Monday, January 24, 2011

BSNES on Older Distros, such as Lucid and Squeeze

In addition to being on the forefront of SNES emulation, BSNES also utilizes cutting-edge programming techniques to maintain the cleanest, most easily readable code possible. Unfortunately, that means that older distros--even ones that are still well within their supported lifespan--may get left out in the cold.

However, BSNES forums user Themaister has done us all a favor and backported byuu's cutting-edge C++0x code to use the more widely supported C++98 standard, which allows it to be compiled on any version of GCC from 3.x on up. The only catch is that his work only applies to libsnes, the modular emulation core of BSNES in library form, so byuu's official Phoenix GUI is still off limits, as is his libsnes-driven Qt GUI.

Thankfully, Themaister has us covered here, too, by offering SSNES, his super-slim CLI-only interface to libsnes. Just like his C++98 port of libsnes, SSNES can be readily compiled with even extremely old versions of GCC, so any semi-modern distro should be able to use it just fine.

My PPA now contains Lucid packages for both libsnes (all three official cores, plus an snes9x-based core for legacy machines) and SSNES, which should also (hopefully) work on Debian Squeeze.

A few things I'd like to point out about SSNES:
1. It will accept a variety of audio drivers, including jack, which allows ultra-low latency :D
2. My package was built using dynamic libsnes linking, so it requires a libsnes package from my PPA to function
3. In addition to accepting BSNES-style XML shaders written in GLSL, SSNES will also accept shaders written in Nvidia's Cg language if you install the nvidia-cg-toolkit package
4. The default configuration file for SSNES is located at /etc/ssnes.cfg, but you can override this by placing another config file in ~/.config/ssnes

As always, let me know if you run into any problems with these packages.

Thursday, January 20, 2011

Crimson Echoes and Flames of Eternity

These two ROMhacks for the legendary SNES RPG Chrono Trigger were just leaked on Reddit the other day and I happened across some bsnes-compatible UPS patches, which you can download here. (I didn't make these patches, btw, and I didn't upload them)

I haven't played through them yet, but they seem to work fine from what I've seen. They will get past the initial intro sequence and into the playable game, but I haven't tested any further than that.

They were tested with an unheadered Chrono Trigger ROM that had been run through snespurify.

I'll update this post with anything interesting I find in my playthrough.

Saturday, January 15, 2011

Setting Up Pbuilder To Act Like Launchpad Build Farm

I build a lot of packages for my Launchpad PPA and I use a number of different systems to do it, so I find myself needing to set up pbuilder environments to test my build procedures pretty often. Unfortunately, documentation for this procedure is often out of date and/or goes into a lot of strange details and edge-cases that are unrelated to me, so I decided to write down my steps for future reference.

Here's what I do:
1. Install pbuilder and some other handy packages
Open up a terminal and type:
sudo aptitude install pbuilder debhelper devscripts build-essential
2. Tell the pbuilder environment that it is going to act just like the Launchpad build farm
Still in our terminal:
sudo pbuilder create --debootstrapopts --variant=buildd
This one takes a while because it's basically installing an entire system inside your existing installation, so grab a cup of coffee and watch the messages fly by.

3. Give it access to all official Ubuntu repositories
By default, your shiny new pbuilder environment won't have access to a lot of packages, so we'll want to add mirrors for common Ubuntu packages, as well as our own PPA to the pbuilder configuration file. So, still in a terminal, type:
nano ~/.pbuilderrc
and paste in:
OTHERMIRROR="deb http://archive.ubuntu.com/ubuntu [YOUR UBUNTU VERSION] main restricted universe multiverse | deb http://archive.ubuntu.com/ubuntu [YOUR UBUNTU VERSION]-backports main restricted universe multiverse | deb http://archive.ubuntu.com/ubuntu [YOUR UBUNTU VERSION]-security main restricted universe multiverse | deb http://archive.ubuntu.com/ubuntu [YOUR UBUNTU VERSION]-updates main restricted universe multiverse"
and we'll also pipe on a section for our PPA, so we can use our own packages as dependencies, which in my case looks like this:
| deb http://ppa.launchpad.net/hunter-kaller/ppa/ubuntu maverick main
4. Make our pbuilder trust packages from our PPA
First, we'll login to our pbuilder environment:
sudo pbuilder --login --save-after-login
Then, we'll give it the public key to our PPA, just like if we were adding it to our own keyring:
apt-key adv --keyserver keyserver.ubuntu.com --recv-keys [YOUR PUBLIC KEY HERE]
If all goes well, you can leave your pbuilder environment by typing:
exit
5. Update our environment with these new packages
Still in our terminal, type:
sudo pbuilder --update --override-config
This should get you in pretty good shape. Let me know if you run into any issues.

Tuesday, January 11, 2011

Bloom Pixel Shader for bsnes

I did some digging around online and came across some bloom filters written in GLSL. The one on this site looked the best to my eyes, so I converted it to work with bsnes and tweaked the settings a bit to achieve the desired effects.

What I found while playing around with it is:
1. Turning on 'Smooth video' seems to amplify the bloom effect.
2. The same amount of bloom looks different on each game, depending on the overall dark/light-ness of the game.
3. Combining excessive bloom with bsnes' scanline filters can make a pretty decent approximation of a CRT. While this is in no way as accurate or as nice looking as cgwg's CRT shaders, it may be an option for the many people whose video cards don't have enough horsepower to handle that complex shader.

First, I made a simple, fairly subtle (as far as bloom is concerned...) shader, which looks like this:
Looks pretty nice, eh? Unfortunately, the exact same shader settings look awful in Super Mario World:
One big flare-out... All I need is some brown and lens flare and I'll have next-gen graphics.

However, if you add in a scanline filter, things can really get evened out. In fact, you can use the different scanline intensity filters on a game-to-game basis to attenuate the inconsistency of the bloom effect. For example, here's a shot of Super Mario World with even more bloom added and 'smooth video' checked, but with 100% scanlines to chill things out a bit:
As you can see, it kinda gives it a plasticy, oversaturated look, but it's sort of charming, if you ask me.

In contrast, those exact same settings in Chrono Trigger--an altogether darker game--produce a really nice CRT-style effect, like this:
As you can see, even the bright parts don't suffer from excessive flare-out and the color bleed into the scanlines from the bloom provides an effect that is reminiscent of the phosphor glow on a CRT display.

One more shot of Chrono Trigger, this time using heavy bloom, 25% scanlines and smooth video:
I have asked WhateverMan if he would release his shader code under a permissive license. If he does, I will post my simplebloom and heavybloom versions here for download.
Update (1/19/11): WhateverMan was nice enough to allow his work to be distributed/modified under the GPL, so you can download the heavybloom shader here and the simplebloom shader here.

Update (2/2/11):
I also made a simple scanline shader that works with or without video smoothing:
For best results, use it along with a scale factor of 4x. Otherwise, the pixels won't line up with the scanlines correctly.

UPDATE (2/28/11): I made a scanline shader that works with a 3x scale factor, as well. You can download it (and the other GLSL shaders) here.

Saturday, January 1, 2011

Added NEStopia to my Ubuntu PPA

I added packages for the latest Linux port of the awesome NES emulator NEStopia to my PPA. The only problem is that I don't know how to make a package create a ~/.[appname] config directory and/or put required config files into that directory at first run. If anyone knows how to do that, I'd appreciate the info. EDIT: Ok, I fixed it. I created a quick-and-dirty bash launcher script that will check for the required directory and file and create them if needed.

NO LONGER NECESSARY:
Unless/until I find out how to do that, anyone wanting to use my package will have to manually create the config directory and at least create a husk of an inputs file by opening a terminal and typing:
mkdir .nestopia ; touch .nestopia/nstcontrols
From that point on, everything should work fine. If you are super-scared of hitting the terminal and would feel better with a script, you can download and run this script and it will take care of it for you.

Let me know if you run into any issues or have any questions.

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