bsnes v0.040 released

Archived bsnes development news, feature requests and bug reports. Forum is now located at http://board.byuu.org/
creaothceann
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Post by creaothceann »

FirebrandX wrote:No I mean I use paint shop pro to save in various formats, and from there it claims the transparency version has to be 256 color format.

Uh...

Image
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Jipcy
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Post by Jipcy »

FirebrandX wrote:No I mean I use paint shop pro to save in various formats, and from there it claims the transparency version has to be 256 color format.

So that super expensive rendering program can't output different file types?
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Post by augnober »

creaothceann:
Sorry to be a bit off-topic.. What PNG Optimizer program is that? It looks nice.


About this release.. I just tried NHL '94 (north american release), and it's got some graphical corruption in the title screen which doesn't appear in zsnes (and I don't recall seeing on a real snes). I haven't tried it on older versions of bsnes, so I don't know if it's new.
creaothceann
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Post by creaothceann »

augnober wrote:What PNG Optimizer program is that? It looks nice.

That's the PNG export dialog of Paint Shop Pro 7.
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[vEX]
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Post by [vEX] »

Turambar wrote:I noticed a few possible improvements too. First let's see what optipng -o7 did to the images in the data directory.

Code: Select all

** Processing: bsnes.png
...
bsnes.png is already optimized.

** Processing: joypad.png
...
Output file size = 179991 bytes (14006 bytes = 7.22% decrease)

** Processing: logo.png
...
Output file size = 16759 bytes (5170 bytes = 23.58% decrease)


That isn't really much, but it cuts down the size of the binary, so less bandwidth gets used. It's more professional too.


advpng produces better results, better go with that.

Code: Select all

$ advpng -4 -z *.png
        1368        1066  77% bsnes.png
      193997      166441  85% joypad.png
       21929       16418  74% logo.png
      217294      183925  84%

That's 217294-183925=33369, ~30kB less, so it saves ~10kB more than optipng.

Which reduces binary size is by 33376 bytes (which is actually 7 bytes more than the PNGs decreased).

Code: Select all

$ ls -l /usr/bin/bsnes 
-rwxr-xr-x 1 root root 1280960  9 mar 19.24 /usr/bin/bsnes
$ ls -l /usr/bin/bsnes
-rwxr-xr-x 1 root root 1247584  9 mar 19.27 /usr/bin/bsnes
byuu

Post by byuu »

Someone should find out how sinamas got gambatte so small. He statically links against Qt as well, but his binary is ~1.8MB compressed, ~5MB uncompressed. Mine is ~3.3MB compressed, ~11MB uncompressed. Would probably be better than shaving off ~20-30kb off PNGs (but we'll definitely do that as well.)

My version of Qt was built with:
configure -static -release -qt-libpng -qt-libjpeg

I only link to QtCore and QtGui.

Looked into hosting. VStech wants $4 a month for 3.5GB/mo. About half of what I need. I really don't want to spend $10 a month to get the bandwidth I need, nor do I want to go with a cheapo host that could disappear / drop me when bandwidth gets high.

augnober wrote:About this release.. I just tried NHL '94 (north american release), and it's got some graphical corruption in the title screen which doesn't appear in zsnes (and I don't recall seeing on a real snes). I haven't tried it on older versions of bsnes, so I don't know if it's new.


Graphical corruption for a single duplicated scanline sounds a bit extreme, but semantics aside ...

Known issue, it's a limitation of scanline-based rendering. We have to pick a point during the line to draw. If we raise the value to fix this game, we trigger similar issues in other games.

We spent a good few weeks finding the most compatible value possible.
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Post by [vEX] »

On the topic of bsnes downloads mirroring.. what do you want me to use for the source for the Arch Linux bsnes PKGBUILD?

As it's not in the official repos, but in AUR, users have to build it themself. Though I don't think the Arch Linux bsnes user group is that big (sadly), it might be worth noting that it uses cinnamonpirate atm. Though I can, and will, of course change it per your requests.
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Post by gllt »

FirebrandX if you're using Windows that can handle .NET (assuming you are) then why not just Paint.NET which if you can't operate PSP I'm sure P.NET will be easier. (Not to be offensive, though in general P.NET is a lot simpler than Photoshop or Corel/Jasc PSP, of which I like Jasc PSP 9.)
[/ot]

byuu you did an awesome job on this, I have flooding memories of visual boy advance :P I want my nintendoDS screen/minigba now I HAVE TO GET TO WORK ON SOMETHING AWESOME.

edit; for 1280x1024 monitors which are very common for budgeted people in the last x years :P
http://img144.imageshack.us/img144/174/ ... 801024.png
http://img144.imageshack.us/img144/2603 ... 801024.png
corrected ratio and non-corrected ratio 1280x1024 scale 4x cutouts, so that you know where your working area is there :V
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Post by FitzRoy »

http://e-rice.net/

I've used this service for a few years now. Their static options are great values if you don't need all the frills.

Regarding NHL 94, I actually remember that game's title screen being hclock sensitive. However, I thought your recent scanline improvements solved that. I guess I misunderstood. They only solved the perma-ones like in Franken, Winter Games, and Mega lo Mania, right? In other words, they achieved what line caching did without incurring the sprite flickering issue.
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Post by Dullaron »

3c) Modify bsnes/src/ui/Makefile and set qtdir to the root folder of your Qt installation.

This right?

set qtdir C:/Qt/4.5.0

where I put this at in Makefile?
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byuu

Post by byuu »

qtdir is specified in src/ui_qt/Makefile.

On the topic of bsnes downloads mirroring.. what do you want me to use for the source for the Arch Linux bsnes PKGBUILD?


Well, you're pulling the source, which is only ~600kb. It should be fine. The Windows binary is what's kicking my ass.

edit; for 1280x1024 monitors which are very common for budgeted people in the last x years


Are they supposed to be solid white? :/
Some sort of thing there in the alpha, perhaps?

Regarding NHL 94, I actually remember that game's title screen being hclock sensitive. However, I thought your recent scanline improvements solved that.


NHL '94, Jurassic Park, Battle Blaze, Dai Kaijuu Monogatari II et al are sensitive to ppu.hack.render_scanline_position. We use 512, NHL '94 works fine at 1024.

What I did was remove ppu.hack.oam_cache, which affected Adv of Dr Franken, LoTR, Megalomania, Nightwarriors and Winter Olympics.

Essentially, the OAM cache fix was making a single register ($2101 / OBSEL) "sort-of" cycle-accurate (we don't have the exact cycle it's read pinned down, I just guessed until everything worked). In NHL '94's case, it's the same issue with the game writing registers mid-scanline, but with a different register (probably BG enable or one of the mode 7 regs.)

I don't want to keep extending the scanline-PPU in this manner, and it won't really work as some of these regs are probably read at varying times (and even multiple times) per scanline. I know the BG enable reg can be written and take effect almost immediately -- the PPU reads it repeatedly every few cycles, which is 100% incompatible with my renderer, hacks or not.

And you saw the speedhit from the OBSEL workaround already ...
Last edited by byuu on Mon Mar 09, 2009 9:42 pm, edited 1 time in total.
gllt
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Post by gllt »

byuu yes, you fill in the white with your border XP
For border style graphics anyway.
creaothceann
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Post by creaothceann »

Image

(PSP7 again)
Last edited by creaothceann on Mon Mar 09, 2009 9:42 pm, edited 1 time in total.
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Dullaron
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Post by Dullaron »

rcc ui_qt/resource/resource.qrc -o ui_qt/resource/resource.rcc
process_begin: CreateProcess(NULL, rcc ui_qt/resource/resource.qrc -o ui_qt/reso
urce/resource.rcc, ...) failed.
make (e=2): The system cannot find the file specified.
mingw32-make: *** [ui_qt/resource/resource.rcc] Error 2
Press any key to continue . . .

won't work. :roll:

DXSDK_Nov08
qt-win-opensource-4.5.0-mingw
tdm-mingw-1.902.0-f1

Btw: qt-win-opensource-4.5.0-mingw telling me that MinGW is missing some files. So Install that MinGW first then tdm-mingw-1.902.0-f1. Then get include from C:\Program Files\Microsoft DirectX SDK (November 2008)\Include copy over to C:\MinGW\include.

This is messy.

tdm-mingw-1.902.0-f1 is install default setup.

I use the same command that I been using.

@echo off
cd c:\bsnes-src
set path=c:\mingw\bin;
@mingw32-make platform=win compiler=mingw32-gcc enable_gzip=true enable_jma=true
@pause
clean
@pause
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Post by Panzer88 »

I'm also for transparency, or at least not degrading the quality of the pad any more. Lowering resolution is one thing but it would be good to have it as a png if possible.
byuu wrote:Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? >:(
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Post by gllt »

Panzer88
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Post by Panzer88 »

I see you updated the contributors in bsnes but not on your site.
byuu wrote:Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? >:(
byuu

Post by byuu »

(PSP7 again)


No :P

process_begin: CreateProcess(NULL, rcc ui_qt/resource/resource.qrc -o ui_qt/resource/resource.rcc, ...) failed.


That's fairly self-explanatory ... it can't find rcc.
I'll try and get some build instructions up, since it's getting quite involved. No promises of when though, sorry.

This may help a little, but you have to adapt it for 4.5.0:
http://www.qtcentre.org/forum/f-install ... 16697.html

http://img90.imageshack.us/img90/2069/wooden.png here you go, a wooden border


I wonder if it supports animated GIFs -- ooooh, or MNGs! Be awesome to put that technicolor transitioning llama thing AoL uses all around the image.

EDIT: aww, no to both.
Also, http://doc.trolltech.com/4.5/stylesheet.html

Someone make something awesome for the whole app, heh. Bonus points if someone clones ZSNES' UI :P

I see you updated the contributors in bsnes but not on your site.


They haven't helped out long enough to be mentioned on the webpage yet :P
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Post by Verdauga Greeneyes »

I think the controller graphic bsnes uses should have transparency. It shouldn't matter to bsnes as you can just specify a background colour, right? (it might lead to a slightly bigger png, but the extra data should be relatively easy to compress)
creaothceann
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Post by creaothceann »

byuu wrote:
(PSP7 again)

No :P

Just wanted to post the previews. :wink:
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gllt
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Post by gllt »

apng/mng support would have been the bomb :P
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Post by FirebrandX »

Jipcy wrote:
FirebrandX wrote:No I mean I use paint shop pro to save in various formats, and from there it claims the transparency version has to be 256 color format.

So that super expensive rendering program can't output different file types?


It can for the last time, I just use other programs to manipulate images as I have it default to bitmap. I'm not going to discuss that further.

gllt wrote:FirebrandX if you're using Windows that can handle .NET (assuming you are) then why not just Paint.NET which if you can't operate PSP I'm sure P.NET will be easier. (Not to be offensive, though in general P.NET is a lot simpler than Photoshop or Corel/Jasc PSP, of which I like Jasc PSP 9.)
[/ot]



So let me get this straight: Just because I got confused about the difference between "transparency" and "alpha channel", this suddenly means I can't operated PSP? DO you realize how much shit I actually do with that program?? Yeah, thanks for the insult. Ok so I don't know jack about png's options, but I WAS technically correct when it claims png has to be in 256 color mode for transparency color, just not for "alpha channel".

I'm about ready to just ask byuu to pull the image. This has become a "you're an idiot because you don't know about alpha channels" thing directed at me.
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Post by gllt »

(Not to be offensive, though in general P.NET is a lot simpler than Photoshop or Corel/Jasc PSP, of which I like Jasc PSP 9.)

Does that mean anything. :[
I said that whole post in the terms that I wasn't sure what you understood or didn't understand
and yet this is ignored and still interpreted as an insult

that being said, fitz/byuu/badinsults threadsplinter please into general discussion of styles/drama, up to you though.
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Post by FirebrandX »

Here are a couple of examples of my skill with PSP. These are "digibashes" I did for the Transformers collector community, which I was told were some of the very best quality PSP work they've ever seen:

Image


Image

The above were requested paint schemes. Neither figure's actual paint scheme even remotely looks like that.

Also, the controller's logos & fonts were masks I created in PSP. I can also post several other even more complicated uses of PSP I've done for book covers if need be.
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