Accuracy takes power: one man's 3GHz quest to build a perfect SNES emulator
arstechnica.com
arstechnica.com
Very interesting. I never thought about this even though I've recognized the differences between games. I just attributed it to better game software, but it could literally have been better hardware available to certain games. You can't do that with CD/DVD/downloadable games.
Higher profit margins, lower operating costs, and the ability to massively extend the profitability window of a given game (from only a few months to a year to more than a decade) make digital distribution extremely advantageous for anyone who can take advantage of it properly.
What? When did this happen? Last I checked there were successful exploits for every major console on the market.
Just in the past few months, several SNES co-process chips that remained un-emulated for years, have been deciphered and fully emulated in BSNES. Without Byuu leading the charge into the last bastions of SNES emulation, I absolutely believe that some of these devices would be lost to history.
Have you heard of anyone from Nintendo getting involved (in a positive or negative way) with Byuu's project (or maybe they already offer one via the Wii--not sure)?
Unless my knowledge is out of date, Nintendo's business model revolves around licensing for publishing software for their hardware, so it's in Nintendo's best interest to sell hardware, and not to support emulation on other hardware.
On a related note, when Sony sued 'Bleem!', it argued that running the software on other hardware destroyed Sony's control over the player's experience, and as a result hurt their brand.
But I wonder how the Virtual Console works on the Wii. Does Nintendo have an SNES hardware-to-software conversion guide? Do their VC releases turn out perfect? I've bought a few, and while they're certainly faithful, I'm not enough of a connoisseur to spot the flaws.
[1] http://www.next-gen.biz/news/fils-aime-wii-hardware-profitab...
I vaguely remember hearing of instances where games weren't emulated accurately (or even as well as on other emulators), particularly with regard to slowdown on PAL consoles.
The one place where you may end up emulating something with precise timing is the audio processor; the Gamecube and Wii for instance used a custom DSP that had to be emulated fairly precisely, after the instruction set was revere-engineered.
An SNES would be much more annoying to do, but probably no more than an order of magnitude moreso, so I doubt it would take more than a semester, even for someone who'd never touched an FPGA before.
The article was about achieving extremely high compatibility by emulating hardware quirks. What advantage would an FPGA be? Easier synchronization?
FPGAs make this a complete non-issue. Of course, FPGAs bring in a whole host of issues when you want to make such a thing practical. One thing I've been considering for a long time is a super high-level HDL specifically for emulation like this, which can either be run on the CPU (slowly), synthesized for FPGAs, or burned into an ASIC. You could have a whole catalog of components and put them together just like building a real console.
But that said, FPGAs are by no means a silver bullet. There are a billion problems with them, mainly due to the terrible development tools, at least the ones that someone not doing this stuff professionally can afford.
Though it looks like at least one person is attempting to create a better one using FPGA: http://cegt201.bradley.edu/projgrad/proj2006/fpganes/
But clone systems do have issues with many games anyway...
how far are we from an in silico silicon virtualization suite?
And yes, this is pretty relevant - it demonstrates that perfect emulation is extremely expensive (in line with the critics of the idea of AI or brain emulation), but it also demonstrates how this doesn't matter in practice. (eg. I'd be happy to be a nigh-immortal upload if the price was a few glitches in an obscure memory I never think about.)
i think the question in my post has been misunderstood. i'm wondering, when will it be possible to simulate a SILICON device - such as the super nintendo.
instead of emulating the functional profile of the snes, we could run a physics simulator (at some level of abstraction) that contains all of the silicon circuitry and so forth which actually produces the functional profile.
that seems like a milestone towards simulating neural "devices" like the human brain.