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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sat Jan 14, 2017 5:36 pm 
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Location: Seattle
Sour wrote:
I did a tiny bit of research and noticed VLC has a "Use hardware YUV->RGB conversions" option - I tried to lookup some information about it, and ended up finding a bunch of threads by users having problems when the option is enabled.
Under *n*x, there's the "Xvideo" X11 extension, which provides access to hardware-accelerated colorspace transforms. I have no idea if there's a Windows variant of that, though.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sat Jan 14, 2017 5:38 pm 
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Joined: Tue Apr 19, 2011 11:26 am
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Location: RU
Also, I didn't mean dropping DX11, but probably using lower versions?


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Mon Jan 23, 2017 8:26 pm 
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feos wrote:
Also, I didn't mean dropping DX11, but probably using lower versions?
Older versions are starting to be pretty ancient by now, though. DX9's latest release dates back to 2010 (and it was first released in 2003...). I'm not much of a DX expert, but from my understanding, the API between DX9 and DX10 was completely changed and converting to DX9 would pretty much imply rewriting all the code. Not to mention worldwide Windows XP usage is down to 5%, so there is not much incentive for me to switch to DX9 at this point.

Also, just to know, is it the 8x resolution version of the filter that's running at 20fps on your computer?
If your CPU is a dual core though, it's very likely the filter is performing even worse than it would normally due to how the core is built. If the filter doesn't render the picture within 16ms, the emulation thread ends up doing a spinlock while waiting for the next thread (to keep latency as low as possible). With a dual core CPU, though, this means that the emulation thread is wasting a whole core while the other 2 threads are trying to finish rendering the picture - this is far from being an ideal scenario.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Tue Jan 24, 2017 7:44 am 
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It's the speed of the 2x resolution, and yes, it's dual core.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Feb 09, 2017 11:07 am 
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I'm trying to run Mesen on OSX using mono. Mesen version is 0.7.0, from the official website. Mono version is 4.4.2, installed SDL2. When I run "mono mesen.exe", it creates a file "libMesenCore.dll", and I get an error "Mesen could not launch because it was unable to load MesenCore.dll due to missing dependencies". Any hints on what to try?


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Thu Feb 09, 2017 3:15 pm 
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If you're using a precompiled version, it's likely the standard C++ library on your system doesn't match what Mesen is compiled against. If you can, I'd suggest trying to compile Mesen yourself and see if that works. Also, keep in mind that I haven't done any OSX testing, so it is fairly likely that there may be issues (and I won't really be able to help fix them as I do not own a Mac)


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Mon Feb 13, 2017 8:46 pm 
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Running 0.7.0 on Linux using Mono, and it crashed twice. One time, it crashed while paused in Super Mario Bros. while opening the video settings with a crash log, and the other time, I scaled the video down to zero, and then back up. It is also extremely jittery despite the emulator reporting a constant 60-61 FPS with and without VSync enabled.

Crash log:
Native stacktrace:

mono() [0x4b18ff]
mono() [0x42982c]
/usr/lib/libpthread.so.0(+0x11080) [0x7fe4f4381080]
/usr/lib/libc.so.6(+0x128952) [0x7fe4f3ee3952]
/home/syboxez/.local/bin/libMesenCore.dll(_ZN11SdlRenderer6RenderEv+0x121) [0x7fe4e737ad81]
/home/syboxez/.local/bin/libMesenCore.dll(_ZN13VideoRenderer12RenderThreadEv+0x26) [0x7fe4e73712e6]
/usr/lib/libstdc++.so.6(+0xbb970) [0x7fe4e6baa970]
/usr/lib/libpthread.so.0(+0x7454) [0x7fe4f4377454]
/usr/lib/libc.so.6(clone+0x5f) [0x7fe4f3ea37df]

Debug info from gdb:

terminate called without an active exception

=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

EDIT: Jitteriness was caused by GNOME's desktop compositing. Tried in MATE, and it worked somewhat, but there was massive amounts of screen tearing, even with VSync turned on.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Fri Mar 24, 2017 4:44 pm 
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I just released version 0.8.0.

It includes a lot of debugger improvements, a few emulation fixes, and a handful of options to enable/disable model-specific behaviors (e.g noise channel loop flag, $2004 read behavior, oam addr bug, making the PPU reset or not when resetting console, nes-001 vs nes-101 open bus behavior for input ports, etc.)


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sun Mar 26, 2017 10:46 pm 
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Interesting you made some model-specific behavior settings. I've been thinking about this with regards to audio, since that's my biggest area of interest, but, like I've said before, I have no capability of programming it myself. You may have seen this recent thread where Great Hierophant made some comparison recordings of NESes and I posted some of two revisions of the Famicom. You incorporated NTSC video simulation into your emulator, but I find it jarring to have it on and then have such bright audio that hasn't been smoothed by analog output. Would you be interested in adding EQ presets for different audio output methods?

With a suitable piece of audio, whether from a game or a test ROM (I think tepples might have some advice here on what to use), I could make recordings on hardware and through Mesen and give you comparative EQ values to create settings to make Mesen's audio sound like an early model and a later model Famicom over RF, a Twin Famicom over RF (which is essentially the same) and standard coaxial A/V cable, and an NES over both as well. I plan on buying an A/V Famicom sometime not too long from now, and I guess that would just leave the toploader NES to acquire. It would also be possible to make mixing presets for expansion audio to mimic hardware (roughly, since, as rainwarrior points out, different individual Famicoms have variances and heat differences can affect it as well). If you're interested, I'd be happy to contribute.


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 Post subject: Re: Mesen - NES Emulator
PostPosted: Sun Mar 26, 2017 10:53 pm 
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Also relevant to audio filtering: this thread.

I have a hunch that we won't see the 75µs audio preemphasis filter in any Famicom or NES RF modulator.


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