@HunoPPC The SM502 does not have hardware acceleration (apart from blit and fill) even on real hardware and QEMU emulates that. So not sure what hardware acceleration your software uses but it's likely not available, same way as it would not be available on real Sam460EX with SM502. But on real machine people usually have some gfx card so maybe less of an issue there.
@balaton thank you very much for this clarification, I worked this emulator with composite rendering and indeed if the card does not use rendering it automatically switches to Software rendering which consumes all the cpu in cycles not actually by the gpu, so everything It's normal that it's slow in emulation. To be able to take advantage of the rendering the sm502 would have to support composite and that would be great
Ok thank you for the video, that's exactly it, hardware support is not taken into account on this GPU. Now you continue to deactivate vsync then you activate turbo mode by pressing F2 and with f4 you reduce the number of skipped images and f3 you increase, first try to get closer to the 2 images and if not not enough you increase and activate in the CPU overclock interface. Thanks
To be able to take advantage of the rendering the sm502 would have to support composite and that would be great
That likely won't happen. There were some discussion about this somewhere in this forum before where we were told that SM502 is not a good match for AmigaOS graphics.library so it cannot use some features like 32 bit mode or alpha blending. If I got that correctly the reason is that SM502 stores alpha values separately from pixel data which AmigaOS does not support therefore the SM502 AmigaOS driver cannot support these. So it's not a problem of not emulating this but that even on real hardware AmigaOS can't use it.
Ok thank you for the video, that's exactly it, hardware support is not taken into account on this GPU. Now you continue to deactivate vsync then you activate turbo mode by pressing F2 and with f4 you reduce the number of skipped images and f3 you increase, first try to get closer to the 2 images and if not not enough you increase and activate in the CPU overclock interface. Thanks
ok I played a bit with Tubo mode and Turbo Frame Skip 2 seems to be the best choice for me it leads to a constant 30 FPS which is a good gaming experience. Can you also save the settings so that Turbo Mode is activated by default for all Roms and Turbo Frame Skip is set to 2?
@Huno Tested, speed indeed ok on x5000! At least with Donkey Kong for sure.
Few questions:
Is it expected that i can't change buttons for the amigainput from GUI ?
Also is it possible to choose my own screenmode for the fullscreen, so to be not 640x480, but 1920x1080 (just like i have when resize window when in window mode in fullsreen) ?
And is there possibility to not use .zips, but sfc/smc too ?
Hi The screen mode is indeed fixed but I can add this option if you consider it essential. Yes you can change the buttons that are already recognized in the GUI Indeed the graphical interface searches for .zip files however on the command line it accepts .sfc/smc, do you want me to add the search for .sfc/smc in the graphical interface?
HunoPPC wrote:@kas1e Indeed the graphical interface searches for .zip files however on the command line it accepts .sfc/smc, do you want me to add the search for .sfc/smc in the graphical interface?
You should do that, there are also problems from time to time if the roms are in zip, use Snes9x on other systems also sfc/smc it would simplify the whole thing a bit and the roms can be used in their original format.
You're right, sfc/smc can be used from within the shell, I've already tried it.
Maybe they could add Tubo mode and Turbo Frame Skip 2 to the GUI so that it is enabled for all roms when running? Of course it would only be useful for software rendering without 3D acceleration.
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
Yes you can change the buttons that are already recognized in the GUI
How ? I tried to click in the items to type my new ones, and can't.
Quote:
however on the command line it accepts .sfc/smc, do you want me to add the search for .sfc/smc in the graphical interface
IMHO it will be good if gui can searh not only for zips but also for .sfc/smc as well, and maybe just in one single "ROM" directory instead of 3 different ones (if possible)
Generally rom files are archived as zips, but sometimes even already extracted. The ideal solution would be to support both methods (zip and sfc/smc) in both shell and GUI
Fig file format was also sometimes used, they are a sort of rom image used in some more recent games. Fire Emblem: Thracia 776 can be found only in this format
this is a bit older version of snes9x but here i have SDL2 via sdl12comapt your previous version of snes9x 1.53 under sdl behaved the same way - it ate a lot of cpu. This is related to the fact that in the previous version 1.53 you didn't use SDL fully either - only audio? As you can see. In the version I'm preparing, the cpu consumption doesn't matter. I think the problem is something to do with SDL1/2. @Balaton described exactly the problems with sm502 but I wanted to make sure.
Thank you for your reply and sorry for the lame question
Hi, According to the behavior that I see in the emulator, as soon as the program wants to use hardware rendering it starts to consume a lot of CPU, in the software rendering version it remains balanced. My older versions are generated this way: The COMP version=native hardware rendering in composite audio+joysticks/keyboard via SDL2 The SDL version=Software rendering via SDL1
For me the problem with emulator as soon as the rendering is in composite the CPU will be at 100 for 100
Test the HANS composite boingball and you will see the same symptoms in my opinion
On this release: - MSU1 pcm audio Working now!!! - Added new covers 3D for support MSU1 games - Added new folder "Roms-MSU1" for copy your games patched with MSU1 files - New options on the GUI: * Activate TurboFrameSkip + select of number of frames * No Overscan for 320x240 mode (for speedup on low machines) * Activate MSU1 files support - New locale for GUI - New images style for GUI - Added new logo for MSU1 roms - Now GUI support extensions : .zip/.smc/.sfc/.fig/.swc on native - Added column TYPES OF EXTENSIONS
Can you point me out how to change the keys/buttons in current version ? I just can't do it from GUI , and config file doesn't looks clean enough in this terms..
Also, just for future, maybe it will be possible to implement the same "save slots" as in warpsnes ? (i.e. you hit shift+ number, and it saves in this slot, then if you just hit pure number, it then load the slot) ?
The buttons in the GUI is offset by -1, same as the last GUI.
GUI button 0 = Amiga Input button 1 GUI button 1 = Amiga Input button 2 GUI button 2 = ...... and so on.
Hope it helps
Edit:
I´ve got
A=B0 B=B1 X=B2 Y=B3 L=B4 R=B5 Select=B6 Start=B7
If it still don´t work delete Sys:Prefs/EnvArch/Sys/AmigaInput/AmigaInput.prefs and reboot with joypad connected. Then start Prefs/AmigaInput and save. Start Snes9x and try again
And oh yeah, who is the author of AmigaInput? It´s been buggy for 20 years now, time for a cleanup.