gbadev.org forum archive

This is a read-only mirror of the content originally found on forum.gbadev.org (now offline), salvaged from Wayback machine copies. A new forum can be found here.

DS homebrew announcements > SNEmulDS

#121384 - SyntaxGS - Mon Mar 12, 2007 2:41 am

Does anyone here know about SNEmulDS? A guy named archeide has been doing awesome work over there working on improving an SNES emulator for the DS.

So far, It's the best SNES emulator I have used for the DS.. and he just released a new version today (0.4 final). If you haven't heard of this yet, you should check it out here:


http://snemul.free.fr/ds/
_________________
Nintendo DS Onyx :: Supercard Lite :: Superkey :: 1GB microSD

#121391 - Miika - Mon Mar 12, 2007 3:26 am

Yes, everybody knows of SNEmulDS.
_________________
My DSQuake video: http://www.youtube.com/watch?v=03wz7nmaXa8
My QuakeDS video: http://www.youtube.com/watch?v=nNIKneo11o4

#121407 - Dood77 - Mon Mar 12, 2007 6:35 am

But not everyone knew there was a new version... thanks

#121410 - HyperHacker - Mon Mar 12, 2007 7:48 am

Holy crap, F-Zero is almost playable now. Except the layers glitch up so after a few meters you can't see anymore. Launching Super Mario All-Stars freezes it right up. Super Mario World is damn near perfect; graphics glitch a bit and sound skips sometimes but it's completely playable. Unfortunately, Tetris Attack is still ruined by the cursor not moving correctly.
_________________
I'm a PSP hacker now, but I still <3 DS.

#121482 - tepples - Mon Mar 12, 2007 6:44 pm

HyperHacker wrote:
Unfortunately, Tetris Attack is still ruined by the cursor not moving correctly.

That's because the game puts the Super NES in a special screen mode where each tile can be scrolled up and down by 1-pixel increments. The stage "Touch Fuzzy Get Dizzy" in Yoshi's Island uses the same mode. The GBA/DS graphics hardware doesn't have this mode, which is why GBA Puzzle League uses a playfield of 72 sprites (instead of background tiles) and GBA Yoshi's Island uses much coarser scrolling for that level. The only way I can see to solve this is to use high-level emulation of that screen mode, which is more work than just buying a copy of GBA Puzzle League especially now that there are a commercial DS spiritual sequel Meteos, a DS homebrew clone "tetattds", and purported screenshots of an official DS version.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#121521 - HyperHacker - Mon Mar 12, 2007 10:11 pm

What? Instead of just putting the blocks on their own background layer and scrolling that? @_@
_________________
I'm a PSP hacker now, but I still <3 DS.

#121539 - Dood77 - Tue Mar 13, 2007 12:18 am

I loaded up Super Mario all-stars + World the first time an it froze after title, but after i had loaded another game in between it loaded fine, maybe one of the speed hacks breaks it?

As for the tetris problem, will the line-by-line feature fix this?

#121549 - tepples - Tue Mar 13, 2007 2:21 am

HyperHacker wrote:
What? Instead of just putting the blocks on their own background layer and scrolling that? @_@

Super NES had only three layers in plain "text" mode. Your suggestion would have wasted two of those layers on the playfield.

No, line-by-line scrolling does not fix games that use tile-by-tile scrolling such as PdP/TA.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#121566 - HyperHacker - Tue Mar 13, 2007 5:09 am

Tetris Attack only uses two layers, though. Seems they could have got away with background and frame on one and blocks on another, or background on one, blocks on another, low-colour frame on #3.

But anyway, the blocks rise fine, the cursor just doesn't follow them.
_________________
I'm a PSP hacker now, but I still <3 DS.

#121625 - tepples - Tue Mar 13, 2007 4:07 pm

HyperHacker wrote:
Tetris Attack only uses two layers, though. Seems they could have got away with background and frame on one and blocks on another, or background on one, blocks on another, low-colour frame on #3.

For how many players?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#121716 - HyperHacker - Wed Mar 14, 2007 7:06 am

A few if you were to shift the layer postion mid-scanline. Didn't the SNES allow that?
_________________
I'm a PSP hacker now, but I still <3 DS.

#122019 - 2jaxx - Fri Mar 16, 2007 1:39 pm

I encountered something weird with Seiken Densetsu 3. I would like to play around with the layer constellations, problem is that when I try doing that, the menu disappears. By tapping around on the TS, I can make it visible again, but the layer settings remain the same. Does anybody know why this happens and whether it's possible to fix this?

Jaxx

#122025 - dantheman - Fri Mar 16, 2007 3:50 pm

I had that same issue when testing game for someone else. I honestly have no clue how to fix it, or why it happens in the first place.

#128049 - archeide - Tue May 08, 2007 2:35 am

Update: SNEmul v0.5 beta

This version aims to improve in sound and graphics. As the emulation becomes more and more complex, it is more and more difficult to add new features without breaking the emulation overall, so some new feature will not be enabled by default for all games. The configuration file select which features are enabled or not, and becomes very important (so don?t forget to put it in the root directory!).

I tried very hard to improve sound, and i succeeded to get much better musics in some games, but there may still some ?pops? or ?cracks? sometimes, and the sound can slowdown or goes mad in some rare circumtances (the ARM7 seems not powerful enough).

A new menu has been added : the GFX config menu, this menu offer a simple way to change the GFX behaviour in real time. The emulation is not stopped like in the options menu, you can enable/disable several features and see which ones are better for the game. (See README for more informations)
Here is the list of changes

* Changed the Sound timers, now the timers should be a bit more accurate and removed the timers hacks
* Moved back the Sound RAM in the fast ARM7 RAM, removed unused code from ARM7 codes
* Now support sprite address change during frame (limited to two addresses by frame), this makes Ogre Battle much more playable
* Left handed people can now enjoy the SNES mouse option (right buttons can be used like left joypad).
* Options can now be saved in configuration file
* New SNES config menu
* Fixed some bugs

Optionnal feature (enabled by configuration file):

* Added sound synchronisation fixes, this is a set of flags that make ARM9 slowdown or make ARM9 wait for the ARM7. Those options make Square games (and other games) sound much better, but also break sound in other games. So this option is available through the configuration file. I only changed for the configuraiton file for Chrono Trigger, SOM1 and FFVI. You will have to modify the configuration and test the options for other games.
* Added priority per tile for BG3, by detecting if there are more low or high priority per tile at each line (see README)
* Added priority per tile for BG1 and BG2, by using the fourth DS layer. Low priority tiles go to fourth layer, and high priority per tiles (this idea was taken from SNESAdvance).
* Sprites priorities can now be changed. See configuraiton file for more informations. The default is 1123 but 1223 makes some games look better (like Castlevania IV first level for instance)

Get it here (and patch it with DLDI):

http://snemul.com/ds/SNEmulDSv05b.zip

http://snemul.com/ds/SNEmulDSv05b_M3S_R4.zip

#128059 - Dood77 - Tue May 08, 2007 5:59 am

Yay! Good to see frequent updates, I will download and try it out tonight.
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#128177 - 2jaxx - Wed May 09, 2007 11:35 am

Great new version! I would like to see people share their config files, maybe we can gather configurations to get an optimized file for a bunch of games.

Jaxx

#128194 - Opus - Wed May 09, 2007 3:56 pm

Is there any special settings that are required to run Famicom Detective Club Part II?

I tried this myself only for the emulator to crash.

Thanks.

#128253 - Dood77 - Thu May 10, 2007 12:09 am

Oh wow! The sound is excellent! I noticed though that in zelda I can't fix the layers so that link walks underneath bridges and trees etc. It seemed like I was able to do this fine in v0.4 ...
Also I noticed a weird bug in Demons Crest (U) [!]
The fight with the second boss is impossible to beat (can't be damaged), and after I die and start at the last checkpoint I can't harm any of the enemies that I could before... I could provide a save state if you like.
The SNES mouse emulation is pretty awesome! Although in mario paint it doesn't work so well, I have to recalibrate with the up button frequently. I would like an option to be able to use the mouse kinda like a laptop touch pad, the game would stay on the top screen, but movement of the mouse is relative to the change in the X and Y coordinates, not absolute. Also the mouse buttons would work just like a mouse button (you don't have to tap to click)
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#128254 - archeide - Thu May 10, 2007 12:15 am

Dood77 wrote:

The SNES mouse emulation is pretty awesome! Although in mario paint it doesn't work so well, I have to recalibrate with the up button frequently. I would like an option to be able to use the mouse kinda like a laptop touch pad, the game would stay on the top screen, but movement of the mouse is relative to the change in the X and Y coordinates, not absolute. Also the mouse buttons would work just like a mouse button (you don't have to tap to click)

Did you put the last snemul.cfg in root directory ? Because you should not need to recalibrate with mario paint . The emulator modifies the internal variables of the game to move the mouse cursor accurately. This feature is available in Populous II, Eye of the beholder, Mario Paint and Civilization.
There is a video i made that show populous ii and eye of the beholder (i'm not sure if i can put a link here, i don't want to be scolded :p )

#128270 - gm112 - Thu May 10, 2007 5:10 am

Is it just me or does SNEmulDS hate supercard SD? I put snemul.cfg and made a folder named "SNES". Then patched it with a DLDI patch and I still have filesystem error. Any takers on how to fix this?

#128276 - dantheman - Thu May 10, 2007 6:40 am

gm, it works fine on my SC miniSD. Try patching it with SCSD_moon.dldi instead.

#128281 - Opus - Thu May 10, 2007 8:11 am

Any takers on my issues with Famicom Detective Club Part II?

This is the one rom I most hoped to have emulated on my DS.

Thanks.

#128347 - gm112 - Thu May 10, 2007 10:19 pm

dantheman wrote:
gm, it works fine on my SC miniSD. Try patching it with SCSD_moon.dldi instead.

Oh! Thanks for correction, Dan.

#128350 - Dood77 - Thu May 10, 2007 10:51 pm

gm112 wrote:
dantheman wrote:
gm, it works fine on my SC miniSD. Try patching it with SCSD_moon.dldi instead.

Oh! Thanks for correction, Dan.

(works great on my SCminiSD as well...)
SCSD_moon.dldi isn't the correct one, it's just something to try if the other doesn't work, I know some people's SD cards only work with the moon version. But some SD cards are low quality and are more prone to corruption, so this could be the issue as well. Usually the 'big names' are okay, like SanDisc, Kingston and A-Data.

#135920 - Beeselbub - Fri Jul 27, 2007 1:38 pm

Where i can get the ROMS the ones i use on snes9X dont work with SNEmulDS dont work please help me

#135966 - voteforpedro36 - Sat Jul 28, 2007 1:06 am

Beeselbub wrote:
Where i can get the ROMS the ones i use on snes9X dont work with SNEmulDS dont work please help me


Rom requests are against the rules. Ban hammer?

#135967 - tepples - Sat Jul 28, 2007 1:53 am

Beeselbub wrote:
Where i can get the ROMS

1. Red doesn't help.
2. There was never much of a Super NES homebrew scene, due in part to the difficulty in programming two CPUs in two different assembly languages and getting them to communicate over a slow port.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#136102 - x999x - Sun Jul 29, 2007 5:20 am

Thanks for this, I've got some of my favorites running nicely in this latest release.

One quick question however, do you know what is ailing Super Punchout? Your distro is the only one I've had luck with that will run it, and I've got to tell you the emulation is just GREAT! But one small problem :( All the sprites have a transparency to them. Normally, just "Little Mac" would be transparent so you can see the boxer behind him, but in this case, everyone is transparent.

Anyone have any luck with settings to get the opponent to display correctly?

This is my ULTIMATE dream game to have emulated, it's soo close!