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Thread: SNES4ALL Alpha-Two released !

                  
   
  1. #21
    DCEmu Newbie Cid Highwind's Avatar
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    Quote Originally Posted by quzar
    How does this compare in speed to DSNES, SFCv2 and SFCv1 with and without sound?
    I played around a bit last night and from my experience it isn't as fast as DreamSnes yet. Killer Instinct, Donkey Kong Country and FF4 don't run at the same speed, but for an alpha release I was pleasantly surprised. Great job Chui, I'm looking forward to any further releases.

    Btw, what does the throttle setting do?

  2. #22
    DCEmu Oldbie Eric's Avatar
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    Fantastic guys i havent played it much myself cause i have been from Super Nintendo Emulator to Super Nintendo Emulator so i'm going to wait for a further updated one and play from there.

    Eric

  3. #23
    SEGA Saturn specialist RockinB's Avatar
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    @Chui: About the SH asm cpu core
    When I tried it out on Saturn, it didn't work. From having a brief look into the asm code, it seems that it defaults to LSB access and unlike the C sourcecode, it hasn't got a MSB option at all. So I would have to patch MSB access in.
    Does the Dreamcast not support unaligned accesses? Because in macro Immediate16 for example, it performs word access byte by byte, unlike with flag FAST_LSB_ACCESS in C sourcecode. Furthermore (and that might be an additional speed-up option for you, or me on Saturn), there might be some redundancy left, because it reads the word in big-endian format and then swaps it to little endian. Maybe this is due to sign extension...
    Which endianess is the snes itself and does it support unaligned accesses (importand for optimizing on Saturn)?

    EDIT:
    Immediate16 really seems to be a special case, all other LSB related asm stuff reads in LSB format. The fact that the asm code always reads word byte-by-byte makes only sense if unaligned access can occur and if furthermore the SH4 doesn't support them, just as the SH2 of Saturn.

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