Snes9x 1.52 is now dead due to Snes9X 1.53 being out
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- Hero of Hyrule | Official Port Recruiter
- Posts: 2588
- Joined: Mon May 24, 2004 5:06 pm
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Going to go ahead and make this an announcement here too...
![Image](http://i16.tinypic.com/403lj49.gif)
Unofficial Test Monkey For:
* Snes9X GX (Wii)
* Snes9X EX (Android)
* Snes9X 64-bits (PC/Mac)
ZSNES|Ben Heck|NSRT|Bob Smiley
Yes, yes it does.BearOso wrote: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?
If I recall correctly, the "use overscanned height" option was a hack so that SNES9x wouldn't have to change video-modes every time a game toggled overscan mode on the PPU. In this modern age where cheap hardware scaling and fixed-resolution displays are making video-mode-changing obsolete, maybe this option could be removed?
Mirrored at http://www.caitsith2.com/snes9x152/
http://code.google.com/p/snes9x-rr/source/detail?r=69 ?OV2 wrote:(optimizations disabled for cpu.cpp)
Thank you for this release, It's awesome ![Smile :)](./images/smilies/icon_smile.gif)
Mirror: http://snesemu.black-ship.net/index.php ... nes9x+1.52
![Smile :)](./images/smilies/icon_smile.gif)
Mirror: http://snesemu.black-ship.net/index.php ... nes9x+1.52
Yes, this happened because of core changes and slipped by me. Will be back in the next update.shinyoyo wrote:Hello,I found a problem:The Rom information menu item is always uncheckble? Is it a bug?
Visual Studio 2008 no longer supports Win9X and I want to switch to unicode builds some time in the future. ATM you'd have to change the DirectSound output to use a normal windows timer and compile with something other than VS08.sjyune wrote:Crash on Win98SE/ME ...dropping Win9X support ?![]()
anyone here can teach me how to build Win98/ME compatible port ?
or know needed changes (in source) to support Win98/ME ?
thank you
If I find the time I'll try to do a special 9x build.
hi ! byuubyuu 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:
It can be compiled with only 384MB of memory. It would make a great compile-time option, in my opinion :/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 }
i have one question
before QT-based Gui, Bsnes ran fine but crashed as soon as it loads any rom image on Win9x...
could you please teach me how to fix this issue ?
like DirectSound to use normal windows timer as OV2 said...
many thanks
btw, Visual Studio 2008 is no longer problem on Win9x, as there's a program called 'KernelEx'...it also supports unicode on 9x-based systemOV2 wrote:Yes, this happened because of core changes and slipped by me. Will be back in the next update.shinyoyo wrote:Hello,I found a problem:The Rom information menu item is always uncheckble? Is it a bug?
Visual Studio 2008 no longer supports Win9X and I want to switch to unicode builds some time in the future. ATM you'd have to change the DirectSound output to use a normal windows timer and compile with something other than VS08.sjyune wrote:Crash on Win98SE/ME ...dropping Win9X support ?![]()
anyone here can teach me how to build Win98/ME compatible port ?
or know needed changes (in source) to support Win98/ME ?
thank you
If I find the time I'll try to do a special 9x build.
but the problem here is this
"DirectSound output to use a normal windows timer"
i get an error message "CreateTimerQueue"
could you just please make it default to use a normal windows timer so that 'everyone' can enjoy ?
thank you again
understood but unicode or Win2000 interface is no longer problam (prior QT and Raw input) as i said there's a freeware called 'KernelEx" which supports unicode on Win9xbyuu wrote:I cannot create a Win9x port, sorry.
Qt itself has discontinued Win9x support, and the entire user interface, even the old ones prior, were built around Unicode support and Win2k user interface functionality.
The current builds also include RawInput support (allows multiple mice, very important for Lethal Enforcers), which requires Windows XP or newer. The best you can do is compile without RawInput, which will get it running on Win2k.
Outside of that, someone would have to create an entirely new port of the emulator. The core itself is portable, so it's doable, just a lot of work.
I think problem is something else/core as it started crash since Bsnes v0.17
you might have better idea than me on this one...
![Sad :(](./images/smilies/icon_sad.gif)
so I still use 'Bsnes v0.16' the first-public release as there are some games that only can run on Bsnes
thanks always
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- Snes9x Orange Belt
- Posts: 222
- Joined: Sat Oct 17, 2009 4:18 am
Now that the source code is released, I wonder if anyone will be willing to port it over to the Wii/Gamecube.....Not that I'm giving any hints, mind you.
Lisa: "I hope you all know you're sponsoring a murderous pirate!"
Sponsor: "A pirate!!? Well, that's hardly the image we need for Long John Silvers!"
Sponsor: "A pirate!!? Well, that's hardly the image we need for Long John Silvers!"
- King Of Chaos
- Snes9x White Belt
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- Joined: Mon Feb 20, 2006 2:01 am
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- Snes9x Orange Belt
- Posts: 222
- Joined: Sat Oct 17, 2009 4:18 am
Glad to hear that. To think I can play FF6 on the wii with hardware-perfect sound!OV2 wrote: AFAIK the snes9x-gx author is working on upgrading his port.
Lisa: "I hope you all know you're sponsoring a murderous pirate!"
Sponsor: "A pirate!!? Well, that's hardly the image we need for Long John Silvers!"
Sponsor: "A pirate!!? Well, that's hardly the image we need for Long John Silvers!"
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- Snes9x White Belt
- Posts: 29
- Joined: Sat Jan 16, 2010 10:09 am
First off, thanks for the release. I have always preferred zsnes over snes9x, but with this release I have switched. The sound is great, and the GTK interface is perfect.
Second off, I have had some issues where snes9x would run very slowly after loading a ROM. I suspect this is a sound issue, but I cannot reproduce it exactly. I haven't ran into it with the Pulseaudio driver, but I did with OSS, SDL and ALSA. I am running Ubuntu 9.10, 64-bit on this computer
Second off, I have had some issues where snes9x would run very slowly after loading a ROM. I suspect this is a sound issue, but I cannot reproduce it exactly. I haven't ran into it with the Pulseaudio driver, but I did with OSS, SDL and ALSA. I am running Ubuntu 9.10, 64-bit on this computer