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Hudson <3 PocketNES

 
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FluBBa
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PostPosted: Thu Feb 16, 2006 7:43 pm    Post subject: Hudson <3 PocketNES Reply with quote

Hudson Best Collection
I don't know why I didn't check this one before Laughing
It appears they have changed the "fetch" macro to be slower, I don't know if that's supposed to obfuscate the code or something.
Jaleco, Atlus & now Hudson.
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Dwedit
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PostPosted: Thu Feb 16, 2006 10:07 pm    Post subject: Reply with quote

What changes did they make?
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FluBBa
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PostPosted: Thu Feb 16, 2006 10:42 pm    Post subject: Reply with quote

About the fetch macro?

Instead of:
Code:

subs cycles,cycles,#$count*CYCLE
ldrplb r0,[z80_pc],#1
ldrpl pc,[z80_optbl,r0,lsl#2]
ldr pc,nexttimeout

They did:
Code:

subs cycles,cycles,#$count*CYCLE
ldrmi pc,nexttimeout
ldrb r0,[z80_pc],#1
ldr pc,[z80_optbl,r0,lsl#2]


Otherwise thay didn't change anything in the cpu core that I found, ofcourse they changed the menu in the emu and added a nicer frontend to it.
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Titney
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PostPosted: Thu Feb 16, 2006 11:28 pm    Post subject: Reply with quote

Damn dude, Hudson aren't chickshit! They're like second party to Nintendo. Shocked
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kennyk
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PostPosted: Fri Feb 17, 2006 12:35 am    Post subject: Reply with quote

It would be nice if they would credit the real developers.
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Covarr
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PostPosted: Fri Feb 17, 2006 12:41 am    Post subject: Reply with quote

Did they keep features such as the Select button combos and Scaled/unscaled?
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Dwedit
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PostPosted: Fri Feb 17, 2006 1:04 am    Post subject: Reply with quote

All the companies removed the shortcut key features, scaling, savestates, SRAM support, MiniLZO, and even sleep mode.
Atlus and Jaleco left the font in. It only appears in the pattern table viewer. They even left the font palette in there.
Hudson took the font out.
Jaleco made the GUI hotkey L+R, while Atlus and Hudson changed the button to show the GUI to just R.
Atlus even left the in the Fade from white at the beginning, Jaleco and Hudson took that out.

For some weird reason, Jaleco's version has transparent sprites in places.

Nobody bothered to fix the crappiness of the sound. I think they should have just licenced ACNES for that reason.
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Titney
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PostPosted: Fri Feb 17, 2006 1:17 am    Post subject: Reply with quote

kennyk wrote:
It would be nice if they would credit the real developers.

There might be potential legal issues with that... or at least I could see the company lawyers *thinking* there might be legal issues. Or maybe they just don't want to bring attention tot he fact that people could download the emu for free instead of buying it on a cart from them. Razz

But that's what's neat about the kind of "do whatever-the-hell-you-want" kind of "license" that pocketnes is under. It can be used in ways that something that's under the GPL wouldn't.
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tepples
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PostPosted: Fri Feb 17, 2006 2:47 am    Post subject: Reply with quote

Dwedit wrote:
All the companies removed the shortcut key features, scaling, savestates, SRAM support, MiniLZO, and even sleep mode.

Removal of PocketNES save was to be expected because it relies on LZO software, which is copylefted under the GNU General Public License. Markus FXJ Oberhumer, the author of LZO software, offers proprietary licenses for a fee, but the publishers likely thought that supporting save states (which isn't in any other official compilation either) wasn't worth the money.

Quote:
Atlus even left the in the Fade from white at the beginning, Jaleco and Hudson took that out.

Don't know why; even WarioWare Inc Mega Microgame$ has the fade from white.

Quote:
For some weird reason, Jaleco's version has transparent sprites in places.

Accurate emulation perhaps? Perhaps the original NES games just zeroed out the sprite's tile instead of moving it down to y=240 (which is the recommended practice on at least nesdev forums).

Quote:
Nobody bothered to fix the crappiness of the sound. I think they should have just licenced ACNES for that reason.

Does acNES support all mappers? Specifically, do any Famicom Mini or Animal Crossing games use MMC3 or any of the publisher-specific Famicom mappers?

And are you sure the new fetch macro is slower? Have you profiled how often the subs results in pl or mi flags?
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Dwedit
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PostPosted: Fri Feb 17, 2006 3:36 am    Post subject: Reply with quote

It's a cycle count down thingy. At the start of each scanline, it's allocated 341 cycles (or 320 for pal mode). Each instruction ticks that number down by 2,3,4,6,7 or however many cycles it takes.

When the counter goes negative, it's done for the scanline, and should jump to scanlinehook, which is the code that increments the scanline, possibly triggers an interrupt or whatever, or even possibly a new frame.

Don't need to do any profiling. By definition, the normal pocketnes code is faster, since it's much more frequent that it will stay inside the scanline than advance to the next.

Yeah, it does look like Jaleco really needed pocketnes, while most of their games were mapper 0, one was mapper 87, and another was 66. Seems like every major company invented their own strange mappers in Japan.

And the "transparent sprites" line was intended to mean 50% transparent, like see-thru. But now that I think about it, it was probably a blinking sprite and VBA's motion blur was responsible. (*whacks self with baka hammer*)
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