link's health bar again or making the Boss' life bar a full non-segmented bar, one of the two. The later most likely.
It's apples and oranges here. I will try and explain for the non-technical if I can.

All of the emulators you run on your PC and other devices are software emulators. They try and reproduce the behavior and interaction between everything entirely via software. It's a big program trying to do the job of many components and tie in your device's input and output. They are subject to lag no matter how well designed because many things in software can't happen in parallel, input and output translation takes time, and your video and audio is subject to constraints like APIs, drivers, OS, monitor refresh rates, etc. The environment is totally different from the original system. There is a lot of translation going on to bridge your PC or device to the emulated behavior of the SNES even in the best emulator.

An FPGA (field programmable gate array) is basically an integrated circuit containing banks of electronics and programmable pathways. Even though it's 'programmable', it's really just setting up a description of how the electronics are configured/connected. That subsequently dictates what the electronics will end up doing. Hence, they are 'programmed' (configured) with a special hardware description language (HDL) rather than a software language. FPGAs are not processors. So, you can set up the banks of electronics to connect and function in a certain way. There is no software executing. It's all real time-time electronic component execution. Things can execute in parallel in real-time like the original electronics, and there is no lag to speak of. There is no input or output translation going on (some notable exceptions exist like hardware HDMI out). The circuits can be set up to mimic the original SNES board. It can take the same inputs and output the same signals. It's a bit simpler in overall design compared to an emulator because of this. Until recently, FPGAs that were large enough and fast enough to handle the complexities of the SNES hardware did not exist or were not cost effective. That is why these types of products didn't show up until more recently.

With that said, they are both subject to the same type of behavioral flaws. Both emulators and FPGA designs must be based on reverse engineered information of the SNES. If this information is not 100% accurate, you will have flaws running games on your emulator or FPGA. The difference is emulators are implementing behavior in software at all levels, while the FPGA is implementing behavior only at hardware block and/or signal level.

In theory, it may be easier to get 1:1 behavior using the FPGA design over an emulator because you have much less you need to deal with, and you can directly compare electronics operation and signals with an original SNES board side by side. In the ideal world, an ideal emulator and ideal FPGA design would show no difference other than lag though. However, we don't live in an ideal world, nothing is perfect, and you will need to be the judge! Maybe you'll like the apple, or maybe you'll like the orange, but both are good SNES fruits to have!

I hope this helped and didn't further confuse you! ;D
Personal Projects / Re: Zelda II Redux
« Last post by Chicken Knife on Today at 11:33:49 am »
I was having some difficulty posting the pic to the forum but hopefully this works:

Personal Projects / Re: Zelda II Redux
« Last post by ShadowOne333 on Today at 11:05:15 am »
I love those suggestions by SCD. There are lots of advantages of the US localization but combining those with what was cut would make the perfect version of the game.

Also, I came across a bug. In the first temple boss battle, instead of the boss's life bar being divided into distinct sections as before, it all got mashed together into one vertical red bar. However when he loses life, the red bar is replaced by distinct white segments as per the original.
Can you post a pic of it?
Personal Projects / Re: Zelda II Redux
« Last post by Chicken Knife on Today at 09:39:41 am »
As far as i'm concerned, It's Erdrick until someone gets around to proper uncensored versions of the original Dragon Quest games. The remakes just don't cut it.
From what I've read, there's no analog video, so that's still an advantage of software emulation.
10A2/10A4 creates extra Jurassic Park colored pixels. Thought of an idea to check whether those animation frames are accidentally being soft-patched by pid.

Demi helped remove some frustration - was 98% sure Bubsy / Blues had to be "PAL" type problems. Game just sends "play track" code and then does nothing until sfx are needed.

Saga3 = gamma. Sure. Have to spot check between rev1 and rev0 for any interesting changes.

Once I get Untouchables done, can reuse that code for other troublemakers. Partly showing logo.

Untouchables (USA, 0000 pid, clean rom) -- ocean logo (new link)
Pages: [1] 2 3 4 5 6 ... 10