First ZSNES Release In ~2.5 Years 216
Anonymous Coward writes "The best SNES emulator, and the only GPL one -- ZSNES --
has had the first release in almost two and a half years!
Looks like those smart coders reverse engineered quite a few new special co-processors for this release as well."
Excellent! (Score:4, Informative)
And now I read about a new release - even better!
Re:Excellent! (Score:5, Insightful)
Re:Excellent! (Score:2)
Well, as long as you can disable that integration... =P I like to use a front end to encompass all my emulators on my MAME arcade cabinet, and the emu's with their own gui's can tke away from the cohesive feel of the system i'm going for...
*Shrug*
rampy
Re:Excellent! (Score:1)
Re:Excellent! (Score:3, Informative)
Not based on extension, I want a real filesystem with attributes, and it executes based on the "SNES" attribute.
There's no integration needed, just a good filesystem and good desktop environment.
Replace "ROM" with "digital photo" and "emulator" with "GIMP" if you want.
Re:Excellent! (Score:2, Interesting)
It does seem to allow execution of a binary through an emulation layer, as you suggested.
Re:Excellent! (Score:3, Interesting)
Re:Excellent! (Score:2)
Re:Excellent! (Score:2)
Re:Excellent! (Score:2)
http://www.emuparadise.org/roms/
zSnes Dev team 3 (Score:5, Informative)
See you in WoW, pagefault.
Re:zSnes Dev team 3 (Score:2, Interesting)
See you in WoW, pagefault.
could it be that the duration of the work being in progress is caused by pagefault's interest in on-line role playing? sure enough sounds that way
makes you wonder how many great programs are still unwritten due to MMORPGS. or how many quests still need to be completed because of OSS.
anyway, is there a mac port? or any non-i386 port, for that matter?
2.5 years.. gad (Score:4, Funny)
Re:2.5 years.. gad (Score:5, Informative)
Re:2.5 years.. gad (Score:2)
Re:2.5 years.. gad (Score:2, Informative)
Best? (Score:5, Insightful)
Ho boy, flamewar. Personally I think SNES9x has been the best/most reliable, and has been updated far more frequently. And before people say "it's Windows only", it's not. I have a port sitting on my Mac OS X dock right now. Don't know if there's a Linux port.
Re:Best? (Score:2)
Haven't managed to get the previous version of zsnes to work on my PPC GNU/Linux box, I should try this one when the ebuild is available.
Re:Best? (Score:2, Interesting)
http://www.google.com/search?num=20&
Re:Best? (Score:3, Interesting)
Re:Best? (Score:2)
So go get NASM from http://nasm.sourceforge.net/ [sourceforge.net] - go on, it's free :).
Of course, if you have Linux and gcc, it is likely to be installed already...
Under DOS, the emulator can draw to screen just by writing to a specific memory area. U
Re:Best? (Score:5, Informative)
It has a very easy to use and intuitive interface with all the options that one would expect from an emulator. It is stable and has played every single ROM I've thrown at it without a single problem. Whenever I set up a new USB thumbdrive with all my essential software, snes9x always goes on there.
Re:Best? (Score:5, Interesting)
Who cares ?
What you slashdot folks don't realize is that the maintainers of the various emulators are all sleeping in bed with each other. Maria Kendora* (snes9x), Nach, kode54, pagefault, _Demo_(zsnes) all work together to understand more about the snes because often the documentation and knowledge they have is so little about whatever odd chips were used in that one obscure game. They'll even resort to reading half-assed patent applications in hopes of sheding some light.
You can even join #zsnes on Freenode, and watch the developement of zsnes right in front of your own eyes. The developement of one OSS emulator is the developement of another. Especially with the tight knit community of coders/hackers.
~sd
* Yes, that isn't his name. Maria Kendora is just a joke about his real name.
Re:Best? (Score:1)
This doesn't surprise me at all. As an emulator author myself ( jzIntv [spatula-city.org]), I've worked closely with other emulator authors to reverse engineer and understand all the corners of my chosen system of interest.
I've worked with the authors of Bliss [retrogames.com], IntvWin/IntvDos, Nostalgia [shiny-technologies.com], IntvPC, Kinty [ac.free.fr] and the MESS Intellivision driver [emulator-zone.com] to work out emulation bugs and understand the various odd machine details. The authors of those emulators also have worked with each other--it's not like I'm some central focus here. It'
Re:Best? (Score:2)
Not everyone considers portability a "must have" in thier projects. (though comments should be regardless)
Re:Best? (Score:3, Interesting)
Re:Best? (Score:2)
Re:Best? (Score:5, Insightful)
You'll never see zsnes ports for most of those systems because large chunks of zsnes are written in x86 assembly. To me that's a plus, because its hard for a higher-level language to beat assembly in terms of speed. zsnes is much faster than Snes9x, and therefore I can run it on older systems. Its true that it does suck if you don't run an x86-based box, but that doesn't make it inferior, just different.
Re:Best? (Score:2, Informative)
Since computers are so fast now, there is no need to try to squeeze every last bit of performance out of the processor by using assembly for SNES emulation. It may take a while, but I think the ZSNES may reach a point where it is written entirely in C.
Re:Best? (Score:1)
Re:Best? (Score:2)
Re:Best? (Score:2)
Re:Best? (Score:1)
And how much more intuitive do you need than "load rom"? Seems to me that damn near every emulator over 1.0 has an "intuitive" interfae.
BTW, ZSNES is better because it has snow effects.
Re:Best? (Score:2, Informative)
Re:Best? (Score:2, Informative)
Re:Best? (Score:1)
Re:Best? (Score:5, Insightful)
Back when, ZSNES was fast, because it was written in ASM. SNES9x was more compatable, because it was easier to tweak. And there was much boasting and bickering and it was basically an e-Penis contest between the two emus.
Eventually they came together.
Now, SNES9x got all its ASM code straight from ZSNES, ZSNES got its compatability and other features from SNES9x.
Both projects would suck without getting together. SNES9x would still be slow and chunky, ZSNES would be missing a lot of compatability and features.
Both are pretty good examples of what OSS projects can achieve when the authors put egos aside and focus on the end result.
Re:Best? (Score:2)
I still remember the good old days when SNES sound emulation was just a dream!
Re:Best? (Score:2)
Curse you Sony! http://www.gamersgraveyard.com/repository/snes/hi
Re:Best? (Score:2)
Eh, that was mostly Jeremy Koot of Snes9x (example: Jeremy made the totally unfounded accusation that zsnes used source stolen from Snes9x). I know zsKnight (creator/former lead coder of zsnes) personally, and he's nice to a fault. He doesn't have it in him to get into a contest of egos.
Re:Best? (Score:2, Interesting)
Re:Best? (Score:2)
Don't know if there's a Linux port.
IIRC SNES9x had a Linux port when ZSNES was still DOS-only.
Re:Best? (Score:1)
Re:Best? (Score:2)
My memory's a bit rusty, but I'm absolutely sure that's not true. Snes9x started as two projects, Snes96 and Snes97. Eventually they merged their code bases, hence the "9x" in the name. Both emulators were for DOS, so the concept of Snes9x starting as a Linux project is pretty much preposterous.
Re:Best? (Score:2)
That's why SNES9X has all of the ports it does.
ZSNES handles all of its sound, video, and input without a third-party cross-platform library.
ZSNES used to be much more popular in the old days (~1997) because it was faster than SNES9X.
Also ty for the update! The 100% CPU utilization feature/bug being gone is a huge plus, alone!
Re:Best? (Score:2)
Actually, that's not totally correct. The Linux port uses SDL, and the Windows port uses DirectX (not cross-platform, but its a 3rd party library nonetheless). I do believe that you're correct in that the DOS version handles/handled things on its own, though.
Re:Best? (Score:3, Informative)
Here's a quote from the change log:
Initial release 0.1
- Ported Windows 95 version of Snes96 to Linux on a PC and Solaris on a
SparcStation.
Re:Best? (Score:2)
http://www.killefiz.de/zaurus/showdetail.php?app=
Nice and all... (Score:5, Informative)
http://www.ipherswipsite.com/ [ipherswipsite.com]
SNES9X (Score:5, Insightful)
Re:SNES9X (Score:1)
i download mine from the internet (Score:2)
Re:SNES9X (Score:2)
Re:SNES9X (Score:1, Insightful)
use edonkey and let those fucking morons dry out.
Re:SNES9X (Score:2)
But I agree that they really should have maintained C versions of all code for their emulator, especially in modern times when CPUs are more than fast enough to emulate an SNES without any assembly. As a result of the horrible dependence on assembly, ZSNES under Linux is missing a lot of features the Windows version has (such as HQ4X scaling, Linux only had HQ2X as of the last
Comment removed (Score:5, Informative)
Re:SNES9X (Score:4, Insightful)
It's a real testament to their coding skills.
Re:SNES9X (Score:3, Informative)
not only that, but other SNES emulators like NLKSNES or ESNES were both able to run most games at full-speed on this hardware as well.
Re:SNES9X (Score:5, Insightful)
Actually, I'd go so far as to hypothesize that ZSNES would be faster if it were written in C/C++ with careful assembly optimization only where needed: the higher productivity associated with a high-level language would mean more time to optimize the parts of the code where speed really matters.
Re:SNES9X (Score:3, Interesting)
This is where dynamic recompilation comes in. When you dynamically recompile the target binary, instead of interpreting it, you can remove all of the unpredictable branches you get when you interpret. Dynamic recompilation allows your code to be clean and fast.
I wrote a basic dynamic recompilation core for a Z80 emulator on the JVM.
Re:SNES9X (Score:2)
I've tried... The C code depends too much on large chunks of ASM.
Re:SNES9X (Score:2)
Re:SNES9X (Score:5, Insightful)
Re:SNES9X (Score:2)
License is not as clear as the GPL. (Score:2)
Do you have any evidence to support the assertion that making mention of the license was "flamewar fodder" and that it was indeed the intention of the poster?
The Snes9x license I found has a curious passage:
Geez (Score:5, Funny)
Re:Geez (Score:1)
Reccomendation (Score:5, Informative)
Re:Reccomendation (Score:3, Informative)
1. A SNES to USB [lik-sang.com] adapter.
2. A premodded USB SNES controller [sealiecomputing.com] (basically a SNES controller that's been gutted and replaced with new hardware to make it a USB controller).
Re:Reccomendation (Score:2)
I hated the Gravis GamePad Pro USB's D-pad (Score:1)
I've noticed the D-pad is a bit more sensative than a standard console d-pad, but it's never been something I couldn't play around.
I have never been able to consistently press straight down on the Gravis GamePad Pro USB. It almost always goes down and to the right. Currently, I use an official Sony PlayStation controller through an EMS USB2 adapter, which also lets me play StepMania on my dance pad.
Re:Reccomendation (Score:2)
For some games they were bearable, but for most of the games I was playing the pad was horrible because it is unreasonably difficult to press STRAIGHT in one direction without accidentally going diagonal. This made games like Street Fighter 2 unplayable.
I'm much happier with a standard PS2 controller + PS2->USB adapter.
Wow linux requires kernel rebuild for a joystick? (Score:1)
Re:Wow linux requires kernel rebuild for a joystic (Score:3, Informative)
Troll.
Re:Reccomendation (Score:2, Funny)
Re:Reccomendation (Score:1, Funny)
A little OT, but... (Score:1)
(and I mean after Supersonic, which is IMO, one of the best SuperNES games)
Re:A little OT, but... (Score:4, Informative)
For the uninitiated, Aerobiz and its sequel Aerobiz Supersonic were two games released on the SNES and Genesis. The aim of each was to become the most profitable airline in the industry. You could play the game at different points in time - the dawn of airplanes for business commutes all the way to Concorde-like supersonics. To win, you would have to oversee buying various real-life planes (Boeing, Lockheed, Airbus, etc), slots at worldly airports, and compete directly with three other companies who were also vying for the same assets. You would try to have a hub in each continent and grow the airline from there with large transoceanic flights. If a particular route was not profitable, you could alter its ticket prices, switch to a smaller plane, or other various options. The game actually had a board of directors you could meet with for advice (similar to SimCity's "Advisors"). Additionally, you could diversify your business by purchasing hotels or golf courses in respective cities. Various events, like the Summer Olympics and disasters, like fuel crises, war or worker strikes, would also influence your growing business. One of the features that made Aerobiz unique was that it was multiplayer. Although you had the option of making any number of them AI, the three other corporations could be other players. Granted, it's rather slow-paced and geeky, but it's arguably the closest thing there ever was to a competitive simulation game.
Re:A little OT, but... (Score:1)
Re:A little OT, but... (Score:2)
Thanks for reminding me of that awesome game!
Sheeshhh (Score:3, Funny)
old Interface :( (Score:1, Informative)
while it's nice and all that they further developed an app from the days where speed was crucial, they should at least adapt to some basic guidelines regarding gui design.
they may be talented in hacking year-old chips and code handoptimized assembly but they sure as hell have no clue about clean software design.
Re:old Interface :( (Score:2)
Anything to warrant another glance? (Score:2, Interesting)
I see a lot of fixes in the list, but since it's getting late, I can't read well... =/
Is there anything at all to warrant another glance at it? I used to think ZSNES was pretty damn cool, until I noted that SNES9X has actually working hardware screen scaling (through OpenGL - hardware scaling was pretty damn relevant on a P3-600 which I used until this month...) ...and another thing I had going for SNES9X was that there was an OS X port of it, too, so I could use the very same NVRAM files on all computers
Re:Anything to warrant another glance? (Score:3, Insightful)
Re:Anything to warrant another glance? (Score:1)
Where are the ROMs? (Score:2, Interesting)
Re:Where are the ROMs? (Score:1, Insightful)
Re:Where are the ROMs? (Score:3, Informative)
How long... (Score:2)
Re:How long... (Score:2)
Re:How long... (Score:2)
Release notes (Score:4, Informative)
ZSNES News
Dec 25th, 2004 - _Demo_
We are releasing the new ZSNES version 1.40 today. We hope you will enjoy it!
Merry Christmas
The ZSNES Team
------------
What's new:
DOS Only:
* - Fixed cublic spline interpolation. It should actually save the option now! [pagefault]
* - Fixed other various DOS sound bugs. [Nach, pagefault]
* - Fixed a frameskipping bug. [pagefault]
Linux/SDL/POSIX Only:
* - Updated icon. [cdbsi]
* - Updated Linux video code to Windows Version. [pagefault]
* - Fixed problems with nVidia cards. [Diablo-D3]
* - Fixed audio problems with broken drivers. [Diablo-D3]
* - Added 48khz sound support. [pagefault]
* - Updated joystick input support. [theoddone33, Sander]
* - Fixed Savestate incrementor, this caused some crashes. [pagefault]
* - Cleaned up the Linux Autoconfigure [Diablo-D3]
* - Added a couple of things for the start of BeOS compatibility. [theoddone33]
* - Fixed 16->32bpp LUT Related bug. [kode54]
* - Added hardcoded alt-enter fullscreen toggle. [theoddone33]
* - Added dialog for why the video mode couldn't be set. [theoddone33]
* - Added Circle buffer patch (savestate fix). [zinx]
* - Fixed problem with man page when installing (when man1 directory doesn't exist). [hpsolo]
* - Fixed cmd line sound quality. [pagefault]
* - Fixed zlib and libpng issues. [theoddone33, pagefault]
* - Updated libpng Version checking [theoddone33]
* - Added -lm to acinclude.m4 so AC_TRY_RUN doesn't return negative on some systems looking for libpng. [theoddone33]
* - Overhauled Makefile. [theoddone33]
* - Fixed install target, -D should not be used. [theoddone33]
* - Added the name of the start address to the error message, when mprotect fails. [theoddone33]
* - Update config.sub. This allows configuration on 64bit targets, and requires autogen.sh to be rerun. [theoddone33]
* - Added HQ2X filter! [MaxSt, pagefault, zinx]
* - Snapshots now use the full ROM file name. [Nach]
* - Prefixed Snapshots with leading zeroes. [Nach]
* - Renamed Linux Version to SDL. [pagefault]
Windows Only:
* - Updated icon with Windows XP compliancy. [cdbsi]
* - Added new disable screensaver code. [pagefault]
* - Added a CPU utilization fix. [kode54, pagefault]
* - Added 48khz sound support, updated sound code, and fixed sound bugs. [pagefault, Nach, ipher, StatMat]
* - Fixed a couple of input bugs, such as one concerning the 5th joystick and another that made the mouse get stuck in an endless loop. [pagefault]
* - Removed alternate timer. [pagefault]
* - Fixed Netplay freezing bug. [pagefault]
* - Many new video features, including (but not limited to): HQ2X, HQ3X and HQ4X graphic filters, support for hi-res and D modes in 32bpp windowed mode (now default), new aspect ratio code for scaling, and the KitchenSync (usable only via the commandline). [MaxSt, pagefault, Darkfalz]
* - Fixes for video code errors, such as those that occured when alt-tabbing in fullscreen, MMX interpolation fixes, and blitter fixes. [pagefault, zsKnight]
* - Snapshots are now numbered and use the full ROM file name. [Nach]
* - Renamed Windows version to Win32. [pagefault]
* - Win32 port can now also be compiled with MinGW (but we won't support it till the next release). [Nach]
All Ports:
* - Added multiple timing tweaks, fixed various emulation bugs, and many other technical updates, including (but not limited to): SPC core updates (with improved sound decoding), safer memory allocation in certain areas, HIRQ and VIRQ fixes, color add/sub and color bleeding fixes, HDMA improvements, sprite priority and flickering fixes. Many more games work
* - Overhauled a lot of code, such as checksum calculation and mirroring code. Overhauled and added much better EHi/Hi/Lo ROM code, improved reset vector, changed much hard coding to variables. Fi
It's all great but (Score:2)
when will we see viable (read: fully functional) emulators for more modern systems like the Sega DreamCast? (I am not even talking about the current crop of consoles: XBox, PlayStation-2 and GameCube).
Re:Slashdot pranked (Score:2, Funny)
Re:Slashdot pranked (Score:1)
Re:eh, Super Mario Kart still doesn't work (Score:1, Informative)
The utility here http://nsrt.edgeemu.com/ [edgeemu.com] is closed sourced but exists for a lot of platforms and can tell you if your copy of the game is good or not.
Re:eh, Super Mario Kart still doesn't work (Score:1)
Re:Ahh I remember the days. (Score:3, Funny)
Re:Cubic Spline Interpolation? (Score:2)