Posts for ssjkakaroto


Experienced Forum User
Joined: 12/19/2005
Posts: 9
With the release of the game's source code and a PC port, can any improvements be done?
Post subject: byuu emulator
Experienced Forum User
Joined: 12/19/2005
Posts: 9
I didn't see this posted here yet.
I'm excited to release the first official version of my magnum opus software project, byuu version 1.0! byuu is a multi-system emulator that aims to combine the accuracy of higan with the simplicity and performance of bsnes. Essentially, what bsnes did for higan's SNES emulation, I want byuu to do for all 25 of higan's emulated systems. byuu currently emulates the Nintendo, Super Nintendo, SG-1000, Master System + Game Gear, Sega Genesis, TurboGrafx-16 + SuperGrafx, MSX + MSX2, Game Boy + Color, Game Boy Advance, WonderSwan + Color, Pocket Challenge V2, and Neo Geo Pocket + Color. I poured my soul into this, and even for a first release, there has been substantial development. As compared to higan v107, byuu v1 features a brand-new, easy-to-use user interface in the general style of bsnes, that loads traditional game ROM images directly, supports native file dialogs, more than doubles the performance of Super Nintendo and Sega Genesis emulation, quadruples the performance of TurboGrafx-16 emulation, and provides a 20% boost to Game Boy Advance emulation. A Ryzen 5 2600 CPU should be able to run any supported system at 150fps or more. As with my other emulators, features like adaptive sync and dynamic rate control come standard. Future plans for byuu v2+ are ambitious: I hope to add support for rewind, run-ahead, a save state manager, a cheat code editor, frame advance, screenshot capture, and much more. Possibly even a hybrid desktop + couch-mode user interface! I also want to expose my Famicom Disk System, Sega CD, and future PC Engine CD emulation to byuu. Furthermore, I hope to expand byuu beyond my own collection of emulators: specifically, I would like to offer Nintendo DS, Nintendo N64, Sony PlayStation, and Sega Saturn emulation in future releases by relying on other leading emulation projects; although I may need help in achieving those goals. And now a heartfelt plea: I'm putting everything I have into this project, and my future in the emulation scene depends upon this project's success. Essentially, I'm getting older, and I have too many emulation cores to maintain as just one person. bsnes brought a revival to higan's SNES emulation, and I am hoping that byuu can do the same for higan's other cores. I am looking for other developers to join on as equal contributors to this project. If this proves highly successful, I'll stick around to guide the project forward. But if not, then I will be looking for a new lead to take over the project. In that case, I would continue to periodically submit patches, time permitting, but would hope for someone else to guide byuu, higan, and bsnes forward. If neither of these two things happen by the end of this year, then my current intention is to regrettably step down from the projects, although I haven't decided on an exact date of when yet. Effectively, I've gone about as far as I could as a sole developer. Essentially, I am hoping for this project to be what I'm remembered by after I'm gone one day, and so I want it to be as much of a success as possible. I also want these emulation cores to live on beyond me, and not just be tied to me as a person. Already bsnes and higan benefited massively thanks to 15+ years of contributions from well over a hundred volunteers. These emulators are so much more than just me. I hope to accelerate that trend, so that one day I can pass on the torch. I hate to ask this, but anything you all can do to help promote this project would be greatly appreciated! Getting the word out about it, creating user guides and video tutorials, writing an article about it, posting about it on a forum, adding it to an existing emulation website, ... anything would help. I am hoping that in naming the project eponymously, that I can short-step some of the time-consuming struggle of establishing a new emulator project, but word of mouth is still vital for people to know that this project exists. Thank you all so much! I hope you'll enjoy this new software as much as I've enjoyed making it. ~ Near
byuu v2 brings massive performance improvements, run-ahead and rewind support, and Famicom Disk System + Mega CD emulation.
Binaries: https://byuu.itch.io/byuu Source: https://github.com/byuu/byuu
Experienced Forum User
Joined: 12/19/2005
Posts: 9
Since it was not posted before, the new version is out: http://www.fbalpha.com/view/235/ These are probably the relevant parts for TAS:
-Added re-recording functionality [blip, dink] -Split avi files every 2 gig while recording to prevent corrupted video [dink] -Added selectable 1x, 2x and 3x pixel modes to the avi writer [dink]
Post subject: Interesting RAW codec added to Kega Fusion
Experienced Forum User
Joined: 12/19/2005
Posts: 9
Hey guys, I just saw the changelog for the new version of Kega Fusion and wondered if the same could be implemented in other emulators.
* Added AVI Logging using custom Kega Game Video 1 lossless codec. This is needed because logging RAW video causes poor performance even on highend machines, and using any of the available codecs either doesn't compress well enough to fix that, or does compress well enough, but can't keep up with 60fps, so you get poor performance either way. The codec is able to use hints from the emulator to aid in compression, allowing pretty good compression while taking very little CPU time. The codec to allow you to play back and convert the files is included in the archive, and can be installed via right clicking on the INI file and telling the OS to continue with the install. Tested on XP and Vista64, should work fine on 9x and Vista32. Note that these AVI files are not really meant to be shared as they are, it's just a way for you to log video without horrible laggy gameplay. Convert them to Xvid or something using the excellent VirtualDub program (Google it.) I'll open up this codec sometime later incase it's useful for other purposes/programs.
Experienced Forum User
Joined: 12/19/2005
Posts: 9
DeHackEd: Not even a patch to Snes9x that would create a zmv by playing back a smv?
Post subject: ZSNES 1.51 out (lots of movie fixes)
Experienced Forum User
Joined: 12/19/2005
Posts: 9
http://www.zsnes.com/index.php?page=news I can't wait to see TAS videos done in ZSNES, since I really prefer it over SNES9x. Is there any chance that there'll be a SMV to ZMV converter?
Post subject: ZSNES 1.50 out
Experienced Forum User
Joined: 12/19/2005
Posts: 9
Whole changelog can be found at: http://www.zsnes.com/index.php?page=news
Experienced Forum User
Joined: 12/19/2005
Posts: 9
Do the changes in the latest WIP fix the desync issues?
   * MOV: Fix for movie dumping issues. [Nach]
   * MOV: Fixed movie overwrite. [Nach]
   * MOV: As per Bisqwit's request increased encoding command sizes. [Nach]
   * MOV: -md now takes a parameter and works. [Nach]
Experienced Forum User
Joined: 12/19/2005
Posts: 9
another good version of FBA is Final Burn Alpha Plus, if i'm not mistaken it supports more games than FBE and has available source code: http://fbap.1emulation.com/