I gave the emulator a try. My x64 Win7 is powered with 4 2.66 GHz CPUs and 12 GB ram. It can power through even the latest greatest PC games with ease, and even run the lesser build of bsnes!
On exodus the box manages ~35-40 FPS on the Sonic 2 prototype rom.
I was so certain my i5 750 could still keep up. Dang. Guess I would have to overclock to get anywhere with this emu.
Impressive work!
Slow or not I went through the menu options. I'm floored at shear the amount of debugging features in this emu. I think those old genesis devs would have given their left kidney for a tool set like this. If the source is as well commented I'll have to dive into it one day just to see if I can learn anything.
The direct colour DMA demo is the most punishing thing you can run through this thing that I'm aware of. I'm impressed you get as high a framerate there as you do. Of course, no other emulator can emulate the DMA demo at all, so there's no comparison there.
anything that spams the VDP RAM mid line during active display is probably the best benchmarking test, or in general, anything that traditional emulators have trouble to emulate, right ?
i do not remember Comix Zone doing so much crazy thing during active display or being difficult to emulate, but you might want to try Batman & Robin, especially boss scenes like this one: viewtopic.php?t=972
Gaiares title screen also does (short) DMA that somehow affects the display: viewtopic.php?t=820
Eke wrote: i do not remember Comix Zone doing so much crazy thing during active display or being difficult to emulate, but you might want to try Batman & Robin, especially boss scenes like this one: viewtopic.php?t=972
Pretty easy one, this game run very fast.
Eke wrote:Gaiares title screen also does (short) DMA that somehow affects the display: viewtopic.php?t=820
Not found any hard speed jumps.
Added Later:
Super Skidmarks currently most demanding game, speed 67-89fps.
My First Time Out demo may be a decent benchmark as well, considering I use no interrupts, so I'm constantly polling the HV counter, waiting on specific scanlines to make backdrop and scroll changes. Don't have a binary handy, if anyone goes looking there are two versions floating around, one I called 60% and one I called 75% (the 75% one uses both hscroll and vscroll on the logo and does a simple effect similar to FLD on the Commodore 64 on the text below the logo).