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Posted: Mon Aug 15, 2011 9:51 pm
by OV2
What APU changes are you referring to?

The IRQ changes fix or improve a few games, for example Sink or Swim, F1 Grand Prix, Battle Blaze.

would you let the snes9x support nGlide

Posted: Sat Sep 10, 2011 4:23 pm
by mvp3
I am very like 3dfx glide,the picture is very fine than opengl.
please support the nGlide.
thank you very much.

Posted: Sat Sep 10, 2011 10:24 pm
by the_randomizer
nGlide or the Glide API is outdated. Use a Glide Wrapper or update your video card.

Posted: Tue Sep 13, 2011 12:53 am
by squall_leonhart69r
the_randomizer wrote:nGlide or the Glide API is outdated. Use a Glide Wrapper or update your video card.
nglide is not outdated.

but glide as a whole has been supersceded by direct3d and opengl

Posted: Fri Oct 07, 2011 6:55 am
by Madmab
Hi guys it's me again.

I definitely confirmed that the IRQ timing changes do affect speed on the xbox. No biggy I have a special build for "Trusty box" users. So that makes three builds.. 1.51, 1.53, and 1.53 with the IRQ timing changes.

That brings me to another question. A beta tester confirmed an issue in Kirby Dreamland 3 on certain levels the music gets kinda slow and choppy. Gameplay speed to me seemed the same, but I could be wrong. In particular I'm thinking of the 3rd stage where there are clouds in the sky (rocks and witches).

Anywho x-ports version of snes9xbox was originally based on core version 1.42 and on his the game appears to run fine. So I'm just curious if any changes between 1.42 and 1.51 would affect that particular games speed so much. Just asking cause I wanna make sure I did not overlook or foobar something during the porting process.

Thanks. :)

Posted: Fri Oct 07, 2011 6:52 pm
by SparroHawc
Yup. The sound core has been entirely replaced since then. The new one is a lot more processor-intensive.

Posted: Fri Oct 07, 2011 7:37 pm
by Madmab
Sound core update is from 1.52 and on up.

I was referring to any changes made between 1.42 and 1.51 that may affect the speed of this particular game. Just in case I accidently foobared something I should not have.

Posted: Sat Oct 08, 2011 1:33 am
by zones
You may turn off SA-1 timers; I don't know how they actually work (my code should be wrong) and I'm not sure which games actually use them.

Posted: Sat Oct 08, 2011 5:27 am
by Madmab
zones wrote:You may turn off SA-1 timers; I don't know how they actually work (my code should be wrong) and I'm not sure which games actually use them.
ok thanks for the suggestion.. Although I'm not quite sure what you are refferring to.. looking thru the commits right now. :oops: :)

Posted: Thu Oct 13, 2011 8:14 pm
by Madmab
Any suggestions? I'm looking thru the code but I'm not sure how to disable these SA1 timers you are referring to. :shock:

Posted: Tue Oct 18, 2011 11:57 am
by zones
You may remove SA1.Cycles and its related functions like S9xSA1UpdateTimer() from 1.53 sa1.cpp.

Posted: Wed Oct 19, 2011 12:49 pm
by Madmab
oh.. those changes.. those were made after 1.52

I was looking in particular for any changes that may have occured between 1.42 and 1.51 that may affect the speed of this particular game. Just in case I accidently foobared something I should not have.

Thanks

Posted: Sat Oct 22, 2011 3:39 am
by FrancoisC
Hi Zones,

I guess you can help me on this one; a while ago you gave me a command (on this forum) that I could run on Terminal on OS X to have Snes9x run with perfect 4x3 on fullscreen, but I lost it and I can't find my old thread, I guess it was deleted.

Do you remember what it was?

Thanks!

Posted: Sun Oct 23, 2011 5:30 am
by zones
1.53: Click the text 'Aspect Ratio' (not the slider) and you get 4x3 screen.

Posted: Sun Oct 23, 2011 2:10 pm
by FrancoisC
Thanks, I did not notice this option ;)

Posted: Sun Nov 20, 2011 8:39 pm
by CahosRahneVeloza
Hey folks, I know it's been seven months since 1.53 was released so it is safe to say that most ROM compatibility issues have been reported to you guys & workarounds & fixes have been presented. However I seem to have encountered one, although it might be very well be just on my end.

The games are "Tetris Attack" (both U & E versions) & "Panel de Pon" (the original Japanese release for Tetris Attack). The issue is a minor screen flicker during the mid game cut scenes where Yoshi (or Lip) is traveling to & from each stage you beat & you encounter your next opponent. As I said, very minor as you can just skip the cut scenes altogether :)

Here is my Display settings, if the issue can be remedied by changing stuff a bit:

Image

Posted: Mon Feb 20, 2012 2:05 am
by Cassiel
Clements wrote:Noticed so far that the Windows port creates several file associations by default without asking the user. Any way to prevent this happening?
OV2 wrote:It doesn't directly create file associations, it registers itself as an "OpenWith" application for all its supported filetypes (which is necessary for the jumplist entries). It will never overwrite any association you might have set up yourself.
Yes, but it does also replace the icon and the file description. This behaviour is EXTREMELY irritating (and also inaccurate) if you are using multiple emulators and a generic extension (e.g. *.bin). Is there not more elegant way to deal with this, or at the very least a way to opt out of this new behaviour?

Posted: Mon Feb 20, 2012 4:41 pm
by OV2
It registers the extensions listed in valid.ext, you can edit that file with notepad. I removed all generic extensions from that list, but I might have missed one or you might have that file from an old version.

Posted: Mon Feb 20, 2012 4:49 pm
by Cassiel
Thanks for the quick response...

My 'Valid.Ext' is definatley the default 1.53 packaged one.

What is the purpose of this file? Is this also what Snes9X considers 'supported' file formats when opening?

Sorry for all the questions, just want to understand the behaviour before I start editing. Are the Y/N flags to indicate compressed or not?

Posted: Mon Feb 20, 2012 6:29 pm
by OV2
Valid.ext controls which filetypes are listed in the open file dialog (unless "All Files" is selected), which files are accepted with drag and drop onto the window and which filetypes are registered/supported on the jumpstart list. Y/N signals compressed.

If you feel you've messed up the file you can simply delete it, s9x will then recreate the default file.