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PostPosted: Mon Jul 30, 2012 2:34 am 
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Snes9x White Belt

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So I've been using Snes9x v1.51 for two years until recently when I discovered that the program has already been upgraded and included a 64-bit version. :oops: So I'm kinda late to be asking about simple things, but here goes:

On v1.51, there was a "visual aide" feature (see picture below) that whenever I press/hold any button on my joystick, the SNES button equivalent flashes on the screen. It also works on arrows, Start and Select buttons. I can't remember how I activated it. After I upgraded to v1.53 x64, this feature is disabled. How do I turn it on?

Image

Also, if you can give me any tips to improve the graphics for as you can see on the screenshot, there are jaggies and unattractive pixellation. I am on Windows 7 Pro 64-bit laptop, I don't have dedicated GPU. Is there any particular plugin/shader that can remedy this? Thanks :)


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PostPosted: Mon Jul 30, 2012 8:39 am 
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Official Win32 Porter/Dev
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The config file has a setting "Display::DisplayInput" that you can set to true.

As for shaders:
OV2 wrote:
if you use a recent windows testbuild you can check the cg shaders from Themaister's Shader Pack or from the common shader pack in the libretro project. The 5xBR variants seem to be popular.


Those also work in plain 1.53, but only in ogl.


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PostPosted: Mon Jul 30, 2012 1:39 pm 
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Snes9x White Belt

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Thanks. I'll play with those plugins right away. I assume I have to put those files in the same folder where the snes9x.exe is, right?

By the way, what are those test builds? Are they, in a manner of speaking, beta versions?


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PostPosted: Mon Jul 30, 2012 1:46 pm 
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Snes9x White Belt

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By the way, how do I download the 5xBR.cg? Do I just right click it and save it with ".cg" extension?


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PostPosted: Mon Jul 30, 2012 2:10 pm 
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Snes9x Purple belt
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ajfudge wrote:
Thanks. I'll play with those plugins right away. I assume I have to put those files in the same folder where the snes9x.exe is, right?

By the way, what are those test builds? Are they, in a manner of speaking, beta versions?


They are more like nightly development snapshots based off stable code; they can feature fixes for last-minute bugs, but are not always 100% stable.

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PostPosted: Mon Jul 30, 2012 4:28 pm 
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Official Win32 Porter/Dev
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ajfudge wrote:
Thanks. I'll play with those plugins right away. I assume I have to put those files in the same folder where the snes9x.exe is, right?
By the way, what are those test builds? Are they, in a manner of speaking, beta versions?

You could call them beta versions, yes. I usually create one after there's been a bugfix or new feature.

As for the cg files: you can place them anywhere, then select them in the video settings. The github pages have a zip button on top that downloads the whole library as an archive. Alternatively you can open one file on github, then right-click on the raw button in the top right and select "save as".


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PostPosted: Tue Jul 31, 2012 2:52 am 
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Snes9x White Belt

Joined: Mon Jul 30, 2012 1:14 am
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Thanks for the tips guys. :D I have tested some shader files but I can't seem to detect any significant difference. The only games I play are the Donkey Kong trilogy, which is different than most SNES titles as far as graphics is concerned. If you have played those games, can you give me specific tips to improve its appearance? The background is just so overwhelmingly "ink-washed" and the sharpness of the sprites is distorted by pixellation, that I sometimes have a hard time focusing on the screen. Any help is appreciated. :)


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