SNES VR + Source Code

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SNES VR + Source Code

Postby dbaker » May 20th, 2013, 6:11 pm

Maybe an example of too much time on my hands...
But, I added Oculus Rift support to the snes9x emulator.

Download Here: UPDATED
https://www.dropbox.com/s/4dphg7blguosq1n/snes9x-VR.zip

You can use the following keys in Rift mode:
Up/Down Arrow - Move closer/further from screen.
Left Arrow - Reset Sensor Fusion (ie forward direction)

Notes:
Needs some code (like releasing objects), not comprehensively tested.
So I included the source code cause I don't plan to mess with it much.

How to Use:
Extract
Run snes9x.exe
Just Click on the menu Video->Oculus Rift <--You must have a Rift attached or this will be disabled
*you may want to change the Display Configuration to set VSync
ALT+ENTER = Fullscreen

*You will have to find your own ROMS


----------------------------------------------------------------------
Mod from bitskipper
See this Link for more Info:

viewtopic.php?f=28&t=1166&start=20#p20750
----------------------------------------------------------------------

insert-move forward
delete-move back
end- reset headtracking
pgup/pgdown - toggle detail levels (none, room, all, all+reflections)

https://www.dropbox.com/s/mjiunx4lco0mjzv/snes9x%20VRcade.zip
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Last edited by dbaker on June 17th, 2013, 6:07 pm, edited 5 times in total.
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Re: SNES VR + Source Code

Postby drash » May 20th, 2013, 10:14 pm

Hello! This is very interesting, but it crashes upon running the exe. I have Win8 64-bit, and I tried various compatibility modes but same issue there. If I don't have a Rift attached, would that explain it?

Thanks for sharing this!
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Re: SNES VR + Source Code

Postby aaronb4146 » May 21st, 2013, 2:33 am

drash wrote:Hello! This is very interesting, but it crashes upon running the exe. I have Win8 64-bit, and I tried various compatibility modes but same issue there. If I don't have a Rift attached, would that explain it?

Thanks for sharing this!


It crashed for me too Win 7 64bit, so looks like it don't work with 64bit.
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Re: SNES VR + Source Code

Postby dbaker » May 21st, 2013, 3:52 am

Updated Link, Should fix crash...I didn't test WITHOUT a rift attached :)
https://www.dropbox.com/s/4dphg7blguosq1n/snes9x-VR.zip
*updated original post

So you can redownload and try it again, but if you don't have a Rift it's not going any be any more useful then the normal snes9x emulator. (ie it will default back to normal display if you don't have a Rift)

*Only tested on Win7-64, but 100% last crash was due to not having a rift attached.

*edit: added some quick fixes
1. Disables Rift Menu Item if not detected
2. Move back/forward only straight
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Re: SNES VR + Source Code

Postby IsoMacintosh » May 21st, 2013, 9:27 am

As a retro gamer i cant tell you how happy i am.
i actually already have a sfc controller with usb adapter, only missing the rift. :D
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Re: SNES VR + Source Code

Postby 2EyeGuy » May 21st, 2013, 9:41 am

Is this 3D?

There is a stereoscopic 3D SNES emulator:
http://www.youtube.com/watch?v=zUkRqY1bRak

https://github.com/tjwei/snes9x-3d
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Re: SNES VR + Source Code

Postby Dycus » May 21st, 2013, 3:21 pm

This is sweet! The low res of the Rift isn't even a problem because SNES games are even lower-res. ;) I have a couple feature requests, if you might possibly be interested in working on it more.

It definitely needs the magnetic drift correction. It was off by about 20 degrees after 15 minutes. Or, at the very least, it'd be nice to be able to remap the "reset sensor fusion" key to a gamepad button.
Chromatic aberration correction would be good, but not strictly necessary.
It would be nice to be able to make the screen bigger or smaller without moving closer to it. I'm pretty sure this would be accomplished by moving the virtual images further apart or closer together.
Changing the background color, perhaps?

But it's still pretty sweet, I like it a lot. Great work! :)
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Re: SNES VR + Source Code

Postby cybereality » May 21st, 2013, 6:05 pm

Nice.
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Re: SNES VR + Source Code

Postby 2EyeGuy » May 22nd, 2013, 2:34 am

Being the greedy/imaginative person that I am, Here's what I ideally want in a VR SNES emulator:

* option for life-size screen a realistic distance away (I mean so characters look human-sized)
* option for screen at a realistic angle, for example a top-down screen in a top-down game, or angled screen
* automatically recognizing specific games and applying the above settings automatically for each game (if desired)
* option for playing on a virtual TV in an early 90s themed lounge-room
* stereoscopic 3D support, like in the version I posted, perhaps with depth correction for certain sprites
* Mode 7 high resolution VR support, but that's a lot harder than it sounds, and I couldn't find anyone that tried it
* that one SNES game that almost supported stereoscopic 3D should have it's native stereoscopic 3D working
* motion controls
* head tracking in any game that it makes sense for, eg. Doom, Wolfenstein, Super 3D Noah's Ark, Faceball 2000
* razer hydra light-gun, mouse, and BatterUp emulation
* maybe see the SNES controller in your hand with the razer hydra?
* various background environments for the virtual screen to float in
* optionally using the background colour from the game for the colour of the void
* I don't know if it's possible to make the screen show more of the map than is normally visible (maps are often tile based with more of the tile map in memory than will be drawn on the screen). I messed around with trying that on various consoles, but never really got it working right, so it might not be possible.
* online multiplayer

I don't know if any of those feature ideas will inspire you, or if I am just slightly crazy, but that's my dream wishlist.
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Re: SNES VR + Source Code

Postby Harley » May 22nd, 2013, 4:04 am

Would be cool to have RetroArch multi-system frontend for libretro ported to Oculus Eift with the Oculus SDK in just 2D

http://www.libretro.org
http://themaister.net/retroarch.html
RetroArch is a multi-system emulator for Linux, Windows, Mac OS X, *BSD, PS3, XBox360, Wii, Android. It is formerly known as SSNES.

Its design and background is quite different than most other emulators as RetroArch does not implement an emulation core itself. RetroArch talks to libretro, a generic emulator core API. This means that RetroArch is core agnostic, and it does not care which emulator core is running.

Currently there are libretro implementations for systems such as SNES, NES, GBA, GB/GBC, Genesis, and even arcade games (Final Burn Alpha).

libretro isn't only usable for emulators. A preliminary port of an open source reimplementation of Cave Story has been ported to libretro as well. Quake (TyrQuake), DOOM (PrBoom) are also ported.

Libretro implementations are maintained in the libretro organization on Github. The official home page for this project is here.

RetroArch believes in modularity. The application itself is a command-line driven application suitable for HTPC and/or headless use. There also exists a GUI frontend for RetroArch, supporting every config option available in RetroArch.

You can seamlessly utilize the GUI without thinking of RetroArch as a command line application, which is a probable scenario for most Windows and OS X users. RetroArch-Phoenix, the GUI frontend, can be found on GitHub.

For support, you should visit the IRC channel #retroarch @ irc.freenode.org, or the forum. There is also a Wiki explaining a couple of things on Github.
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Re: SNES VR + Source Code

Postby RedWorm » May 22nd, 2013, 5:26 am

Would be awesome if it could be hooked up to cinema VR and use that screen.
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Re: SNES VR + Source Code

Postby Marulu » May 22nd, 2013, 6:22 am

2EyeGuy wrote:* option for life-size screen a realistic distance away (I mean so characters look human-sized)
* option for screen at a realistic angle, for example a top-down screen in a top-down game, or angled screen
* automatically recognizing specific games and applying the above settings automatically for each game (if desired)
* stereoscopic 3D support, like in the version I posted, perhaps with depth correction for certain sprites
* Mode 7 high resolution VR support, but that's a lot harder than it sounds, and I couldn't find anyone that tried it
* that one SNES game that almost supported stereoscopic 3D should have it's native stereoscopic 3D working
* head tracking in any game that it makes sense for, eg. Doom, Wolfenstein, Super 3D Noah's Ark, Faceball 2000


He probably won´t be able to do these things above, because for those he would have to edit and distribute the ROM files, which would be illegal.

@dbaker Keep up the good work, and please integrate magnetic drift correction.
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Re: SNES VR + Source Code

Postby saftle » May 22nd, 2013, 9:55 am

Marulu wrote:He probably won´t be able to do these things above, because for those he would have to edit and distribute the ROM files, which would be illegal..


This isn't true. Anyone that has been involved in the emulation scene knows that all that is ever released are patches. These are very legal.

Most of the things 2EyeGuy listed are very possible, and I would love to see them being implemented.

But back on topic: This is awesome!
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Re: SNES VR + Source Code

Postby robsonpr » May 22nd, 2013, 10:37 am

Was this built based on the 3D emulator?
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Re: SNES VR + Source Code

Postby jgoewert » May 22nd, 2013, 6:54 pm

Woot! Played Final Fantasy Mystic Quest on this for a few hours with no eyestrain. This is something I really enjoy doing on the Rift. I did notice the magnetic drift problem. By the time I was done, I was looking about 15 degrees to the right.

I plan on going through your code as this is something I want to get MAME to do as well.

Thanks, dbaker.
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Re: SNES VR + Source Code

Postby Marulu » May 23rd, 2013, 4:07 am

saftle wrote:Anyone that has been involved in the emulation scene knows that all that is ever released are patches. These are very legal.


Oh, sorry I totally forgot about those.
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Re: SNES VR + Source Code

Postby spyro » May 23rd, 2013, 1:44 pm

This would be awesome if the game was rendered on a 1991-styled CRT TV with a real room and a real famicon along with a few games, posters in the background. Maybe you could hear some music of the 90ties in the background from a radio while you are in the menu. Basically a 1991 simulator. :D

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Re: SNES VR + Source Code

Postby cybereality » May 23rd, 2013, 5:58 pm

+1 w/ the 1991 simulator.
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Re: SNES VR + Source Code

Postby geekmaster » May 23rd, 2013, 7:37 pm

There are some nice CRT emulator shaders out there, that not only do scan lines but also emulate proper CRT phosphors. This one was ported from BSNES:
http://www.razyboard.com/system/morethread-real-crt-shader-pete_bernert-266904-6083077-0.html

Image

Perhaps such a CRT shader could be combined with Rift pre-warp.
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Re: SNES VR + Source Code

Postby 2EyeGuy » May 24th, 2013, 1:04 am

With the Rift's resolution, I think there's no point in trying to do a CRT shader on a 1991 sized TV, since you wouldn't be able to see it.
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