139w ago -
Update #2:
squarepusher2 has released several more updates to SNES9x PS3, the Super Nintendo Emulator for PlayStation 3, which are all available for download now
HERE.
Update: A new
SNES9x r2 binary is now available with changes noted
HERE followed by a
SNES9x v1.0.3 port by
Alex793 which includes some more
fixes for those interested.
I got my Teensy++ Thursday and decided to port SNES9x (Super Nintendo Emulator) over to the PS3 as a little exercise to play with the Cell SDK.
It's pretty rough but it seems to work OK. It will load (uncompressed) ROMs off of /dev_usb000.
If anyone is interested, the code is linked above via GitHub with a binary attached below.
Download:
SNES9x (Super Nintendo Emulator) PS3 Port /
SNES9x PS3 Port Source Code
It's a new port to PS3 LV2 OS based on the vanilla SNES9x source.
To build:
• Install Cell SDK >= 1.92. You know how to find it. Configure according to the install instructions (make sure to set CELL_SDK).
• Make pkg
• Load the pkg and your ROMs onto a usb drive.
• Install on PS3 using your jailbreak device of choice.
Things that suck:
• Lots of SNES9x features are not supported yet. No save states, for example. Most of these are really simple to implement.
• Sound code is rubbish. It more or less works, but you'll probably hear the occasional skip.
• Performance isn't great.
• UI. Or rather, there isn't one.
• So much more.
Download: http://www.multiupload.com/XG2K5V0X5X
Changelog: Build 4.4.8 (03-04-2011)
Very big performance and lag reduction optimizations. The previous builds were indeed very laggy – this should be a very big improvement on that front.
You can now use two shaders at once – we call this ‘Custom Scaling/ Dual Shader’ mode. A scaling factor (from 1 to 4x) can be specified. Some great graphical effects can be achieved by combining shaders.
Shader presets have been added. Shader presets are configuration files that automatically configure the settings for ‘Shader 1′, ‘Shader 2′, ‘Hardware Filtering Shader 1′, ‘Hardware Filtering Shader 2′, ‘Scaling Factor’ and ‘Overscan’. You can create your own shader presets – they are just plain-text files stored in USRDIR/presets.
Controllers can now be individually configured – you can specifically configure the controls for a controller connected to a specific port/ number.
Cheat input has been made less buggy. With the ‘New’ control scheme - L2 + Analog Stick Right Down will still input cheats with the OSK, but it will add a generic label (simply the cheatcode itself as a label) until you rename this generic label by triggering the action ‘Input Cheatlabel’. The ‘New’ control scheme has this hooked up to ‘L2 + R2 + Analog Stick Right – Down’. This can of course be reconfigured to any button / button-combo you see fit.
Fixed interlaced games like Rise Of The Robots – were displaying glitched graphics before in version 4.4.7.
Added a homebrew SNES game by Themaister. Game logic is semi-hooked up – paddle works, ball bounces off the paddle, just scoring has to be added. Anyway, this has mostly been a 3-day exercise in SNES ASM. This is just for illustrative purposes.
Added some shader variations and some new shaders – HQ4x, 4xBR - courtesy of Jacaraca.
um yeah snes9x has been running on pc's for years.
any help?