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Qt-based Nintendo Entertaiment System emulator and NSF/NSF2/NSFe Music Player (Linux, FreeBSD, OpenBSD and Windows)

License: GNU General Public License v2.0

Shell 0.20% C 51.06% C++ 45.99% Objective-C 0.03% Assembly 0.24% Makefile 0.46% NSIS 0.05% Lua 0.06% QMake 0.04% HTML 0.62% CSS 0.07% M4 0.08% Roff 0.05% Python 0.37% CMake 0.48% Go 0.05% SWIG 0.01% Logos 0.01% Pawn 0.01% Prolog 0.13%
emulator nes nintendo-nes d3d9 opengl c c-plus-plus 6502 linux windows

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punes's Issues

A humble suggestion/request to allow use of shaders on top of software filters in next build

I am not a developer but I made this account here just in order to thank you for making this great emulator. I discarded all other emulators when I found this much better in every aspect. It is amazing in its current state but there is just one request.
I wish we could enable shaders on top of Software filters. For example, I would definitely like to use xBRZ 6x to upscale the image using CPU but then apply CRT Scanlines shader to upscaled image using GPU. I have this configration in snes9x and it works really well to give a very crisp look but puNES currently allows only use of software filters or shaders one at a time. SO, Its leaves us with a choice between HD image quality and nostalgia.
I believe other people will also like the resulting graphics when they will try this. So, I hope my request is not too odd. here is a screenshot comparison of four settings from snes9x running contra 3.

  1. No filter, No shader
  2. Only Scanline shader
  3. Only xbrz 6x filter
  4. scanline shader after xbrz 6x

no filter no sahder
only scanline shader
only xbrz 6x filter
scanline shader after xbrz 6x

So, I am awaiting a response on this suggestion. Hopefully, it will not be a hard task,
Have a Good Day...! :)

Request: Support retroachievements

Please, add support to the retroachievements.org page.
Would be a nice feature.
You can do this in two ways: 1.-add support to the puNES emulator directly, or 2.- Make a Libretro port of puNES, Libretro already has support for retroachievements.
The other nes cores in Libretro arent too good. puNES is close to be the best nes emulator, would be great use this emu for accurate emulation.

Emulator doesn't write to save file until the Emulator is closed.

I noticed the hard way that the Emulator doesn't write the save file of the game until the Emulator is closed.

As my Emulator crashed and i had played A Lot (even restarting the Emulator and continuing on the save file) the data from that time was lost.

So the save file i had when i started up the Emulator next time was from when i last closed it down.

This should be changed, there is no reason to buffer the save file, cause then this kind of things can happen.

Of course it's a rare occurrence, but as it can be prevented it should:)

Thanks!

puNES v0.100 Compatibility Test

today i decided to test all my roms in punes to see which ones worked and which ones didnt work. ive provided a list of games that were mostly compatible, and whether or not punes threw any errors upon loading.

NES Games

  • 2-in-1 - Family Kid & Aladdin 4 (Ch) [!] - Mapper 134 not supported, Illegal opcode 0x72 at 0x85EE
  • 6-in-1 (FK-3004)[p1][!] - Works alright, but selecting "SONIC" or "HARRYPOTTER" will close the emulator.
  • 45-in-1 (JY-120A)(As) [U][!] - Error loading rom.
  • 45-in-1 (Unl) (As) [f1] - Compatible. puNES does not emulate DIP switches so 90-in-1 menu can't be accessed.
  • 260-in-1 [p1][!] - Compatible. 210-in-1 menu, available when simply opening rom in FCEUX, can't be accessed.
  • 999999-in-1 (8 bit Slim Station, NEWPXP-DVT22-A PCB)(Unl)[U][!] - Error loading rom. Dump from cah4e3 designed for compatibility with fceumm.
  • Aladdin (Super Game)(Unl)[!] - This one is really irritating. Sometimes the game will work almost 100%, other times it crashes upon pressing start or waiting on the title screen. According to Nestopia Image Info, it is Mapper 114, SUPERGAME LIONKING.
  • Dr. Mario II (Unl)[U][!] - Error loading rom. Another dump by cah4e3 for fceumm.
  • Duck Hunt (VS) - VS System unsupported.
  • Kart Fighter (SOMARI-W) (Unl) [!] - Illegal opcode 0x02 at 0x802E. SOMERITEAM SL-12, Mapper 116.
  • Lagrange Point (Japan) - puNES VRC7 is at incorrect pitch. Game fine on other emulators.
  • Mappy Kids (Japan) - puNES N163 does not support all channels. Game fine on other emulators.
  • Mr. Mary 2 (Unl) [!] - Mapper 43 unsupported.
  • Q-Boy (Sachen) [U] [!] - Error loading rom. UNL-Sachen-8259A, Mapper 141.
  • Somari (SOMARI-W) (Unl) [!] - Illegal opcode 0x02 at 0x811A. SOMERITEAM SL-12, Mapper 116.
  • Sonic & Knuckles 5 (1997) (Unl) [!] - Nothing wrong with the game itself, other than the act screen (SPRING YARD ZONE ACT 1) does not display after pressing start. Will display when using the level select code though.
  • Sonic 3D Blast 6 (Unl) - Mapper 187 not supported. Illegal opcode 0x12 at 0xF51B.
  • Street Fighter II - The World Warrior (Unl) [!] - Mapper 187 not supported. Illegal opcode 0x02 at 0x80D0.
  • Super 6-in-1 (KY-6011)[p1][!] - "CRICKET WORLD CUP 2003" and "TURTLE FIGHTER IV" work good, but all other games have glitched graphics.
  • Super New Year Cart 15-in-1 (Hummer team) (Unl) [!] - Works alright. Alternate menu choices, accessed by resetting in FCEUX, cannot be reached.
  • Toy Story (Unl) [!] - Illegal opcode 0x02 at 0x0900. UNL A9746, Mapper 219.

Those are all the games that have displayed errors or are mostly compatible. I hope you can look into these and try to get these fixed. Your emulator is excellent and I hope to see it improve!!

On an unrelated note, are there any chances of emulating the NTSC NES borders? Still hoping for maximized windows too! :>

Random bad performance in and out of full screen

I've only tested this with the latest 64bit d3d9 WIP build but at random points when i go in and out of full screen performance, fps and game speed will drop down by almost 50%. From 60 fps to around 30fps. I'll notice sometimes when going into fullscreen the mouse cursor won't auto hide. This is usally when it occurs or i'm able to reproduce it. Note this is with a 7700k and a gtx 1080ti so it isn't hardware related. I'm running puNES with the latest Windows 10 fall creators update. All of my drivers including the display driver are up to date. I've fully reinstalled the 64bit d3d9 WIP multiple times deleting every associated file to puNES. I don't know whats causing this. Happens with default settings and any settings it seems. Also I seem to be getting audio hitching even while the game appears to be running at fullspeed. I compared 4 games to Nestopia, Nintendulator, and MyNes. All sound fine, no hitching.

Controller Input Delay

It is impossible to precisely control games with my controller.
Tapping the D-Pad does move you either 0 pixels or 3.
If I tap the directional buttons on the keyboard I can move 1 pixel at a time.
I tested it in The Legend of Zelda and Mario 1, but I don't think that it has something to do with a specific game at all.

This issue is on both 64bit 0.100 versions of puNES.
I'am using a PS2 controller with a converter and puNES recognises it as js0: PS Converter.

I also noticed that the button presses are recognised after I LET GO of the button while mapping them in the menu, keyboard buttons are recognised PUSHING them.

Xaudio2 problem

When I try to open PUnes I get this error. I use Windows 10, which have DX11.

2017-05-25 8

It was fixed when I installed Dx9. But it shouldn't be necessary, should it? Dx9 is not officially support by Win 10, and is very old. Also, the message mentions Dx10.

Request: AutoSave SaveGame files from 180 seconds to 5 seconds

First referenced here: #20

I'd like the limit to be shortened from 180 (!) seconds to a more reasonable 5 seconds. I don't know of any other emulator that takes that long to write save data and there's a great deal that could mess up in 180 seconds if it gets lost.

Please lower the auto-save option from 180 seconds to 5 seconds if possible. Thanks!

[Bug] NTSC filter causes 'red line' w/OverScan

When you use any NTSC software filter (Composite, S-Video, RGB) with any OverScan values, a 'fuzzy' bright red line will always appear at the bottom of the display. It appears more prominently with OverScan values of at least 8 Top and 8 Bottom or larger.

There seem to be many bugs related to the NTSC filters, eh? :)

Extra Scanlines for Removing Flickering/Lags

Like FCEUX emulator, a possibility to set a custom number of extra scanlines in order to avoid lags/flickering in game like Mega Man 3 since computers can handle that.

The experience with puNES would be awesome with that kind of feature.
Thanks!

cannot compile master 16.04.2016

./autogen.sh && ./configure

./configure: line 6302: syntax error near unexpected token `noext'

./configure: line 6302: `AX_CXX_COMPILE_STDCXX_11(noext)'

Some unlicensed games are not working

The following games are not working as expected:

Hard Drivin' (USA) (Proto) (Unl) - Error Loading Rom
Hell Fighter (Asia) (PAL) (Unl) - Illegal Opcode
Hidden Chinese Chess - An Qi (Asia) (NTSC) (Unl) - Error Loading Rom
Metal Fighter (Asia) (Sachen) (Unl)
Ms. Pac-Man (USA) (Unl)
Othello (Australia) (Unl) - Error loading Rom
Policeman (Spain) (Gluk Video) (Unl) - Mapper 36
Popo Team (Asia) (Unl)
Pyramid II (Asia) (PAL) (Unl) - Black Screen
Racermate Challenge II (USA) (All Versions) (Unl) - Mapper 168
Rockball (Asia) (Unl) - Black Screen
Secret Scout in the Temple of Demise (USA) (Beta) (Unl)
Sidewinder (Asia) (PAL) (Unl)
Sidewinder (Australia) (Unl) - Error Reading Rom
Silent Assault (Asia) (PAL) (Unl) - Illegal Opcode
Silver Eagle (Asia) (PAL) (Unl) - Black Screen
Street Heroes (Asia) (Unl) - Gray Screen
Super Cartridge Ver 1 - 4 in 1 (Asia) (Unl) - Black Screen
Super Cartridge Ver 2 - 10 in 1 (Asia) (Unl) - Black Screen
Super Cartridge Ver 3 - 8 in 1 (Asia) (Unl) - Black Screen
Super Cartridge Ver 4 - 6 in 1 (Asia) (Unl) - Illegal Opcode
Super Cartridge Ver 5 - 7 in 1 (Asia) (Unl) - Illegal Opcode
Super Cartridge Ver 6 - 6 in 1 (Asia) (Unl) - Black Screen
Super Cartridge Ver 7 - 4 in 1 (Asia) (Unl) - Black Screen
Super Cartridge Ver 8 - 4 in 1 (Asia) (Unl) - Black Screen
Super Cartridge Ver 9 - 3 in 1 (Asia) (Unl) - Illegal Opcode
Super Pang (Asia) (PAL) (Unl)
Super Pang II (Asia) (Unl)
Taiwan Mahjong - Tai Wan Ma Que 16 (Asia) (Unl)
Twin Eagle (Asia) (PAL) (Unl)
AV Super Real Pachinko (Japan) (Unl)

Block Out (USA) (Proto)
Elite (Unknown) (NTSC Demo)
Bugs Bunny Birthday Bash (USA) (Beta) [b] - Illegal Opcode
Secret Scout in the Temple of Demise (USA) (Beta) (Unl)

Konami Wai Wai World glitches (VRC2 Mapper 23 related)

There seems to be some glitches during the vertically-scrolling part of the game as seen here:

punes error

This is easy to re-produce and all you have to do is to wait for this particular demo to start unless you don't want to play through the game.

There is a topic on nesdev.com about this but for NestopiaUE:
http://forums.nesdev.com/viewtopic.php?f=3&t=13473

There might also be a chance that the ending screen + sound select is glitched to like in NestopiaUE and it's related to this other glitch.

I do own a Famicom and a copy of this game and everything is correct there.

[Crash] NTSC Software Filters cause crash with certain OverScan values

Happens on all release versions regardless of renderer (D3D9/SDL) or region (NTSC/Dendy/PAL).

Settings -> Video -> Software Filters -> Select NTSC RGB, NTSC S-Video or NTSC Composite
Settings -> Video -> Overscan -> Set borders

For the 'Down' value, enter any value less than 3 (such as 2 or 1 or 0). Hit Apply or Preview. Doesn't matter if you are doing for NTSC or PAL. The emulator will immediately crash.

Joystick portability

Right now puNES doesn’t build on OpenBSD, because there is no jstick.h for it:

depbase=`echo cheat.o | sed 's|[^/]*$|.deps/&|;s|\.o$||'`; cc -DHAVE_CONFIG_H -I. -I../..      -O2 -pipe -g  -Wall -ffast-math -I/usr/ports/pobj/punes-0.100/puNES-0.100/./src -I/usr/ports/pobj/punes-0.100/puNES-0.100/./src/gui -I/usr/ports/pobj/punes-0.100/puNES-0.100/./src/core -I/usr/ports/pobj/punes-0.100/puNES-0.100/./src/video/shaders -ffast-math -fmessage-length=0 -finline-functions -Winline -MT cheat.o -MD -MP -MF $depbase.Tpo -c -o cheat.o cheat.c && mv -f $depbase.Tpo $depbase.Po
In file included from gui.h:19:0,
                 from cheat.c:23:
/usr/ports/pobj/punes-0.100/puNES-0.100/./src/gui/qt.h:29:20: fatal error: jstick.h: No such file or directory
 #include "jstick.h"
                    ^
compilation terminated.
*** Error 1 in src/core (Makefile:912 'cheat.o')
*** Error 1 in src (Makefile:553 'all-recursive')
*** Error 1 in . (Makefile:419 'all-recursive')

It would be nice if there were a joystick implementation that used SDL for portability, or an option to turn off joysticks completely so puNES can be built on systems where the Linux or Windows interfaces don’t exist.

Input configuration Update

When configuring the joystick you can only set one button or stick action per function. This is a bit limiting. I would like the ability to set multiple actions per function. An example is that when I am playing I prefer to use the d-pad on my x-box 360 pad, but my son likes to use the left analog stick. So we are both constantly changing what action from the 360 pad performs the up, down, left, right function on the emulator. It would be very nice if I could set it so that the emulator will respond to both the d-pad and the analog stick without configuring.

In addition I like to set shortcuts to use actions from the 360 pad, however in order to accommodate this, you would have to grant the ability to use simultaneous button pushes in the configuration.

An example is for shortcut action "quit" I would like to be able to set it to "back & start" on the 360 pad. In fact I like to use the "back" button on the 360 pad a lot like the "alt" button on the keyboard is used for these user interface shortcuts. This way I could assign all the needed functionality of the user interface so that only the X-box 360 pad is needed. Such a pain to tote along the keyboard!

Thank you for any consideration.

[Request] User Chooses Save Directory

I would like to be able to choose what directory to save/store my configuration and other files within. I don't want to have them forced to sit around in my Documents folder.

Also, where the hell are my NES SRM save files? I tried to save in Final Fantasy 1 and I did the save but I can't find the save file in the puNES directory at all! What good is an NES emulator that forces me to use save states instead of emulating the built-in battery-backed save RAM like any other NES emulator!?

Bug: NES Metroid (US) Release Illegal Opcode Error

This happens with (at least) the USA release of Metroid for NES.
Go to password screen then enter 'ENGAGE RIDLEY MOTHER FUCKER' and the emulator will spit out an illegal opcode error and restart the game.

On actual hardware it is REPORTED but not yet 100% verified that it can cause physical damage to the hardware itself. Obviously this shouldn't be emulated but I was hoping that there could be a way to identify this 'illegal opcode' and put in a workaround for this one case.

Frame Pacing issue

puNES seems to have inconsistent frame pacing resulting in a not so smooth looking frame rate or what could be called a micro stutter. Nestopia does not suffer from this issue. Tested both the opengl and d3d builds. Maybe a true full screen mode could fix this? Either way it's not pleasant to people sensitive to this.

Reduce sprite flickering by buffering frames

I'm wondering if it would be possible to:

  1. buffer three frames (adding an input lag of 50/100 ms)
  2. if a sprite gets hidden for a frame of two then reappears, consider it as sprite flickering
  3. show the sprite that would be otherwise hidden during both frames, using an average for its position

Limitation: doesn't take into account the sprite animation

Multicarts issue

Hello :) Here's multicarts roms, which do not work in puNES WIP 0.101 (from the GoodNES V3.23b)

2-in-1 - Aladdin + Lion King, The (Unl) [p1][!] - working, but no menu shows (black screen)
2-in-1 - Boogerman + Flintstones, The (Unl) [p1][!] - opcode 0X02 at 0X8011
4-in-1 (K-3131SS, GN-45) [p1][!] => grey screen
4-in-1 (K-3131GS, GN-45) [p1][!] => grey screen
2-in-1 - Mortal Kombat 3 Extra 60 People + Super Shinobi (King005) (Ch) [!] - opcode 0x02 at 0XF302
2-in-1 - Mortal Kombat V Turbo 30 + Super Aladdin (Unl) [p1][!] - working, but no menu
2-in-1 - Mortal Kombat VI + Mortal Kombat VII (NT-639) (Ch) - opcode 0x32 at 0X9B8E
2-in-1 - Street Dance + Hit Mouse (Unl) [!] - mapper 220 not supported
2-in-1 J-M2 (Unl) [!] - opcode 0XD2 at 0X9611
2-in-1 Super 808 (Unl) [p1][!] - black screen, no menu
4-in-1 (K-3131GS, GN-45) [p1][!] - opcode 0X02 at 0X01EF
4-in-1 (K-3131GS, GN-45) [p1][!] - opcode 0X02 at 0X01EF
5-in-1 (SPC005) [p1][!] - black screen, if you make Soft Reset - opcode 0X02 at 0X85C6
17-in-1 (60311C) (Unl) [U] - error loading rom
21-in-1 [p2] - working, but no menu shows (black screen)
80-in-1 [p1] - working, graphical glitches
100-in-1 (D-CAT8 Console, v5.01.11-frd, BL 20041217) (Unl) [U][!] - error loading rom
100-in-1 Arcade Action II (AT-103) (Unl) [U][!] - error loading rom
168-in-1 [p1][!] - mapper 169 not supported, opcode 0X02 at 0X03FF
190-in-1 [p1][U][!] - error loading rom
255-in-1 (As) [!] - mapper 63 not supported
255-in-1 (Mapper 204) [p1] - opcode 0X02 at 0X0005
400-in-1 [p1][U][!] - error loading rom
700-in-1 [p1][U][!] - error loading rom
1997 Super HIK 4-in-1 (JY-052) [p1][!] - working, but no menu
2011 Super HiK 105-in-1 Turbo Edition [U][!] - error loading rom
DreamGEAR 75-in-1 (Unl) [U][!] - error loading rom
Mario Family 10-in-1 [p1][b1] - graphical glitches
Mortal Kombat 30 Peoples (DH1043) (Ch) - working, but shows black screen
Power Joy Navigator 50-in-1 (Unl) [U][!] - error loading rom
Power Joy Supermax 30-in-1 (Unl) [U][!] - error loading rom
Power Joy Supermax 60-in-1 (Unl) [U][!] - error loading rom
PowerJoy 84-in-1 (PJ-008) (Unl) [!] - graphical glitches
Sports Game 69-in-1 (Unl) [U][!] - error loading rom
Super 35-in-1 (6-in-1 VT5201) [p1] - opcode 0X42 at 0XEB79
Super 40-in-1 (Multicart WS-1001) [U][!] - error loading rom
Super 1997 4-in-1 [p1] - opcode 0X22 at 0X01BA

Famicom 2nd controller microphone implementation?

I've been thinking about this and I'm not sure if it even can be done but as of today there is no emulator that I'm aware of that can utilize the microphone functionalities from the 2nd controller.

There is a few games that utilizes the microphone:

Atlantis no Nazo (NES = Super Pitfall II) – get the microphone power-up and then yell into the microphone to freeze and kill most enemies.

Hikari Shinwa: Palutena no Kagami (NES = Kid Icarus) – talk into the microphone to bargain for lower shop prices.

Raid on Bungeling Bay (NES = Raid on Bungeling Bay) – ?

SD Kamen Rider -- in one of the mini games, blow air into the microphone to get a windmill to spin.

Takeshi no Chousenjou – featuring Takeshi Kitano who starred in Zatoichi, Battle Royale, Violent Cop, etc.) Kitano hates videogames and wanted this game to show its players how futile and pointless their hobby was. Amongst the challenges included in the game were a section where the player must hold a single button for up to an hour, a boss that takes over 1,000 punches to kill and of course the microphone section, where players are required to sing a verse of karaoke or talk whilst playing a pachislo minigame. The microphone section was replaced in later versions of the game once the microphone was dropped from the Famicom.

Zelda no Densetsu: The Hyrule Fantasy (cart/disk) (NES = The Legend of Zelda) – yell into the microphone to kill Pols Voice enemies.

Source:
http://www.famicomworld.com/forum/index.php?topic=2355.0

Now as an example of this in action take a look at this video when James Rolfe and Mike Matei plays Zelda on the Famicom:
http://cinemassacre.com/2015/06/08/the-legend-of-zelda-famicom-james-mike-mondays/

The 1st and 2nd controller is hardwired to the Famicom and the NES didn't have a controller with a microphone at all so I'm not sure how this could work but I have an idea.

In DeSmuME there a few games that utilizes the inbuilt microphone, Zelda Phantom Hourglass is the first game that comes to mind and there you can choose to use an actual microphone and blow, talk etc. in order to progress further into the game.
I know because I have done it many times myself and it works great.

In puNES, I could see the following:
When you select Famicom in input and have configured the 1st controller you then select the 2nd controller and choose a physical microphone plugged into the computer.
You won't be able to control anything and through some coding magic the microphone would be functional....I guess.

I don't know really, but it would be cool if there actually was a way for this to work.

I'm actually playing Zelda on the Famicom Disk System right now in puNES and it would have been so awesome to be able to take my microphone and yell to kill those Pols Voices.

suggestions, questions, and other tidbits

now im not sure if this is the place to put these sorts of things..but i dont know where else to put them.

just today i found out about puNES and heard about how accurate it supposedly is. i tried it and im liking it so far, but there are a few things i want to address...

here are some things id like to see added in puNES:
• an ability to pause emulation. it would be nice to pause the entire emulation in order to navigate tabs without the game running.
• window maximizing. not fullscreen, a maximized window. basically a window filling up the entire space except for the taskbars. an option to either have the screen stretched out, in 4:3 mode or have 1:1 pixels would be terrific!!
• a fast-forward and rewind system akin to that of nestopia or bizhawk. the current fast-fowarding function doesnt really do it for me.

and here are some questions i have about said emulator:
• will you be adding support for the VS system or other famicom accessories like the keyboard?
• i want to use left ctrl as my turbo B button, but when i hold down control, the emulation will freeze until i let go of the key. why does this happen?

despite these little gripes i had, everything else was fine by me. a few of my games didnt work, mainly because they were bootleg game dumps with mappers not supported yet.

cyrillic symbols in path (tested on Win10)

Hi, Fabio. It's test on new machine with Win10 on the work.

For example: if you set punes to: C:\emulation\кириллица\punes\punes64_p.exe
it will create C:\emulation\êèðèëëèöà\punes as workfolder.

If you have non-portable version, and have cyrillic name in default windows path,
punes won't open workfolder, and won't save config
http://savepic.ru/12151710.png
(it's not "IE" it must be "ПК" in path on screenshot)

Enhancement: Support for BPS soft-patching

SNES9X recently added it in and having this available in puNES would get people away from IPS patches for certain translated ROMS that require large file sizes.

Basically the emulator makes a temporary new copy of the ROM, applies the BPS patch to it, and runs that temporary ROM right away. It is more of a convenience tool for those on non-PC platforms such as mobile or (homebrew) console devices.

Relevant link with info & why BPS matters:
http://www.insanedifficulty.com/board/index.php?/topic/7296-bps-and-you-a-superior-patching-experience/

SNES9X implementation:
snes9xgit/snes9x@b4f07bc

Enhancement: On-Screen Input Display

I would like to see this implemented similar to how FCEUX already shows an input display that shows when the emulator detects input.

There are many continuing to criticize puNES for 'input latency' despite it being fixed in v0.79 so I would like to resolve this issue with some definitive proof that it isn't the emulator at fault. It is far easier to do it with an accurate on-screen display.

Display (Sub-Menu) -> Input Display
-The input display will display 1-4 pictures of a NES controller at the bottom of the screen. When playing/recording a movie, these controllers will display the input that is captured in the file.

Xbox One Controller wont work.

In the Input Configuration , It see's the controller as 'js0: Controller (Xbox One For Windows) but
i can't map any keys.

Xbox 360/One controller have a dedicated API called 'XINPUT', Why is the Windows build
missing this crucial API . I don't want to use my Xbox One Controller with DINPUT or SDL
as they are buggy on Windows 10.

Minor audio stutter/hitching with frame skip set to 0

As the title says. It's very difficult to notice though. I was wrong, still micro stutter and frame pacing issue with default frame skip setting. Frame skip set to 0 is silky smooth but has these faint audio hitches.

Implementation of Multi-Threaded version of xBRZ software filters to reduce latency/improve performance at higher multiplier i.e 6x xBRZ.

First of All, I wish I could hug you for responding to my previous suggestion so quickly. I spent quite some time on the emulator today and noticed that using xBRZ 6x introduces a significant input lag even when frame rate is stable at 60 frames/second. Emulation looks smooth to play but the input delay is very unpleasant in some games.
I understand that there is a computational cost for using a high multiplier but I noticed that puNES does not create more than 9% CPU load even with xBRZ 6x filter and CRT shader enabled on my old laptop which has a 3rd gen quad-core i7 @3.4 GHz. So, this makes me believe that the xBRZ filter is not using multiple threads to maximize the performance. I use xBRZ 6x in Snes9x and xBRZ 4x in Kega Fusion emulaor and each of them creates about 22% CPU load and there is no input delay at all. I don't know about Snes9x but Kega fusion rpi plugin for xBRZ 4x has two versions, a multi-threaded one that creates more CPU load(about 23%) and a non-Multi-threaded version that creates less CPU load(13-15%). Initially I used to prefer non-MT version for less CPU load but when I tried MT version, I instantly realized the response to input became instantaneous. The additional CPU Load is totally worth it.
Sorry for such a long boring story but the point is that these filters really improve the look of games but introduce a significant latency to the input. So, I think using a Multi-threaded version (that probably divides the image in horizontal slices equal to number of threads and assigns them each to a thread) can definitely solve this issue. I don't know if it is more easy to just replace the old xBRZ code with Multi threaded code and compile a separate build i.e "Windows x64 D3D MT" or to add Multi-Threaded versions to the existing filters menu like Kega Fusion plugins.
9251ab22-2603-11e7-85cd-9ff4c7a9d93e

So, Your kind response is awaited here...!

Portability options

Thank you very much for building this emulator. You have done a fantastic job with it. I sent you a donation a little bit ago so have a cold one on me. (Maybe this will buy me some favor in this request? lol)

puNES saves settings data in C:\Users\Owner\Documents\puNES. The folders there are:

bios
cheat
diff
pgs
prb
save
screenshot
tmp

and the following 3 files:

input.cfg
puNES.cfg
recent.cfg

I would like a setting that allows me to select where all this is saved to. (maybe individual setting for each?) I am sure many people like having the settings data saved in documents so that it is easy to upgrade to a new version, however I prefer to have all this data saved within its own directory. This way I can have multiple versions of this emulator each using different settings configurations.

Plus it makes the emulator more portable as I can just copy the whole directory along with its settings.

Thank you very much!

fm2 options

Please add options to show/hide:
input from 2nd - 4th players
comments
frame counters

Proper Xinput support.

Would help for Xbox one controller users running Windows 10 as the driver for it is bugged when using dinput. For some reason the drivers for the controller are different in 10 compared to 8 and using 8's driver fixes the issue but causes others elsewhere. More of a request i suppose. Thanks!

Reporting extended error information when loading a NES file without header

I've just got a Error loading rom, nothing more.
Obviously it was a headerless rom (nointro sets). Maybe you could consider reporting this best, for example "Error loading rom, it seems it doesn't have a valid header"

Or something like that. Thanks!

Edit: ok, i know all the whole stuff about headerless nes games, maintaining a DB, etc... But it seems nowadays, this kind of files is going to be much more spread.

Untie Filters to scaling

Being able to use a x2 filter at x4 resolution would be nice. ie xBRZ at x2 and then Nearest Neighbor at x2

Old display problems

Tested also on Win 10 with 1280x1024 old non-widescreen display.

When pixel aspect ratio is 1:1 or 8:7 (NTSC) - punes work good both in window and fullscreen
When pixel aspect ratio is 5:4 or 11:8 (PAL) - fullscreen doesn't show anythihg. Only black screen is visible.

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