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 Post subject: Re: Snes9x 1.54
PostPosted: Mon Nov 14, 2016 7:29 pm 
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Official GTK/Linux Porter/Dev
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Stillmatic wrote:
Do you know what problems 'Rendering Ranger R2' has on Snes9x? Is the game impossible to complete?

It works currently. It is the only APU timing hack game left, and that might change if we decide to remove the timing hack code, since it's used for just that game.


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 Post subject: Re: Snes9x 1.54
PostPosted: Mon Nov 14, 2016 8:13 pm 
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HackGenz wrote:
when testing out Kirby Super Star it seems to still be having slow down on the video when the 3D intro moves when it is rotated, so it's delayed compared to the audio. Same thing happens in Super Mario RPG to the intro when the butterflys fly away from Peach. Is there anyway to fix this? Because that's the only issue I have with it.

SA1 timing emulation is very screwed up. It's actually almost nonexistent, that's something to fix.


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 Post subject: Re: Snes9x 1.54
PostPosted: Tue Nov 15, 2016 2:37 am 
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Snes9x White Belt

Joined: Sat Oct 01, 2016 4:30 pm
Posts: 7
OV2 wrote:
What exactly is "while playing a movie"? A movie file from your pc? Which player? S9x should not be affected by that - did you try changing the output method to OpenGL?


I meant when you're playing a movie file created with snes9x itself. You know, when you go on "File > Movie Record". Basically, if you put your .smv to replay and close the emulator, it crashes.

Here's a video showing what happens (both on 32 and 64 bit versions of the emulator):
https://www.youtube.com/watch?v=tvsAxJcGq2E


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 Post subject: Re: Snes9x 1.54
PostPosted: Tue Nov 22, 2016 3:53 am 
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Snes9x Yellow Belt
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synnae wrote:
OV2 wrote:
What exactly is "while playing a movie"? A movie file from your pc? Which player? S9x should not be affected by that - did you try changing the output method to OpenGL?


I meant when you're playing a movie file created with snes9x itself. You know, when you go on "File > Movie Record". Basically, if you put your .smv to replay and close the emulator, it crashes.

Here's a video showing what happens (both on 32 and 64 bit versions of the emulator):
https://www.youtube.com/watch?v=tvsAxJcGq2E


I haven't tried it on Windows, but this doesn't happen to me with Linux (Arch 32-bit). Using Wine, though, it acts like your 64-bit example where it crashes when you exit.


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 Post subject: Re: Snes9x 1.54
PostPosted: Tue Nov 22, 2016 1:39 pm 
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I've reproduced it and fixed it in git. Will be in the next testbuild.


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 Post subject: Re: Snes9x 1.54
PostPosted: Wed Nov 23, 2016 11:11 pm 
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OV2 wrote:
I've reproduced it and fixed it in git. Will be in the next testbuild.


Awesome job OV2!


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 Post subject: Re: Snes9x 1.54
PostPosted: Wed Nov 23, 2016 11:28 pm 
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Snes9x White Belt

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Posts: 7
OV2 wrote:
I've reproduced it and fixed it in git. Will be in the next testbuild.


Thanks, OV2.


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 Post subject: Re: Snes9x 1.54
PostPosted: Sun Dec 18, 2016 3:13 pm 
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Snes9x White Belt

Joined: Sun Dec 18, 2016 3:09 pm
Posts: 1
Hello. The obscure game Haisei Mahjong - Ryouga (Japan) has inconsistent audio, despite claims of improved accuracy with SMP.
1.53 runs it ok.


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 Post subject: Re: Snes9x 1.54
PostPosted: Thu Mar 23, 2017 11:12 pm 
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Snes9x White Belt

Joined: Sat Oct 01, 2016 4:30 pm
Posts: 7
Hello, it's me again.

It's been months since I reported that BEX error and the fixed version isn't out yet. Is there any estimate for when it will be released?


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 Post subject: Re: Snes9x 1.54
PostPosted: Thu Mar 30, 2017 1:33 am 
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Snes9x White Belt

Joined: Thu Mar 30, 2017 1:27 am
Posts: 1
Here is a x64 linux binary built on Linux Mint 17.3 KDE:
https://mega.nz/#!1QhTABJZ!abVJWKBbcfSY ... JcyQSI8yDQ

Here is the ./configure output. I was not able to figure out how to enable PortAudio but I think the rest is working.
Code:
checking for gcc... gcc
checking whether the C compiler works... yes
checking for C compiler default output file name... a.out
checking for suffix of executables...
checking whether we are cross compiling... no
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ISO C89... none needed
checking whether gcc understands -c and -o together... yes
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking for ranlib... ranlib
checking whether g++ supports C++11 features by default... no
checking whether g++ supports C++11 features with -std=c++11... yes
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking for a thread-safe mkdir -p... /bin/mkdir -p
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
checking for style of include used by make... GNU
checking whether make supports nested variables... yes
checking dependency style of gcc... gcc3
checking dependency style of g++ -std=c++11... gcc3
checking whether make supports nested variables... (cached) yes
checking whether NLS is requested... yes
checking for intltool >= 0.37.0... 0.50.2 found
checking for intltool-update... /usr/bin/intltool-update
checking for intltool-merge... /usr/bin/intltool-merge
checking for intltool-extract... /usr/bin/intltool-extract
checking for xgettext... /usr/bin/xgettext
checking for msgmerge... /usr/bin/msgmerge
checking for msgfmt... /usr/bin/msgfmt
checking for gmsgfmt... /usr/bin/msgfmt
checking for perl... /usr/bin/perl
checking for perl >= 5.8.1... 5.18.2
checking for XML::Parser... ok
checking how to run the C++ preprocessor... g++ -std=c++11 -E
checking for grep that handles long lines and -e... /bin/grep
checking for egrep... /bin/grep -E
checking for ANSI C header files... yes
checking for sys/types.h... yes
checking for sys/stat.h... yes
checking for stdlib.h... yes
checking for string.h... yes
checking for memory.h... yes
checking for strings.h... yes
checking for inttypes.h... yes
checking for stdint.h... yes
checking for unistd.h... yes
checking locale.h usability... yes
checking locale.h presence... yes
checking for locale.h... yes
checking for LC_MESSAGES... yes
checking libintl.h usability... yes
checking libintl.h presence... yes
checking for libintl.h... yes
checking for ngettext in libc... yes
checking for dgettext in libc... yes
checking for bind_textdomain_codeset... yes
checking for msgfmt... (cached) /usr/bin/msgfmt
checking for dcgettext... yes
checking if msgfmt accepts -c... yes
checking for gmsgfmt... (cached) /usr/bin/msgfmt
checking for xgettext... (cached) /usr/bin/xgettext
checking for pkg-config... /usr/bin/pkg-config
checking pkg-config is at least version 0.9.0... yes
checking for GTK... yes
checking for GLIB... yes
checking for LIBXML... yes
checking for glGetString in -lGL... yes
checking for SDL... yes
checking for XV... yes
checking for PORTAUDIO... no
Cannot find PortAudio.
--> Disabling PortAudio support
checking sys/soundcard.h usability... yes
checking sys/soundcard.h presence... yes
checking for sys/soundcard.h... yes
checking for ALSA... yes
checking for PULSEAUDIO... yes
checking for XRANDR... yes
checking for LIBPNG... yes
checking zlib.h usability... yes
checking zlib.h presence... yes
checking for zlib.h... yes
checking for gzread in -lz... yes
checking for mkstemp... yes
checking for strings.h... (cached) yes
checking sys/ioctl.h usability... yes
checking sys/ioctl.h presence... yes
checking for sys/ioctl.h... yes
checking for stdint.h... (cached) yes
checking if sizeof(void *) == sizeof(int)... no
checking if rightshift int8 is arithmetic... yes
checking if rightshift int16 is arithmetic... yes
checking if rightshift int32 is arithmetic... yes
checking if rightshift int64 is arithmetic... yes
checking that generated files are newer than configure... done
configure: creating ./config.status
config.status: creating Makefile
config.status: creating data/Makefile
config.status: creating po/Makefile.in
config.status: executing depfiles commands
config.status: executing default-1 commands
config.status: executing po/stamp-it commands

Snes9x will build with support for the following:

    GTK+ 2.0
    ALSA
    PulseAudio
    OpenGL
    XVideo
    XRandR
    Joysticks
    NetPlay


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 Post subject: Re: Snes9x 1.54
PostPosted: Sat Apr 01, 2017 12:07 am 
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Snes9x White Belt

Joined: Sat Apr 01, 2017 12:02 am
Posts: 1
Donkey Kong Country 3 runs 60/60 but has slowdowns. How to fix it? In Zsnes this not happen, but I love xBRZ filter in Snes9x.


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 Post subject: Re: Snes9x 1.54
PostPosted: Fri Apr 28, 2017 8:57 am 
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Snes9x White Belt

Joined: Mon Apr 06, 2015 4:20 am
Posts: 11
Thanks a lot for the new version. This emulator is amazing!


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 Post subject: Re: Snes9x 1.54
PostPosted: Sun May 14, 2017 7:29 am 
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Snes9x White Belt

Joined: Mon Apr 06, 2015 4:20 am
Posts: 11
Yo, creators of the excellent emu, Zenju wanted to know if you guys could use the better icons he posted in the xBRZ thread. I too happen to think SNES9x needs a better taskbar icon. Something to maybe look at for the next release.


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 Post subject: Re: Snes9x 1.54
PostPosted: Sun Jun 04, 2017 7:16 pm 
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Snes9x White Belt

Joined: Sun Jun 04, 2017 6:25 pm
Posts: 1
Damn, I am really behind the times. Haven't checked for an update in so long, I didn't know 1.54 was even out. Happy to see things are still moving along though.

Didn't realize there was ever an issue with Super Punch Out. Is this something that happens only on 1.54? Been playing it on and off for years on previous versions and never noticed the issue with Mad Clown. I suppose maybe I beat him too fast for it to happen though... lol.

Also, I'm both amused and slightly sad to see that the down/left / down/right configuration bug has been fixed. That bug has been there since forever (at least v1.43). At this point, I half expected it would never be fixed and instead left as a joke or something :D


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 Post subject: Re: Snes9x 1.54
PostPosted: Sun Aug 27, 2017 10:57 am 
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Snes9x White Belt

Joined: Mon Apr 06, 2015 4:20 am
Posts: 11
Does anybody know how to get shaders to work with this? They don't seem to work anymore. I can't get scaleFX to work in either retroarch or the newest version of this game.

Can the creators PLEASE kindly tell me how or make it so we can use the scaleFX shader. It really is an amazing shader and it would be very much appreciated. I have tried doing everything I can. It just black screens on me. I cannot get any shaders working.


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