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Posted: Wed May 04, 2011 6:06 am
by Camo_Yoshi

./snes9x-gtk: error while loading shared libraries: libpng14

Posted: Wed May 04, 2011 7:00 pm
by Xenphor
I get this error in Fedora 14 when loading snes9x-gtk:

./snes9x-gtk: error while loading shared libraries: libpng14.so.14: cannot open shared object file: No such file or directory

I didn't get this before with 1.52 so I'm not sure what's wrong. I've installed all related png libraries from the repositories and that still hasn't fixed it. I searched on the internet for libpng14 but only found rpms for OpenSUSE and not Fedora.

On a semi-related note I did compile the command line version and that worked but for some reason I don't get any sound. The ./configure script said sound was enabled and I don't get any errors when running so I'm not sure what's wrong with that. I have Pulseaudio removed.

Re: ./snes9x-gtk: error while loading shared libraries: libp

Posted: Wed May 04, 2011 10:55 pm
by BearOso
Xenphor wrote:I get this error in Fedora 14 when loading snes9x-gtk:

./snes9x-gtk: error while loading shared libraries: libpng14.so.14: cannot open shared object file: No such file or directory
I built the binaries against libpng 1.4. You'll have to compile your own if you want to link to the older version (shouldn't be much different from compiling the command-line version). I'm surprised Fedora 14 doesn't have 1.4 yet, but there's nothing I can do about it.

Mac OS X - Super Mario RPG, Can't load snapshot

Posted: Thu May 05, 2011 3:08 am
by soniccinos
Hi, I've downloaded the 1.53 version, it's great, When I'm playing Super Mario RPG (U), I freeze the savestate through the cool freeze interface, It saves OK. But on the defrost interface when I select the image the following message is displayed:
"File not in Snes9x snapshot format"

With Super Mario World and Super Metroid the defrost works ok! Also, on the 1.52 version the defrost works nice with Super Mario RPG.

There is something I can do? Or should I use version 1.52?

Re: Mac OS X - Super Mario RPG, Can't load snapshot

Posted: Thu May 05, 2011 1:18 pm
by zones
soniccinos wrote:Hi, I've downloaded the 1.53 version, it's great, When I'm playing Super Mario RPG (U), I freeze the savestate through the cool freeze interface, It saves OK. But on the defrost interface when I select the image the following message is displayed:
"File not in Snes9x snapshot format"

With Super Mario World and Super Metroid the defrost works ok! Also, on the 1.52 version the defrost works nice with Super Mario RPG.

There is something I can do? Or should I use version 1.52?
Thanks for your report. It seems on mac port zlib 1.2.5 compiled by me doesn't work well. I'll try to fix it.

edit:
Please download build 113 for mac os x.
http://www.geocities.co.jp/SiliconValle ... nes9x.html

Re: Mac OS X - Super Mario RPG, Can't load snapshot

Posted: Tue May 10, 2011 3:54 am
by soniccinos
zones wrote:
soniccinos wrote:Hi, I've downloaded the 1.53 version, it's great, When I'm playing Super Mario RPG (U), I freeze the savestate through the cool freeze interface, It saves OK. But on the defrost interface when I select the image the following message is displayed:
"File not in Snes9x snapshot format"

With Super Mario World and Super Metroid the defrost works ok! Also, on the 1.52 version the defrost works nice with Super Mario RPG.

There is something I can do? Or should I use version 1.52?
Thanks for your report. It seems on mac port zlib 1.2.5 compiled by me doesn't work well. I'll try to fix it.

edit:
Please download build 113 for mac os x.
http://www.geocities.co.jp/SiliconValle ... nes9x.html
Working very nice here!!!! Thanks!!!! I love that freeze/defrost interface!

Posted: Wed May 18, 2011 4:49 am
by nomoreheroes
I have a request on behalf of HyperSpin frontend users, could the option to customize the exit key be added in the Hotkey Customization? Or just some way to change the function of ESC? The new version in particular doesn't seem to close properly otherwise.

About shaders

Posted: Sat May 21, 2011 3:11 am
by Neo Kaiser
These CG shaders also work on ATI cards. I'm using a Sapphire Radeon HD 4860 and the shaders are working fine. This is a great release and I'm surprised that SNES9x moved to 64bits. (That's the version I'm using btw and until now it's very stable).

Posted: Fri Jun 17, 2011 12:54 am
by ranonadg
Every time I right click in the Load Game menu (to change sorting and whatnot) the emulator crashes. This doesn't happen with the older 1.52 version I'd been using up to now. The crash occurs in the x64 version of the Windows 1.53 SNES9X. Running Windows 7 Home Premium x64.

Posted: Fri Jun 17, 2011 1:27 am
by blackprince
ranonadg wrote:Every time I right click in the Load Game menu (to change sorting and whatnot) the emulator crashes. This doesn't happen with the older 1.52 version I'd been using up to now. The crash occurs in the x64 version of the Windows 1.53 SNES9X. Running Windows 7 Home Premium x64.
I agree with that, it happens the same to me, im using w7 x64 ultimate, amd phenom quad core 2.3ghz, 6gb ram, nvidia 9500 gt 512mb

Posted: Fri Jun 17, 2011 6:42 am
by squall_leonhart69r
ranonadg wrote:Every time I right click in the Load Game menu (to change sorting and whatnot) the emulator crashes. This doesn't happen with the older 1.52 version I'd been using up to now. The crash occurs in the x64 version of the Windows 1.53 SNES9X. Running Windows 7 Home Premium x64.
not a problem here, its probably a context menu / shell loaded dll thats the problem.

New APU

Posted: Sat Jun 18, 2011 6:28 am
by Madmab
Hey there it's me again with my odd questions..

I've been trying to play catchup by poking thru the source, looking at all the change revisions (on the SVN), etc. However unfortunately the SVN does not seem to have anything pre 1.52.

Anywho.. I was trying to figure out which files had to be changed between 1.51 and 1.52 in order to get the new APU sound core working. I'm just trying to get a better understanding of how all this stuff interacts.

Thanks!

Posted: Sat Jun 18, 2011 12:42 pm
by OV2
Madmab: we switched to git when the old svn was shut down, so all the pre 1.52 history is lost. You can take a look in BearOso's old gtk port repository - it should go back to 1.51:
http://code.google.com/p/snes9x-gtk/

There's an APU branch where all the work on integrating blargg's core was done. It's mostly the apu folder and a few core files that make calls into the sound core.

Posted: Sun Jun 19, 2011 11:46 am
by OV2
ranonadg wrote:Every time I right click in the Load Game menu (to change sorting and whatnot) the emulator crashes. This doesn't happen with the older 1.52 version I'd been using up to now. The crash occurs in the x64 version of the Windows 1.53 SNES9X. Running Windows 7 Home Premium x64.
In my case the culprit was the nvidia display driver shell extension - updating to the newest driver version fixed this issue.

Posted: Sun Jul 17, 2011 4:54 pm
by Madmab
Is Fix1 in the current SVN? I cant seem to find it. I coulda sworn I saw the Fix4 at one point.. somewhere... :oops:

"display corruption in Super Metroid/Donkey Kong Country/... due to compiler optimization"

Thanks.. :)

I'm experimenting with different builds and I get the above issue when in retail mode but it is perfectly fine in debug. :shock:

Posted: Sun Jul 17, 2011 5:06 pm
by OV2
That was pre git, the only commit available is from 1.52 to 1.52fix4.

The changes that fixed the corruption are in getset.h, available here: https://github.com/snes9xgit/snes9x/com ... 5d8#diff-0

They have also been fixed in 1.53.

Posted: Sun Jul 17, 2011 8:23 pm
by Madmab
OV2 wrote:That was pre git, the only commit available is from 1.52 to 1.52fix4.

The changes that fixed the corruption are in getset.h, available here: https://github.com/snes9xgit/snes9x/com ... 5d8#diff-0

They have also been fixed in 1.53.
Great! Thanks for finding that! Not sure why I went brain dead looking for it. I'm just messing with three different builds for the Xbox just to see what kinda different results I get. :)

Posted: Thu Jul 21, 2011 5:08 am
by Madmab
Thanks again for that Fix 4 link it did the trick I needed. Now I have another problem I need to ask about. It's concerning Super Mario Kart. I'm getting a real weird issue with that game and it appears to be happening only in my xbox 1.53 build.

Here is what I do to create the problem.

Start a mushroom cup game with Mario as the driver. On the first track race until you pass DK. Once you pass DK he will start throwing banannas at you. Here is when the weird issue occurs. As soon as DK goes to throw a bannana the bottom half of the screen changes into a rear view mirror mode. Then the game gets slow. Track moves slow. The most obvious is the track timer which stops for close to a second and then updates.. but the rest of the screen seems to be updating while that occurs. The framerate does not change at all. It's the weirdest thing I have ever seen. Once the bannana drops (actually a little bit before it does) the speed picks back up again.

Just for kicks I even got the SFX asm core running under 1.53 and the issue still exists.. :(


This one has me a bit baffled as to where to look or what to do.. :shock: :?:

Posted: Thu Jul 21, 2011 1:11 pm
by Camo_Yoshi
It's normal to expect some lag, but that's defiantly not normal. Try one of the main builds on your computer. and see if you replicate the problem. Also, try a fresh copy of the ROM.

Posted: Thu Jul 21, 2011 2:16 pm
by Madmab
Yeah I have no problem with SMK on my xbox 1.51 build and I tested the ROM on a winblows machine running 1.53 to make sure there was no issue and it was working fine.

If I get a chance I'll post a video.