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Post subject: SNES Emulator timing (Snes9x vs Bizhawk vs Console)
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I made a 10 minute intro loop of Zelda - A link to the past on all 4 platforms. BSNES appears to sync perfectly with a real snes (if not a minute amount of frames off). I apoligize for the crappy quality on the real console, the capture quality was great, but deinterlacing the video produced a blurry pile of poo, I'm not that great at video editing. I started each video at the moment the frame the nintendo logo 1st appears since it's extremely difficult to tell when the 1st frame after power on is for the SNES. Also I apoligize for the audio coming from Snes9x 1.43, it was supposed to be the real console's audio. I'll re-do this when I have more time and hopefully fix the deinterlacing making the console look like poo. Anyone have any suggestions on deinterlacing? Link to video
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Cooljay
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Find it weird that Snes9x 1.43 had the color flash correct with console for the intro but the others had green which never appeared at all. Not to mention it's funny how inaccurate it is blazing through screens compared to the console taking it's precious time to go through the text. Thanks for the comparison.
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Cooljay wrote:
Find it weird that Snes9x 1.43 had the color flash correct with console for the intro but the others had green which never appeared at all. Not to mention it's funny how inaccurate it is blazing through screens compared to the console taking it's precious time to go through the text. Thanks for the comparison.
this is youtube, the flash is a 60hz effect, dropping individual frames will completely screw it. a simple "off by 1" doesn't indicate great inaccuracy, but would cause that to look wrong.
Cooljay
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natt wrote:
Cooljay wrote:
Find it weird that Snes9x 1.43 had the color flash correct with console for the intro but the others had green which never appeared at all. Not to mention it's funny how inaccurate it is blazing through screens compared to the console taking it's precious time to go through the text. Thanks for the comparison.
this is youtube, the flash is a 60hz effect, dropping individual frames will completely screw it. a simple "off by 1" doesn't indicate great inaccuracy, but would cause that to look wrong.
Ah yes. Completely forgot about youtube's butchering of video quality. Thanks for the explanation.
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I have one. http://pastebin.com/PWpcF8VQ Here's how it looks like. Vertical scrolling still glitches, but it was the best overall we could reach. http://www.youtube.com/watch?v=M9oZPiW1AP0#t=391s
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Ya that's youtube's doing, I tried running the deblink script over the video but I'm a dumbass at this, so didn't bother after I couldn't get it to work haha.
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Tompa
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Here's another SNES comparision video worth noting: https://www.youtube.com/watch?v=YhCxW7nI5N0
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Wow, interesting. For the first few minutes, it looked like snes9x 1.51 was keeping pace with the SNES and BizHawk, but it gradually got slower until it was about a second behind after 10 minutes. It's reassuring to see how accurately BSNES emulates the console, especially since we can now TAS with that core.
Post subject: Re: Emulator timing (Snes9x (1.43/1.51) vs Bizhawk vs Console)
creaothceann
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Pasky13 wrote:
deinterlacing
Try
Language: avisynth

DSS2("capture.avi") SeparateFields PointResize(Width, Height * 2)
(for DSS2 see here) If things don't appear to move correctly (frames being in the wrong order), try AssumeTFF or AssumeBFF before SeparateFields. If the picture appears to bob up and down, try QTGMC(ediThreads=1, preset="slow").
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Snes9x 1.43 and 1.51 were before Blaarg's S-SMP emulator was implemented, so naturally they're going to sound off compared to the real console.
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I like how no one mentioned audio.
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Snes9x < 1.5 uses a completely custom audio setup which was the worst of all known emulators. It sounds absolutely awful in many common cases. Snes9x 1.5 and 1.51 uses anomie's audio setup which was pretty good and bsnes used for a long time as well. Not perfect, and sounds off now and then, but few common cases were off, and generally not in an annoying way.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Post subject: Re: Emulator timing (Snes9x (1.43/1.51) vs Bizhawk vs Console)
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creaothceann wrote:
Pasky13 wrote:
deinterlacing
Try
Language: avisynth

DSS2("capture.avi") SeparateFields PointResize(Width, Height * 2)
(for DSS2 see here) If things don't appear to move correctly (frames being in the wrong order), try AssumeTFF or AssumeBFF before SeparateFields. If the picture appears to bob up and down, try QTGMC(ediThreads=1, preset="slow").
The picture looks good....but it's upside down? EDIT: FlipVertical() remedies it.
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Raw AVI (as well as BMP, as they're both early MS formats) store image upside down.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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CoolKirby wrote:
Wow, interesting. For the first few minutes, it looked like snes9x 1.51 was keeping pace with the SNES and BizHawk, but it gradually got slower until it was about a second behind after 10 minutes. It's reassuring to see how accurately BSNES emulates the console, especially since we can now TAS with that core.
It seems 1.51 actually got 1 second faster, not slower.
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Pasky13 wrote:
It seems 1.51 actually got 1 second faster, not slower.
Oh, right. That's what I meant.
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EDIT: Nitrodon pointed out the save file on the console version had world 1 cleared which caused the spinning island section to look out of sync when it was just starting from a different position. I've made another capture with a blank save file. Link to video
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The console version has cleared world 1, which may have affected the starting orientation of the spinning island.
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Nitrodon wrote:
The console version has cleared world 1, which may have affected the starting orientation of the spinning island.
Ah I didn't realize that. I'll check that out tomorrow. EDIT: Uploaded the video again and updated the link on the previous post. You were correct.
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How come lsnes is being ignored? Anyways, if you're interested in following Bizhawk development, lsnes development, as well as other TAS capable emulators, join #tasemu on FreeNode, where development changes are announced as they happen.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Nach wrote:
How come lsnes is being ignored?
lsnes is mostly same as Bizhawk timingwise (with enough differences to be annoying due to how bsnes core savestates work).
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Ilari wrote:
Nach wrote:
How come lsnes is being ignored?
lsnes is mostly same as Bizhawk timingwise (with enough differences to be annoying due to how bsnes core savestates work).
Indeed, but lsnes is a fine emulator, and it needs more recognition.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 5/4/2005
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Location: Onett, Eagleland
LSNES and Bizhawk bsnes cores are essentially the same. I know bizhawk uses the same patches illari made to the bsnes core. I think the only difference now is the determinism changes that were recently made to bizhawk's bsnes core.
I think.....therefore I am not Barry Burton
Former player
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Posts: 502
Location: Onett, Eagleland
Super Mario RPG: Link to video I was going to do Megaman X2/X3....but the timing is incorrect even in BSNES. In X2, X will die in the boss cutscene during the intro, that doesn't happen on a real console.
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Which bsnes core does Bizhawk use, compatibility, performance, or accuracy? I know that when I first used bsnes (the Linux version), it defaulted to accuracy, and resulted in a not-so-smooth experience because I guess my system isn't powerful enough or something. Since then I've switched to the performance core, and it's worked a lot better, but I honestly have no idea what the trade-offs are in terms of emulation accuracy and all that stuff.
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