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SNES emulation finally 100% (ST0018 dumped)

I have so much respect for these guys, writing emulators is difficult and often unrewarding work, I wrote one of the earlier NES emulators and the amount of time I had to spend researching obscure op-codes on chips which went out of manufacture decades before was, well, hard work.

What these guys have now achieved is 100% accurate SNES emulation, for every game ever released. Playing the SNES made up lots of my childhood, so knowing I'll be able to share this with my kids and grandkids is, well, priceless.

Kudos to these guys, and they need all the credit they can get because we're going to need more and more of them if we ever want newer more complicated consoles to be preserved.

It's always nice to read posts that praise emulation rather than condemn it relentlessly. As easy as it is to think about the latest Pokemon being pirated and getting serious hours on an emulator, people often forget the quiet brilliance of your MAMEs or older consoles and games that are impossible to track down let alone still be able to play.

Growing up on the old Atari, C64 and Amiga means that I get some serious nostalgia dopamine when I have a chance to play through some of them. Donald Duck's Playground will always have a huge impression on me and it's been at least 20 years since I last played it via the big floppy.
 
Can I use my plug-and-play 360 controller to, say, play games on BSNES?

I can't speak for BSNES specifically, as I have never used it, but nearly every emulator supports controllers (and I have used the 360 wired controller for them), so you should be able to.
 
Not feasible in terms of processing power right now, although BSNES is orders of magnitude closer than anything else (and also can't get a stable framerate with sound enabled on a triple core 3.0 GHz processor when playing Chrono Trigger--so we should be thankful he doesn't try to go closer to get to 100%)
Could you/someone explain this to me?
 
Can I use my plug-and-play 360 controller to, say, play games on BSNES?

if you mean plug and play as in a wired 360 controller I believe so. I've only used the other 2 snes emus. If you mean a wireless 360 pad with a play and charge hooked to it then no, the wire doesn't pass info only electricity for power. A DS3 and motionjoy software should do the trick though.
 
Could you/someone explain this to me?
To emulate something 100% accurately, you're going down to the transistor level and emulating every single hardware blip and bloop.

I think someone with a decent rig can expect to 100% accurately emulate the original Pong cabinet at less than half speed, for example.
(This might have changed since I read that particular factoid)

BSNES is called 99.99% accurate because it's as close to the 100% accuracy mark you can get without getting down to the transistor level. As he's said, it's an exponential thing. That final .01% of accuracy would require stupid amounts of power.
 
What a fascinating story!

Dunno why took so long to get a dump thought.

Just throw the old ST-0018 in the acid and manually read the thing
 
It means you can now play this snes game:
bs_351.png


But I think the more important point is that the SNES, as a platform, is now fully "archived" and preserved for the foreseeable future.
hestonlaugh.gif
 
Great news. I hate that companies don't seem to care about preserving games.

A lot more so these days. Clearly none of the companies pushing significant amounts of DLC (like Arkham City, though I think some of the DLC is in-disc?) are thinking about what's going to happen to all this content 30 years from now when MS/Sony stop hosting it. See also: online passes, or multiplayer in general.

We can only hope that all the publishers will eventually make GOTY editions of all these games with every single piece of content (DLC included) for that game on disc, or else we're going to have a hilarious number of half-complete games in 2040. Absolutely abysmal when we're talking about preservation of art.
 
Could someone explain to me how 100% emulation of the SNES isn't feasible and yet we have this:

super_mario_galaxy_hd.jpg


which exceeds the original platform?
 
Awesome. Love bsnes. Hopefully byuu is not sad about not getting enough recognition for his work anymore. I can understand having the download meter so low for your program, this should give a nice boost
 
That's not 100% emulated at all, and probably never will be in our lifetimes.

Correct. Emulation in the common sense is generally an approximation of the original hardware. True, 100%, cycle-for-cycle emulation of every chip, memory access and function call is extraordinarily processor-intensive.

A "perfect" emulation of the Wii would actually look much worse than the results you get from Dolphin, as it would not receive the benefits of Direct3D manipulation.
 
As much as I love zsnes and appreciate bsnes, I think SNES9x is the most practical one. It continuously gets updates and is heavily ported. Plus, it's easier for developers to enhance the emulator because it's written in C, not assembly.


I think zsnes is better on old machines. As someone who only had a 500 MHz PC up until a few years back, ZSNES always ran better for me, plus it's accurate enough, IMO.

Just don't play Super FX games on it, and it's perfect.

Yeah, you'd think that development for zsnes should have ended long ago, and all the efforts should have been directed at snes9x, since that's the one that can be ported to non-x86 platforms.

bsnes is a nice effort but it won't be practical for a while, and there will always be a place for an efficient but not accurate emulator. ZSNES on the other hand, is kind of a relic.

fake edit: mmm, the last update on zsnes.com is from 2007.

real edit: double post, sorry :(
 
When every SNES no longer works 50 years from now and when all the cartridges of this one game are gone to a dump somewhere, it will still be playable.

Well put! There is something deeply conforting in the emulation scene's ability to preserve and protect gaming assets into the future. Just knowing that a particular favorite game will still be THERE somewhere down the road.
 
Could someone explain to me how 100% emulation of the SNES isn't feasible and yet we have this:

super_mario_galaxy_hd.jpg


which exceeds the original platform?

Don't see your point. the Dolphin emulator is broken somewhat for pretty much all games. It does make good screenshots and short youtube videos.

Are there any 100% compatible games for it yet?
 
Well put! There is something deeply conforting in the emulation scene's ability to preserve and protect gaming assets into the future. Just knowing that a particular favorite game will still be THERE somewhere down the road.
I agree. The combined success of encryption on consoles and the extreme slowdown of sequential performance improvements in hardware are actually a bit concerning in this regard. There's basically no chance that you'll be able to play PS3 games in 10 years on anything other than a PS3 (that's still working) or any successor platform with backwards compatibility.

Another good reason to want all games on PC.

Don't see your point. the Dolphin emulator is broken somewhat for pretty much all games. It does make good screenshots and short youtube videos.
This is really not true. There are minor problems with quite a few games, but the majority can be completed 100% without issues.
 
Are there any 100% compatible games for it yet?

If you mean retail games, no. And there never will be. 100% emulation is just not feasible with current technology.

The closest you can get is making it look like it behaves correctly, but it's not actually timing accurate.
 
Could someone explain to me how 100% emulation of the SNES isn't feasible and yet we have this:

which exceeds the original platform?

Most emulation fakes hardware calls to and from the code by figuring out what the intent of those calls was. Once that's done, the emulator reproduces them using the techniques of the platform doing the emulation. That's how emulators like Dolphin can clean up their games so well. They aren't reproducing the Wii's rendering methods precisely, they're just approximating them using DirectX equivalents. What emulators like bsnes do is attempt to actually mimic the operation of the original hardware, instead of just its functionality. It's more accurate, but far more resource intensive to pull off.
 
Will anyone even bother trying to do PS3 or 360 emulators in the near future? Or is the power needed just too much and the complexity too great?
 
The closest you can get is making it look like it behaves correctly, but it's not actually timing accurate.
For simply playing games, cycle accurate emulation is more of a hindrance than an asset. For example, the PSP emulator on Vita isn't very accurate in terms of timing, but the results of that are strictly positive: some games load significantly faster or feature better and more consistent framerates than on the original hardware.
 
Will anyone even bother trying to do PS3 or 360 emulators in the near future? Or is the power needed just too much and the complexity too great?
PS2 and Wii emulation being at its current level should give you an indication of how far off even rudimentary 360 emulation is.

For simply playing games, cycle accurate emulation is more of a hindrance than an asset. For example, the PSP emulator on Vita isn't very accurate in terms of timing, but the results of that are strictly positive: some games load significantly faster or feature better and more consistent framerates than on the original hardware.
Right, but having at least one guy working towards 100% accuracy is a boon. The speed-over-accuracy SNES emulation scene benefited massively from the research and work put into BSNES, even if people get all salty and refuse to admit it. Having a better understanding of the hardware you're trying to emulate always helps.
 
For simply playing games, cycle accurate emulation is more of a hindrance than an asset. For example, the PSP emulator on Vita isn't very accurate in terms of timing, but the results of that are strictly positive: some games load significantly faster or feature better and more consistent framerates than on the original hardware.

Indeed. I vaguely recall an emulation error that made Star Fox (SNES) play faster on most emulators, which was actually a benefit when it wasn't causing the game to crash or deadlock. >_>
 
Not sure why emulation and buying carts are at odds with each other. http://www.retrode.org/


Wait, is this basically a more advanced version of the Bung Game Doctor? Cuz like... for whatever reason, I want to dump my own carts to my computer, because it'd make me feel special. If this lets me do that... well, that'd be great, since I could never get my hands on a Game Doctor.
 
I don't know to what degree we can talk about emulators (these threads always confuse me in that respect), but I remember I dabbled in one long ago, and since the games display at their native resolution, the game screen was but a fraction of the computer screen... unless I blew it up, in which case it was blurry. Has there been any sort of (grasping for technical terms here) scaling algorithm or something to make a screen-filling image that doesn't become blurry?

Pretty sure any and all emulation discussion is perfectly acceptable, just don't promote downloading ROMs you don't own or point to ROM sites, etc. ROMs are the minefield, not emulators.

Most emulators come with a bunch of filters now, you can cycle through them and see which suits you best. Some try to compensate for the increased resolution, but I actually prefer "blurry" scalers that attempt to recreate a CRT display--prior to HD displays, games were programmed to take advantage of the properties of CRT displays for some color tricks and natural anti-aliasing that wasn't possible in the hardware itself. Old games are really not supposed to look "sharp".
 
Pretty sure any and all emulation discussion is perfectly acceptable, just don't promote downloading ROMs you don't own or point to ROM sites, etc. ROMs are the minefield, not emulators.

Most emulators come with a bunch of filters now, you can cycle through them and see which suits you best. Some try to compensate for the increased resolution, but I actually prefer "blurry" scalers that attempt to recreate a CRT display--prior to HD displays, games were programmed to take advantage of the properties of CRT displays for some color tricks and natural anti-aliasing that wasn't possible in the hardware itself. Old games are really not supposed to look "sharp".

Nah, old games look razor sharp if you play them with an RGB cable on the original hardware.

The only old-school concession I make, personally is adding scanlines back in with an XRGB.
 
He does a SNES emulator that strives for accuracy instead of speed and compatibility, and as a result has massive hardware requirements and 'breaks' a bunch of hacked homebrew ROMs and translations and stuff.

More info: http://byuu.org/articles/bsnes-future

Nah, that's not why I'm frustrated with him. From the last time I checked his site, (which was many months ago) I dislike his "only I can be trusted for perfect cartridge dumps" stance, to the point where he's gotten a ton of donated carts for dumping himself to ensure that they're perfect. (I can't remember if they're sealed or not.)

Feels like a bit of a spit in the face to everyone else who also cares about archiving SNES games to be dismissed so casually, especially when they've done testing and authentication themselves.

I'm also irked about his stance on "being as accurate as possible to the original", (to the point where if a game crashes on a certain level if played on the SNES, it should do the same on an emulator) and then his Der Langrisser translation "fixing mistakes the devs made".

The guy's very talented, but his decisions are not free from criticism.

(I'm ignoring all of the old bad blood from donut, as I wasn't around for it, it's ancient history, and no one should really care anymore.)
 
The latest release of SNES9X is my favorite at this point. It doesn't have BSNES's awesome NTSC filter, but the synchronization and input lag are worlds better. Still not as good as the actual hardware, though, sadly.
 
Nah, old games look razor sharp if you play them with an RGB cable on the original hardware.

The only old-school concession I make, personally is adding scanlines back in with an XRGB.

Well yes, I'm not talking about emulating an RF switch connection or something (although that's kinda neat, in its own way). It was still never meant to be played on a high resolution monitor, though.
 
The latest release of SNES9X is my favorite at this point. It doesn't have BSNES's awesome NTSC filter, but the synchronization and input lag are worlds better. Still not as good as the actual hardware, though, sadly.

bsnes doesn't have that NTSC filter anymore, either, since it switched to 19-bit rendering.
 
SNES pxel art relies on the NTSC color space and natural bleeding to make it look as intended.

Here is a comparison I saved. Here's the image in its raw form:

ff6_bad2.png


Here's what it looks like with an NTSC RGB filter:

ff6a_scaled2.png


As someone who owns FF6, a SNES, and a 27 inch Sony CRT, the second image looks much closer to reality. The colors are the biggest improvement, for me. The natural blurring/anti-aliasing adds a lot of three dimentionality to the scene as well, in particularly the stones of the castle. The dithering works well in the second shot thanks to the bleeding, but not in the first shot. The highlights on the stones work far better in the second shot as well.

edit: I had an extreme example saved as well:

p1.png


p2.png


I know this is a very extreme closeup, but notice how the second shot gives off the illusion of much greater detail and 3 dimentionality. It's incredible to see how the pixel art acts with the CRT display technology to create something quite special.

bsnes doesn't have that NTSC filter anymore, either, since it switched to 19-bit rendering.

That's a shame.
 
This "accurate" emulation thing is quite interesting i have to say, and i find amazing that transistor level emulation of Pong only runs at 5-10 fps on modern machines.

And the acid thing? So awesome, i really love to see much dedication it really shows how much you love what are you doing.
 
SNES pxel art relies on the NTSC color space and natural bleeding to make it look as intended.

Here is a comparison I saved. Here's the image in its raw form:

http://thejayzone.com/pics/snes/ff6_bad2.png

Here's what it looks like with an NTSC RGB filter:

http://thejayzone.com/pics/snes/ff6a_scaled2.png

As someone who owns FF6, a SNES, and a 27 inch Sony CRT, the second image looks much closer to reality. The colors are the biggest improvement, for me. The natural blurring/anti-aliasing adds a lot of three dimentionality to the scene as well, in particularly the stones of the castle. The dithering works well in the second shot thanks to the bleeding, but not in the first shot. The highlights on the stones work far better in the second shot as well.

edit: I had an extreme example saved as well:

http://thejayzone.com/pics/snes/p1.png

http://thejayzone.com/pics/snes/p2.png

I know this is a very extreme closeup, but notice how the second shot gives off the illusion of much greater detail and 3 dimentionality. It's incredible to see how the pixel art acts with the CRT display technology to create something quite special.

.


Very interesting example, thanks! The difference is stunning.
 
SNES pxel art relies on the NTSC color space and natural bleeding to make it look as intended.

Here is a comparison I saved. Here's the image in its raw form:

http://thejayzone.com/pics/snes/ff6_bad2.png

Here's what it looks like with an NTSC RGB filter:

http://thejayzone.com/pics/snes/ff6a_scaled2.png

As someone who owns FF6, a SNES, and a 27 inch Sony CRT, the second image looks much closer to reality. The colors are the biggest improvement, for me. The natural blurring/anti-aliasing adds a lot of three dimentionality to the scene as well, in particularly the stones of the castle. The dithering works well in the second shot thanks to the bleeding, but not in the first shot. The highlights on the stones work far better in the second shot as well.

edit: I had an extreme example saved as well:

I know this is a very extreme closeup, but notice how the second shot gives off the illusion of much greater detail and 3 dimentionality. It's incredible to see how the pixel art acts with the CRT display technology to create something quite special.



That's a shame.

It really makes me wonder if there were any particular techniques/formulas for determining how colors and their combinations looked on a CRT. Just thinking about making an image and having to account for the fact that it would look FAR more different on a CRT makes my head hurt.
 
Consider that this also means SNES hobbyist programmers can actually USE the chip in question and have their games work in stock emulators :P
 
bsnes doesn't have that NTSC filter anymore, either, since it switched to 19-bit rendering.
Man I love this, someone posted some LTTP shots and I wanted it so badly (or I think it was from an unfinished plugin). Either way, it needs to get to SNES9x STAT :(
 
It really makes me wonder if there were any particular techniques/formulas for determining how colors and their combinations looked on a CRT. Just thinking about making an image and having to account for the fact that it would look FAR more different on a CRT makes my head hurt.

Creating them on a CRT back in the days helped in the process I guess. As for filters on emulators, I suppose trial and error with funky slide controls for various settings.
 
It really makes me wonder if there were any particular techniques/formulas for determining how colors and their combinations looked on a CRT. Just thinking about making an image and having to account for the fact that it would look FAR more different on a CRT makes my head hurt.
People were using CRT monitors back then. Also they probably did a lot of testing on different TVs like some studios do today I guess. A pixel artist at the time wouldn't really have to worry about you playing them on entirely new displays now.
Edit: Partially beaten but I wanted to help elaborate a bit. When it comes to filters, it comes down to lots of research and trial and error. Something like HLSL on MAME took a lot of knowledge of how CRT screens worked.
 
The latest release of SNES9X is my favorite at this point. It doesn't have BSNES's awesome NTSC filter, but the synchronization and input lag are worlds better. Still not as good as the actual hardware, though, sadly.

Looking at http://snes9x.ipherswipsite.com it says "Win32: Added Blargg's ntsc filter (three presets). (OV2)" for latest version.

Isn't that the same filter that bsnes uses?
 
It's there, but in a different form. It was entirely configurable in BSNES (colors, bleeding, scalines, etc.). In SNES9X, you can only select from 3 existing presets, and scanlines are forced (which I hate).
 
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