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Saturnin WIP thread
Runik - Sep 19, 2003

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 Runik Oct 6, 2005
I had to mess around with the saturn compiler to understand why some sprites were garbled sometimes, and it turned out to be a cache detection problem

So every sprites are well displayed now :banana

As this is really fresh news, I couldn't test a lot of stuff, but I tried some games, and here are the results :

Sando-R

is fully playable, some weird stuff is still happening due to the heavy DSP use, but it doesn't impact the gameplay







Blazing Dragons

randomly hangs in the middle of some videos





Bug Too!

has some transparency problems, but seems playable




 Runik Oct 6, 2005



 vbt Oct 6, 2005

  
	
	
Originally posted by Runik@Fri, 2005-10-07 @ 11:14 AM

I had to mess around with the saturn compiler to understand why some sprites were garbled sometimes, and it turned out to be a cache detection problem

So every sprites are well displayed now :banana

As this is really fresh news, I couldn't test a lot of stuff, but I tried some games, and here are the results :



C'est pas trop tot :banana

 Runik Oct 6, 2005

  
	
	
Originally posted by vbt@Fri, 2005-10-07 @ 11:25 AM

C'est pas trop tot :banana

[post=140418]Quoted post[/post]



File des news de ton emu sms au lieu de faire le malin

 RockinB Oct 6, 2005
Nice screenshots, Runik! When will a new version see the light of day?

 Runik Oct 6, 2005

  
	
	
Originally posted by Rockin'-B@Fri, 2005-10-07 @ 12:33 PM

Nice screenshots, Runik! When will a new version see the light of day?

[post=140420]Quoted post[/post]



Thanks

A beta version will be available for beta-testers soon, and I would like to speed things up before releasing another public version

 rcgamer Dec 1, 2005
good luck runik, I hope the new version will be ready soon. cant wait to test it out.

 Runik Dec 15, 2005
Just a little message to say that I've done some major improvements to Saturnin (I won't spoil them ), and that I expect a new version to be available by the end of the year

Previous release was for Christmas 2004, maybe this one will be a bit earlier

Speed is still a major issue, but it'll be my next fight ...

 CrazyGoon Dec 21, 2005
Sounds like something to look forward to

 Runik Dec 26, 2005
Saturnin 0.40 is out, you can grab it at the official website...

 Pearl Jammzz May 2, 2006
Are any games runable on this? Speed wise that is...30+fps on anything yet? I have always had a hard time getting these saturn emus to work at all on my machine, so I figured I'd ask before I tried, lol.

 Runik May 2, 2006
A really few games run at a good speed ... Saturnin isn't the best emu around, I'm sorry to say that

You can check the compatibility site here : http://www.emu-compatibility.com/saturnin/index.ph...

There's also a list there for Chankast, Satourne and Yabause

 Pearl Jammzz May 2, 2006
Very cool, thank you

 IceDigger Feb 18, 2007
Any news for vista compatibility and/or multi core optimizations?

 Runik Feb 19, 2007

IceDigger said:
Any news for vista compatibility and/or multi core optimizations?




I have trouble finding time to work on the emu itself, so keep your sarcasms

 Runik Feb 22, 2007
Ok, I just installed Subversion on my dev machine, I wanted to use a versioning system for a long time (even if I work alone on this one )

I need to understand how to use it at its full potential, but hopefully I will restart coding soon

 Runik Oct 19, 2007
Up

Just a little message to say that developpement hasn't stopped, I'm a little short in time but I code whenever I can ...

I've added code to access cdrom using SPTI, so in the next version you'll be able to choose between ASPI and SPTI to access cdrom data

Now I (still) need to fix my VDP2 cache, which still crashes under some circumstances ...

 vbt Oct 21, 2007
Good to see you still work on Saturnin.

 Runik Nov 7, 2007
I think everyone (and particularly M3d10n ) will be interested in the following screenshot :



The same texture is rendered on 2 identical polygons. The left one is rendered using OpenGL, the same way it's done in most Saturn emulators using hardware rendering. You can see the problem : as there's no depth specified by the Saturn, OpenGL doesn't interpret the mapping the way it should be. The quad is splitted into 2 triangles, and the texture used (a 4*4 square checkerboard) doesn't have the same coordinates than the distorded quad, leading to a wrong texture mapping.

And what about the right one ? Is it using software rendering ? Nope, it's still rendered through OpenGL I've applied a technique which gives false depth perception, even if the quad is in the same plane !

I'm quite happy about that, the next version will have it implemented

I can't wait to have it finished

 Runik Nov 22, 2007
I didn't thought it would be that hard to add this feature to my vdp1 rendering system ...

Anyway, for those interested, the discussion regarding this matter started on this page....

Now for the good stuff : backgrounds aren't plugged in as I haven't finished my VDP2 cache yet, but the sprites are fully functionnal.

Previous rendering :



Current rendering :



Quite neat heh

Perspective correction won't work in some particular cases, but it's marginal. I'm trying to get info on how making it work in every possible quad configuration, so there's hope

Back to my vdp2 cache now

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