Sorgelig wrote:Sometimes it's easier to write the code from scratch than adapt the foreigner code. Especially if later there will be bugs, it will be much easier to fix it in own code than understand how foreigner code works.
As a software developer I can confirm this is my same exact experience, but, on the other side, having some code for reference can be useful even without porting it: it can be used for reference, for having ideas and stuff... better having it as an option than not.
Sorgelig wrote:For me, i would like to see GSU implemented first as it's more attractive. All GSU games are from different league than rest.
Amen bro', Yoshi's Island is one of my favorite games ever.
Sorgelig wrote:Anyway me and srg320 are agree that after-market chips such as MSU1 if ever will come, they will come after chips used in real carts first.
I totally agree that MSU-1 comes after many other official important chips... but it may be considered more important than some chips only used in exotic Japanese shoji games.
Sorgelig wrote:And then if it will be enough resources then other addons can be implemented.
While SD2SNES emulates only cartridge, MiSTer has to implement SNES as well - and this requires a huge resources. If i understood correctly sd2snes doesn't even emulate all chips in the same fw, so it loads different cores depending on chip.
Just to try to give some very rough estimates, SNT which emulates a SNES uses (we don't know to which extent) a Cyclone V LE with 49K LE and SD2SNES Xilinx should be around 10K LE... DE10-nano Cyclone V SE with 110K LE is nearly double them two put together and should have plenty of resources. Probably memory access is a greater problem.
Just for fun I was thinking how cool would be a MiSTer system running a MSU-1 game streaming its CD quality music from a network share mounted with CIFS... that would be a super cool demonstration of how great the hybrid implementation of MiSTer is in all its glory