I should also note that I have started on SuperFX emulation, as some will inevitably see said code in my source releases. What I have now is nothing more than a skeleton implementation, and absolutely nothing using it is playable yet. I am making absolutely no promises that I will ever be able to emulate this chip. It will take at least several months of work, and even then, the speed will probably be too slow to reach 60fps on any system
the quote above is from the bsnes homepage and since its been suggested the new core in zsnes will have much higher system requirements and FX emulation requirements being even higher wouldn’t it be practical to code these co-processors in a code that could potentially reduce the requirements needed?
the 32x is a more powerful duel processor based megadrive upgrade, this compared to the Super FX chip, yet kega (which also emphasizes accuracy) requires very little when compared to just emulating the SNES under bsnes. another emulator written in pure C++ nestopia also in contrast to the system emulated has a high system requirement (recommended 1.4ghz). Portability I understand is a key factor and that is noble in that it does cater to the minority using operating systems other then windows/linux, but if emulation comes to a standstill because of current hardware restrictions’ doesn’t that create a necessity to use code that could potentially allow for accuracy and playability? what position does this place those with computers/consoles that lack the technology to use/port the emulators in the first place?
I wouldn’t bring this up if I wasn’t intrigued by the future plans on zsnes and work being done with bsnes for that matter. I mean will my 3000+ Athlon64 be enough when it comes to the added extra chip support with zsnes? my apologies if this comes across as rather curt and my intentions are only of the positive nature; admittedly I'm not much of a programmer besides some basic TI calculator games and XML.