Snes9x.COM: Developers Journal

 

Fixed the Message Board (oeps)
It seems I broke the Message Board yesterday while adding new features... Oeps... It seems to work again... Mail me if it doesn't =)

Jerremy, 19-8-2000 16:09:00

 

Message Board improvements...
I just added "Change password" and "Lost my password" features to the Message Board, both say enough about what they do...

Jerremy, 18-8-2000 09:34:00

 

Snes9x August Update
Still working on the Windows port of Snes9x. Sound drivers this time.

At Kreed's recommendation I've included FMOD sound driver support, expecting to fix once and for all the sound problems a few people were having - delayed sound, skipping sound, etc. But, as usual there are problems. The code works fine on my notebook computer but blue-screens on my desktop machine. In fact its the FMOD init routine that causes the crash.

I've changed and hacked the code, made the init routine the first thing I call before any of my code and it still blue-screens. The example programs that came with the library work fine on the machine as does Snes9x, if I switch to using WAVE output rather than Direct Sound. Kreed's OpenGL Snes9x, which uses more or less the same sound code, also works fine. I guess it must be how Snes9x is compiled and/or linked that FMOD is objecting to. Why couldn't it be my notebook computer with the problem? 99% of all Snes9x development is done using it - I hardly ever get to use my desktop machine; my wife being hooked on The Sims doesn't help!

I've also been looking at the existing Snes9x sound code - oh dear, I wonder what I was thinking of when I wrote it. Direct Sound provides two positions in a sound buffer, the play position and the write position. For some reason I was using play position, or rather, just before the play position, as the position to write new sound data into the buffer; just after the write position should be the place to use to minimise sound latency.

Other news: NMI timing is back to how it was several versions ago - I changed it to fix three games, but it turned out that two of them were broken because of NMIs trigger more than once in the same frame, the third I've now just special-cased. This fixes several games that stopped working in the last few releases.

Oh, did I mention Snes9x now has OpenGL support? Two OpenGL modes actually, a bi-linear filter mode (same as current 3d/fx mode) and a rip-off of Kreed's bump-map mode, which in turn was ripped from NeHe's OpenGL tutorials.

Once I've tweaked the sound code a bit more and added a work-around to the draconian texture size limitation on 3d/fx cards for the OpenGL code, I'll make a new release.

Gary, 14-8-2000 09:30:00

 

A new Linux PowerPC port has been released...
If you are a PowerPC user running Linux then I'd hurry to the download section and get the newest release since it's HOT...

Jerremy, 6-8-2000 10:46:00

 

New Snes9x Release v1.30
Hopefully I've fixed all the problems people were reporting that were new to the 1.30 beta release.

Install this version over the beta release, don't uninstall the previous version first; otherwise there's a slight chance the uninstaller might remove your desktop folder and you'd have to reboot your machine to fix it. See the message I posted in the Developer Journal for details.

Here's what is new:

- Forgot to force GUI surface to be displayed when some dialogs where popped up - problem only happened on full-screen mode with triple or double buffering enabled, or when using 3dfx mode. It appeared as if Snes9x had locked up, but pressing Esc would pop down the hidden dialog.
- Added a couple of options to the Settings dialog. Now its possible to disable S-RAM auto-save which was causing Snes9x to write to the hard disk every 30 seconds on some games, causing the occational skipped frame.
- Fixed Reset option which was accidentally broken when Netplay support was added.
- Added support for Dirt Racer - it leaves the Super FX chip running all the time, so the default CPU emulation method never allocated any time to other CPUs and the emulation seemed to lock up.
- NMI timing changed again. Now an NMI can only be triggered once per frame and enabling an NMI after the normal trigger scan line triggers an NMI immediately. This fixes display glitches in Ys 5, Stargate and Daffy Duck.
- Fixed the WAI instruction to only 'wake up' once an actual NMI has triggered, rather than just waking up when it should have triggered. This fixes Battletoads, broken since version 1.29(ish).
- Changed NMI again. Made reading or writting to PPU register 0x4210 not clear NMI pending flag. Seems to allow all the NMI timing sensitive ROMs I had on my list to now work without any special hacks. Illusion of Gaia now works again.
- Another NMI fix - cleared the CPU pending NMI flag at start of frame; Battletoads intro was crashing without this. A long DMA was stopping the SNES CPU so it couldn't and shouldn't respond to the NMI signal from the PPU.
- Fixed Netplay problem when game didn't have any S-RAM and Sync Using Reset was being used. An error dialog was displayed and the client would disconnect from the server.

Gary, 23-7-2000 07:58:00

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