Project Nested: Difference between revisions
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|logowidth = | |logowidth = | ||
|screenshot = ProjectNested-Screenshot.PNG | |screenshot = ProjectNested-Screenshot.PNG | ||
|version = 1. | |version = 1.8.1 | ||
|active = | |active = No | ||
|platform = [[Emulators on SNES|Super Famicom (SNES)]] | |platform = [[Emulators on SNES|Super Famicom (SNES)]] | ||
|target = [[Nintendo Entertainment System emulators|NES]] | |target = [[Nintendo Entertainment System emulators|NES]] | ||
|developer = Myself086 (Laurent Courville) | |developer = Myself086 (Laurent Courville) | ||
|prog-lang = 65C816 | |prog-lang = 65C816 {{Proglang|ASM}}, {{Proglang|C#}} | ||
|website = [https://github.com/Myself086/Project-Nested GitHub page] | |website = [https://github.com/Myself086/Project-Nested GitHub page] | ||
|license = MIT | |license = {{license|MIT}} | ||
|source = [https://github.com/Myself086/Project-Nested GitHub] | |source = [https://github.com/Myself086/Project-Nested GitHub] | ||
}} | }} | ||
'''Project Nested''' is an open-source [[Nintendo Entertainment System emulators|Famicom (NES)]] emulator for the [[Super Nintendo emulators|Super Famicom (SNES)]] written 3/4 in 65C816 | '''Project Nested''' is an open-source [[Nintendo Entertainment System emulators|Famicom (NES)]] emulator for the [[Super Nintendo emulators|Super Famicom (SNES)]] written 3/4 in 65C816 {{Proglang|ASM}} and 1/4 {{Proglang|C#}}. | ||
==Download== | ==Download== | ||
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Emulation occurs at up to 60FPS (frames per second) with audio support, but occasional minor slowdown may occur. Software titles using mappers 0-4 and 7 are playable, with mappers 1 and 4 having minor glitches, which may reduce compatibility, mappers 5, 6, 8, 11, 12, 16, 18, 21-26, 32-34, 36-38, 40, 42 and 66 having potential for future compatibility, mappers 9 and 10 unlikely to be supported due to it being declared impossible to accurately emulate CHR bank switching, and 14 and 17 due to being "copier mappers", and the rest, up to 255, being unknown. Additionally, iNES 2.0 is not supported. | Emulation occurs at up to 60FPS (frames per second) with audio support, but occasional minor slowdown may occur. Software titles using mappers 0-4 and 7 are playable, with mappers 1 and 4 having minor glitches, which may reduce compatibility, mappers 5, 6, 8, 11, 12, 16, 18, 21-26, 32-34, 36-38, 40, 42 and 66 having potential for future compatibility, mappers 9 and 10 unlikely to be supported due to it being declared impossible to accurately emulate CHR bank switching, and 14 and 17 due to being "copier mappers", and the rest, up to 255, being unknown. Additionally, iNES 2.0 is not supported. | ||
Out of the | Out of the 534 tested titles, 71 (13.27%) are fully playable, 178 (33.27%) are playable but need a full playthrough to test, 65 (12.15%) are mostly playable, 144 (26.92%) crash in the intro or early in-game, 76 (14.21%) are unplayable and 1 (0.19%) is unlikely to be supported. For example: | ||
* Punch-Out!!! is unlikely to be supported due to using mapper 9/MMC2, due to difficulties in implementing mid-scanline memory bank changes when drawing characters FE or FD, or the harder to implement sprites. The background is easier to implement, however, as the window can be used to draw and switch the characters. | * Punch-Out!!! is unlikely to be supported due to using mapper 9/MMC2, due to difficulties in implementing mid-scanline memory bank changes when drawing characters FE or FD, or the harder to implement sprites. The background is easier to implement, however, as the window can be used to draw and switch the characters. | ||
* The graphics in Super Mario Bros. 2 displayed incorrectly and the American version reset after hitting a Shy Guy until v1.4. Some time before the Sharopolis interview on July 10, 2021, the latter issue was reverse engineered and figured out, also fixing many other games that reset. | * The graphics in Super Mario Bros. 2 displayed incorrectly and the American version reset after hitting a Shy Guy until v1.4. Some time before the Sharopolis interview on July 10, 2021, the latter issue was reverse-engineered and figured out, also fixing many other games that reset. | ||
* Elite is being used as a model to "aggressively" optimize the EXE in AOT compilation, making emulation run at the same speed, or faster if possible. The game runs slowly with flicker and does not support shooting as of v1.3. | * Elite is being used as a model to "aggressively" optimize the EXE in AOT compilation, making emulation run at the same speed, or faster if possible. The game runs slowly with flicker and does not support shooting as of v1.3. | ||
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==External links== | ==External links== | ||
* [https://discord.gg/RhjJ5wGggb Official Discord server] | |||
* [https://docs.google.com/spreadsheets/d/1xKZIyNz1DSI3ZBdMfaTEaa_9b6IEABx-ZPwOb6XqcLQ/edit?usp=sharing Compatibility list] | * [https://docs.google.com/spreadsheets/d/1xKZIyNz1DSI3ZBdMfaTEaa_9b6IEABx-ZPwOb6XqcLQ/edit?usp=sharing Compatibility list] | ||
* | * {{YouTubeVideo|TthFh27Mx5k|Sharopolis demonstration + interview}} | ||
[[Category:Emulators]] | [[Category:Emulators]] | ||
[[Category:Console emulators]] | [[Category:Console emulators]] | ||
[[Category:Home console emulators]] | [[Category:Home console emulators]] | ||
[[Category: | [[Category:Famicom (NES) emulators]] | ||
[[Category:Super Nintendo emulation software]] | [[Category:Super Nintendo emulation software]] | ||
[[Category:Inactive emulation software]] | |||