Developer byuu just posted a really interesting article about the current state of SNES emulation and pretty much the only thing left to finish: Individual pixel timings. While this may only affect raster effect accuracy in emulation, it goes much deeper than that…
When I was a kid, emulation was a new, fun way to experience my NES and SNES games. I found it fascinating how developers around the world were working to make it all happen and I’ve been using emulation ever since, for enjoyment purposes.
These days, I tend to play my games on original consoles on RGB monitors, to enjoy the ‘original, enhanced experience’ and emulation for me has taken on an entirely new meaning: Development and preservation. While I’m nowhere near smart enough to be a game dev, I use emulators for all consoles for testing and preparation for work I do on real hardware. Without emulation, many of the things you and I use wouldn’t be possible and I’ve now gained an entirely new layer of respect and admiration for the people who make emulators possible.
I said all of that to say this: One of the most groundbreaking SNES experts in the world has asked for our help. In byuu’s own words:
“…this article is also a call for help. Effectively, I’ve gone as far as I could. I’ve designed higan and bsnes so that it will be as easy as possible for anyone to plug in exact PPU cycle-timings should they become known in the future. I also made a scanline renderer that worked around every issue it possibly could.“
So, is anyone out there willing to help take on the task?
I've written a new article covering the final issue preventing near-perfect emulation of the SNES: exact cycle-timing of the SNES PPUs (video generators.) I've also proposed solutions that are beyond my abilities, so this article is also a call for help.https://t.co/B5IDJ0IWgD
— byuu (@byuu_san) January 20, 2020