UO Snes9x v0.02pd1 for PSP In Development

Uo_snes9x_logo01

Andon is developing an Snes emulator with an sceGu blit backend. This emulator is still in the developmental stages and is not yet an official release. here is what he had to say about it:

aside from the name change and open source nature, the new version adds a sceGu bit blit backend. It’s still experimental, and has been known to mess up the GUI among other things, but it’s much more advanced than the traditional pg bit blit backend. Many thanks to crazyc and chp for the original patch to use sceGu based blitting.

If you’re daring enough to try the sceGu blit backend, it’s an option in the display config menu. Once you enable it, the screen may stop updating altogether, this happens if the menu code has swapped the back buffer with the front… Press ‘O’ a couple of times to fix it. Obviously that needs to be fixed and I’m looking into it right now 🙂

You can enable HiRes mode (typically pointless, since very few SNES games ever utilised this and those who did only used it for short periods of time, such as title screens… the flicker from interlacing annoyed most players) which renders to a 512×512 texture, rather than the standard 256×256, and change the filter technique. There really is no measurable performance hit for enabling bilinear filtering, but point filtering is the default because that was the normal behaviour for older versions. And since the sceGu blit code isn’t double buffered right now, you will notice annoying artifacts at moments – I’ll fix that soon. Also, the ‘Fit’ screen mode becomes 4:3 with the sceGu blit backend enabled.

I also changed the state compress/decompress code so that it will not modify the state save timestamp anymore.

The menu is opened with L Trigger + R Trigger + Select now… If anyone wants to make this a configurable option, by all means feel free. I’m too busy working on the sceGu blit code right now to address this.

See the new CHANGELOG.txt file for any additional info

You can get it in our PSP Download section [here]. Uo_snes9x_logo01

Andon is developing an Snes emulator with an sceGu blit backend. This emulator is still in the developmental stages and is not yet an official release. here is what he had to say about it:

aside from the name change and open source nature, the new version adds a sceGu bit blit backend. It’s still experimental, and has been known to mess up the GUI among other things, but it’s much more advanced than the traditional pg bit blit backend. Many thanks to crazyc and chp for the original patch to use sceGu based blitting.

If you’re daring enough to try the sceGu blit backend, it’s an option in the display config menu. Once you enable it, the screen may stop updating altogether, this happens if the menu code has swapped the back buffer with the front… Press ‘O’ a couple of times to fix it. Obviously that needs to be fixed and I’m looking into it right now 🙂

You can enable HiRes mode (typically pointless, since very few SNES games ever utilised this and those who did only used it for short periods of time, such as title screens… the flicker from interlacing annoyed most players) which renders to a 512×512 texture, rather than the standard 256×256, and change the filter technique. There really is no measurable performance hit for enabling bilinear filtering, but point filtering is the default because that was the normal behaviour for older versions. And since the sceGu blit code isn’t double buffered right now, you will notice annoying artifacts at moments – I’ll fix that soon. Also, the ‘Fit’ screen mode becomes 4:3 with the sceGu blit backend enabled.

I also changed the state compress/decompress code so that it will not modify the state save timestamp anymore.

The menu is opened with L Trigger + R Trigger + Select now… If anyone wants to make this a configurable option, by all means feel free. I’m too busy working on the sceGu blit code right now to address this.

See the new CHANGELOG.txt file for any additional info

You can get it in our PSP Download section [here].

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