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PostPosted: Mon Jun 27, 2011 3:31 pm 
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Official Android Porter
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Ahh, I stand corrected! Glad to hear it works!


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 Post subject: Accelerometer joy?
PostPosted: Tue Jul 05, 2011 6:00 pm 
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Snes9x White Belt

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What would be great (Droid X2 using Snes9x EX) would be to have accelerometer mapping to the Up, Down, Left Right - I've been playing a lot of F-Zero on this and everything is AWESOME except for the onscreen joypad - its just too sensative (Lots of crashing.)

Has anyone started work on mapping the Accelerometer to the joy pad (as an option?)


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 Post subject:
PostPosted: Thu Jul 07, 2011 6:06 pm 
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That's a really interesting idea. Slow as all get-out, of course, but it'd be really useful in situations where either 1. multitouch doesn't work very well on your phone (like the Nexus One, alas) or 2. You want all of the screen real-estate available for the display.

Calibrating it would be interesting too, but it's a great suggestion, and probably very workable.


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 Post subject:
PostPosted: Sat Jul 09, 2011 12:38 pm 
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Snes9x White Belt

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Vague Rant wrote:
... one thing I'd suggest for all devices is an option to disable scaling [...]. The 3G's 480*320 screen wouldn't look horribly underused at 1x scale, and I, at least, would prefer it to the current full-height scaling.

Apologies for repeating a request, but this remains as something I'd love to see, although more realistically, as an option for integer scaling only. This would allow for crisp, pixel-for-pixel (which, yes, means slightly off TV display aspect, but we're not using TVs here) display on smaller screens, while also allowing for larger screens to show uniformly scaled pixellated graphics. Sure, it would leave screen edges unused, but oh well.


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 Post subject:
PostPosted: Mon Jul 11, 2011 11:06 am 
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Official iOS & Android Porter

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Some good news for iOS users experiencing Bluetooth lag. I've found the source of the problem in BTstack and made some modifications to greatly minimize the chance of it happening. Still need to do more testing but as a stress test I've tried spinning around the analog sticks on the Classic Controller while trying to get other buttons to register, and the latency was never more than 1 frame.

The new code will be in the next update (1.4.0) and I'll also be releasing the source for this version.


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 Post subject:
PostPosted: Mon Jul 11, 2011 8:07 pm 
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Snes9x White Belt

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Is there a bug in the auto menu orientation for iOS? It seems that if I start in landscape mode the menu displays correctly but the actual controls are still in portrait mode. Every time I use it starting out in landscape mode I need to tilt to portrait and back to landscape and then it's fine. It's been doing this as long as I've been using it.


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 Post subject:
PostPosted: Tue Jul 12, 2011 6:38 am 
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This happens on the iPad I'm assuming?


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 Post subject:
PostPosted: Wed Jul 20, 2011 10:34 pm 
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Snes9x White Belt

Joined: Wed Jul 20, 2011 10:26 pm
Posts: 1
Rakashazi wrote:
This happens on the iPad I'm assuming?


I've seen it happen on that ipad with what may have been a previous release but it doesn't seem to happen on iPhone 4.

Also, first post... I cannot tell you how happy I was to see a legit emu on iOS. I was fuming for so long looking at those terrible snesn9 ports with terrible terrible settings and comparability. Your port is so much more crisp and tight. I was extremely surprised to see it was built on Imagine... very clean.

I cannot wait for the BTstack lag fix changes. My only pet peave is what seems to be a buffer issue with analog inputs. If you want a tester ;).....

Also, sorry for the pirate repos jacking your software updates. Do what you gotta to do to protect your interests.

Keep up the awesome work and trust me, a lot of people out there are incredibly happy about this.

Later...


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 Post subject:
PostPosted: Thu Jul 21, 2011 4:34 am 
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OMGsus wrote:
I've seen it happen on that ipad with what may have been a previous release but it doesn't seem to happen on iPhone 4.

Figured it out, was activating the orientation sensor before the app finished initializing. This is fixed in 1.4.0 which should be in Cydia in the coming days (just posted it for Android). It also includes support for the mouse which I think is a first for SNES emus on mobile phones? Here's the full changelog, and I also decided to start up a Twitter account today so people can keep up with development. Thanks to everyone giving feedback and support for the app :)


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 Post subject:
PostPosted: Sat Jul 23, 2011 5:27 am 
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Official iOS & Android Porter

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Ok, here's the long awaited source coderelease of version 1.4.0 :)

Note there are extra restrictions placed on distribution since it's combined with my own GPL code. However, I can grant exceptions if any devs want to distribute their own builds upon request.


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 Post subject: Cheats Option?
PostPosted: Sun Aug 07, 2011 4:18 pm 
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Snes9x White Belt

Joined: Sun Aug 07, 2011 3:46 pm
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tioviez wrote:
hi Rakashazi,

im using ver 1.3.28-armv7 on my GalaxyTab, and its doing great..!!
when will you build the version with cheat feature (game genie, etc..)??? :D

Rakashazi wrote:
mrbonner wrote:
Hey was wondering will cheats be available soon for these ports?

I'll probably start working on cheat support after I've gone through the list of features planned for version 1.4.0 on my site :)


Good afternoon Rakashazi,

This emulator port is great. Thank you for getting this on Android.

I have downloaded the new version and I cannot find the cheats option. Has this been included yet? If not not is there an ETA?

Thanks again

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PostPosted: Wed Aug 24, 2011 9:04 pm 
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Snes9x White Belt

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Is this emulator still being worked on?

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 Post subject:
PostPosted: Wed Aug 24, 2011 9:35 pm 
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Yup. I know the Android version, at least, gets a new update from Rakashazi every so often.

Cheats haven't been implemented yet though.


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 Post subject:
PostPosted: Fri Aug 26, 2011 12:13 am 
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Snes9x White Belt

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SparroHawc wrote:
Yup. I know the Android version, at least, gets a new update from Rakashazi every so often.

Cheats haven't been implemented yet though.


Thanks for the reply. I have seen others with cheat/mod options but the controller are mediocre.

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 Post subject:
PostPosted: Mon Aug 29, 2011 10:47 pm 
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Snes9x White Belt

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Thanks the menu rotation appears to work properly now on the ipad! Great emulator both in terms of features and performance.


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 Post subject:
PostPosted: Sun Sep 04, 2011 4:21 pm 
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Snes9x White Belt

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Great work, just discovered this, runs great!!!
Any way to have scanlines option A la imame?


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 Post subject:
PostPosted: Tue Sep 06, 2011 3:23 pm 
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Official Android Porter
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Spuddle wrote:
Great work, just discovered this, runs great!!!
Any way to have scanlines option A la imame?


I think the SNES resolution is too high to have enough room for scanlines on a regular smartphone screen.

Of course, it might be a nice option for iPads.


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 Post subject:
PostPosted: Thu Sep 08, 2011 12:23 am 
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SparroHawc wrote:
Spuddle wrote:
Great work, just discovered this, runs great!!!
Any way to have scanlines option A la imame?


I think the SNES resolution is too high to have enough room for scanlines on a regular smartphone screen.

Of course, it might be a nice option for iPads.

so what, what about droid pads :P

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Unofficial Test Monkey For:
* Snes9X GX (Wii)
* Snes9X EX (Android)
* Snes9X 64-bits

ZSNES|Ben Heck|NSRT|Bob Smiley


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 Post subject:
PostPosted: Thu Sep 08, 2011 12:39 am 
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Snes9x Yellow Belt

Joined: Tue May 03, 2011 2:35 pm
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...or any device with a qHD or higher resolution.


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 Post subject:
PostPosted: Thu Sep 08, 2011 4:16 pm 
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adventure_of_link wrote:
SparroHawc wrote:
Of course, it might be a nice option for iPads.
so what, what about droid pads :P


erk... Droid pads too, yes. Or as odditude mentions, anything that does higher res. I should be keeping that in mind, as I own an Android device myself. c_c


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