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Snes9x 1.52 is now dead due to Snes9X 1.53 being out

Posted: Tue Jan 12, 2010 9:26 pm
by zones
Snes9x 1.52

GTK, Windows, Mac OS X and Unix (command-line) ports are ready at:
http://www.caitsith2.com/snes9x152/
http://snesemu.black-ship.net/index.php ... nes9x+1.52
http://download.sessionclan.de/overfiend/snes9x/
http://sites.google.com/site/bearoso/
Please mirror files if you can.
Edit: added mirror sites. :)

Important: The 1.52 savestate (freeze file) is not compatible with older versions!

I'll announce the detail of this release later...

changes:

Code: Select all

Snes9x 1.52
- IMPORTANT NOTICE: The structure of savestates (also known
  as snapshots / freeze files) is incompatible with older
  versions! Snes9x 1.52 cannot read the savestates created
  by 1.51 or older.                                         (zones)
- Highly acculate SPC700 and S-DSP emulation.               (Blargg)
- Replaced APU emulation cores (SPC700 and S-DSP) with
  ones provided by Blargg's SNES_SPC library. This renders
  savestates incompatible with older versions.              (BearOso, zones)
- SPC7110 emulation.                                        (byuu, neviksti)
- Merged bsnes' SPC7110 emulation code. Note that the .rtc
  file of Far East of Eden Zero is incompatible with older
  versions.                                                 (zones)
- Removed graphics pack support. It's no more necessary.    (zones)
- Replaced S-RTC emulation code with bsnes' one to keep the
  good compatibility of .rtc files between the two
  emulators. As a result, Daikaijuu Monogatari 2 now
  outputs the .rtc file, and its .srm file is incompatible
  with older versions.                                      (zones)
- Added savestate supports for DSP-2, DSP-4, ST-010 and
  OBC1.                                                     (zones)
- Added UPS support.                                        (byuu)
- Fixed DSP-4 AI problem.                                   (Jonas Quinn)
- Fixed invalid memory accesses in C4 and OBC1 codes.       (zones)
- Fixed invalid memory accesses in BSX codes. My mistake.   (zones)
- Fixed the read value of $213e, $4210 and $4211.           (zones)
- Fixed the writing of word values at the memory boundary.  (zones)
- Fixed the bug that the unnecessary SA-1 emulation
  continues once any SA-1 games are launched.               (zones)
- Removed old color blending codes.                         (zones)
- Removed too-old Snes96 and ZSNES snapshot support.        (zones)
- Updated command-line options.                             (zones)
- Code cleaning.                                            (zones)
- GTK+ : Added a port of Snes9x to the GTK+ toolkit.        (BearOso)
- Unix : Reconstructed and simplified all the contents.
  Some features have been removed to be simple, and many
  options have changed. GTK+ port is recommended for most
  of Linux users.                                           (zones)
- Win32: Now uses snes9x.conf to prevent problems with
  modified meaning of settings.                             (OV2)
- Win32: Removed broken OpenGL mode.                        (OV2)
- Win32: Removed support for 8bit output.                   (OV2)
- Win32: Reworked settings dialogues to accomodate the
  new APU core and display settings.                        (OV2)
- Win32: Updated defaults to use D3D and XA2 (better
  Vista and Win7 support).                                  (OV2)
- Win32: Direct3D and XAudio2 support.                      (OV2)
- Win32: Added Blargg's ntsc filter (three presets).        (OV2)
- Mac  : Fixed corrupted screenshot on Intel Mac.           (zones)
- Mac  : Fixed sudden abort in QuickTime movie export on
  Intel Mac.                                                (zones)
- Mac  : Changed sound settings for the new APU core.       (zones)
- Mac  : Changed the default folder which Snes9x looks for
  to 'Application Support' folder.                          (zones)
- Mac  : Changed folder names: 'IPSs' -> 'Patches',
  'BIOSs' -> 'BIOSes'.                                      (zones)
- Mac  : Added Blargg's ntsc filter.                        (zones)
- Mac  : Internal changes for Leopard and Snow Leopard.     (zones)

Posted: Tue Jan 12, 2010 11:08 pm
by Camo_Yoshi
WOOT!

Better sound, and more DSP support!

Thanks much!

Posted: Wed Jan 13, 2010 1:25 am
by the_randomizer
WOAH that was unexpected! The Snes9xGx port should be just around the corner, right? PS, the SPC700 emulation is AWESOME! Someone should tell dborth about it.

Posted: Wed Jan 13, 2010 9:46 am
by squall_leonhart69r
meh, without OV2's additions, its just useless on Vista/7.

Posted: Wed Jan 13, 2010 12:12 pm
by Screwtape
Huzzah for an ALSA sound-driver in the Linux port!

One minor problem I've found: I happened to have "Use overscanned height" enabled in the previous snes9x-gtk build I used, and when I started the new version, I saw the image on the left; when I turn off "Use overscanned height" I see the image on the right:

Image Image

The effect is the same - vertically squished, big black line in the middle - whether I use XVideo or OpenGL, whether I enable "maintain aspect ratio" or not, whether I resize the window to be big or small.

Obviously I've found myself a workaround, but I thought I should mention it.

Posted: Wed Jan 13, 2010 12:13 pm
by zones
Four ports are available in this release.

GTK+ port by BearOso
Windows port by OV2
Mac OS X port by me
also simplified command line port (GTK+ is recommended for Linux users.)

The new sound core, thanks to blargg. Also above three port (except command-line port) now support blargg's NTSC filter.

SPC7110 emulation, thanks to bsnes. You don't need graphics pack now.

Now we highly recommend UPS instead of IPS.

Posted: Wed Jan 13, 2010 12:35 pm
by BearOso
Screwtape wrote:Huzzah for an ALSA sound-driver in the Linux port!

One minor problem I've found: I happened to have "Use overscanned height" enabled in the previous snes9x-gtk build I used, and when I started the new version, I saw the image on the left; when I turn off "Use overscanned height" I see the image on the right:

Image Image

The effect is the same - vertically squished, big black line in the middle - whether I use XVideo or OpenGL, whether I enable "maintain aspect ratio" or not, whether I resize the window to be big or small.

Obviously I've found myself a workaround, but I thought I should mention it.
I've reproduced this with the "multithreaded" option. The overscanned height seems to hit an edge case. Does it work if you turn that off?

Posted: Wed Jan 13, 2010 12:53 pm
by BearOso
creaothceann wrote:There are graphical glitches in Super Metroid... this is with the default settings: (except 4:3 screen ratio)

http://img193.imageshack.us/img193/6531 ... d4img1.png
http://img59.imageshack.us/img59/2622/metroid4img2.png
Works here in the Linux port:

Image

Might be a byte-alignment/pixel format issue.

Posted: Wed Jan 13, 2010 3:13 pm
by Rhapsody
I've tried the Ubuntu Karmic build of Snes9x-GTK 1.52 on Debian testing here, and it seems to work fully. Sound is a bit funny though, might be slightly out of sync, I'll have to see if I can do some fiddling with it later.

Posted: Wed Jan 13, 2010 3:50 pm
by Mclane
Can confirm re Metroid that same issue happens in Directdraw and Direct3D but what is a bit weird and might give a dev a clue is that it corrects itself from time to time.

On the planet it was all corrupted when I landed but once I went thru the first door it righted itself and when I returned back outside it was fine...

Can't seem to find a combination of options that causes it..

Running on Window 7 X64 2meg ram Nvidia 7800 card with latest DirectX and card drivers..

Posted: Wed Jan 13, 2010 4:00 pm
by OV2
Here is a temporary fix until I can pinpoint the issue:

EDIT: see later post for link and fix-list

Note: you might have to switch rooms or open/close the map when loading a savestate to remove an already present glitch.

Posted: Wed Jan 13, 2010 4:59 pm
by BearOso
byuu wrote:May just be the Windows port, but Earthworm Jim 2 dies at the title screen with an ear shattering note stuck on.
That's one of those HDMA-sample-spooling games. I tested some of those, but not that one. It might need a timing hack, too.

Posted: Wed Jan 13, 2010 6:44 pm
by BearOso
byuu wrote:One more suggestion, filter/hq2x.cpp destroys GCC when you have 1GB of RAM or less, like in my virtual machine and on Derrick Sobodash's Loongson laptop. If you update the source like so:

Code: Select all

//(2,3,4) just means to do this for all three HQnX routines
void HQ(2,3,4)X_16 (uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height)
{
#ifnfef NO_HQ2X
...
#endif
}
It can be compiled with only 384MB of memory. It would make a great compile-time option, in my opinion :/
Someone posted a request like that (no-filters option) on my bug-tracker, along with a no-sound-driver suggestion. It's actually on my TODO list.

Posted: Wed Jan 13, 2010 8:45 pm
by Maetel

Posted: Wed Jan 13, 2010 11:08 pm
by OV2
byuu wrote: When you activate another window or menubar, it stops updating all parts of the screen except where the window/menubar was at. Very strange. Easy to make it start working again, just minimize the window or such.
For some reason the win port called BeginPaint on WM_PAINT messages, which sets the clipping region to exclude everything outside the update region. It seems direct3d respects the clipping region when rendering. This doesn't happen on Vista and Win7 - I guess the new WDM handles it differently.
Should be fixed now.
creaothceann wrote:Found another one: When I want to record an AVI file, SNES9x crashes as soon as the codec selection window is on screen.
Fixed - this happened only on xp due to a timing issue when displaying the codec selection window.
creaothceann wrote:After starting SNES9x, B (the "Delete" key) doesn't do anything until it is re-assigned.
That took quite a while... the input code of the win port is a mess.
It's an old bug: when loading the key mappings from the config file, "Delete" was mapped to VK_CLEAR. Should also be fixed now.

Posted: Thu Jan 14, 2010 1:40 am
by shinyoyo
Hello,I found a problem:The Rom information menu item is always uncheckble? Is it a bug?

Posted: Thu Jan 14, 2010 1:53 am
by ReddestDream
BearOso wrote:
byuu wrote:May just be the Windows port, but Earthworm Jim 2 dies at the title screen with an ear shattering note stuck on.
That's one of those HDMA-sample-spooling games. I tested some of those, but not that one. It might need a timing hack, too.
Definitely not just the Windows port, since it happens on the MacOSX port too (1.52 only, not 1.51).

Is there any fix for this crash in Earthworm Jim 2?

Thanks!

I'm always glad to see another Snes9x release! :wink: