Ein "es ist gut genug um zu laufen", wie es eben vollständig im Internet zu finden ist ist nicht das Ziel des ganzen.
Bluntman3000: "bin in mpnchtennünchrn"
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Ja mei, dann hat er etwas gefunden was allen anderen verborgen blieb. Lesefehler+Schreibfehler während des kopierens von digitalen Daten, Hut ab vor so viel naja...108 Sterne schrieb:
byuu geht's halt drum, dass jedes Spiel auf den Byte genau gedumpt wird. Und das scheint in der Tat nicht ganz so simpel zu sein, weil wohl ein Großteil der ROMs geringfügig voneinander abweicht.
Ein "es ist gut genug um zu laufen", wie es eben vollständig im Internet zu finden ist ist nicht das Ziel des ganzen.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Flat Eric ()
Badhero schrieb:
Trotzdem verstehe ich nicht warum er ein komplettes Pal Set braucht,
Aber auch nicht wild, byuu wird schon wissen was er da macht
But the current emulators are pretty close to 100% compatibility with a few key memory mapping hacks for games like Wanderers from Ys and Fire Emblem: Thracia 776. However, my goal is to get things as perfect as possible, so the memory map layout is essential for me.
Further, my goal is not for me personally to dump every cartridge and have that be the end of it. [...] I want to do my part by dumping as many games as I can. [...] It's important to note that the USA set is easily the most dumped set there is. The PAL and Japan sets are not dumped nearly as often. Dumping the PAL set is thus of great importance.
Man kann eigentlich froh sein, dass es solche Nerds gibt, die ihre Zeit dafür verwenden.I am scanning in the boxes, cartridges, and PCBs at lossless 600dpi. Where possible, I scan manuals as well. But these are far more difficult. Although I can't afford to host this content (it weighs in at hundreds of gigabytes), I do share them with snescentral.com, where Evan provides the scans to the public.
Further, I dump each and every game cartridge, generate a SHA256 hash of the game, map out the full address space of the cartridge, and finally document it in my database. This database ships with my emulator, and is available to the general public, and is used to provide perfect emulation of games.
At no point do I distribute ROM images. The hash is all that is necessary for others to confirm they have legitimate, bit-perfect copies of games. This is all perfectly legal.
Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Flat Eric ()
Furthermore, I began a preservation project to collect and redump every SNES game ever released. In doing so, it became apparently clear that our emulation of the SNES memory map for games was very flawed: rather than emulate which areas of memory were unmapped (open bus), we simply mirrored ROM and RAM into every possible location in the hopes of maximizing compatibility. Along with several nasty game-specific memory mapping hacks, we were able to get this functional for all games, but a hack is a hack, and bsnes has always been about eliminating hacks, and so with my dumping project, I began mapping out the exact memory layouts of each and every game in the library. This change brought with it the requirement for cartridge mapping information.
Low-Level Coprocessor Emulation
Focusing on the SNES, the final major milestone was full low-level emulation of SNES coprocessors: the DSP-n series (NEC uPD7725), ST-01n series (NEC uPD96050), ST-018 (ARM v3) and Cx4 (Hitachi HG51B169). This was a huge accomplishment made possible by the work of countless individuals and the help of many donors to fundraise the costs associated with decapping these chips to extract their firmware.
Yet with the completion of this important goal, we've finally consumed all of the significant advances that remain in the realm of SNES emulation. As such, progress has really slowed down over the past four years now, because there just isn't that much to do anymore.
That's not to say there's been no progress, nor that more isn't coming, of course. But there's nothing remaining that's going to grab any headlines. [...] Emulation is always a system of increasing costs and decreasing rewards. And as I've explained in the past, both are exponential, rather than linear.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Flat Eric ()
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von 108 Sterne ()
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Flat Eric ()
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von bluntman3000 ()
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von bluntman3000 ()
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