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PostPosted: Wed Jan 13, 2010 11:08 pm 
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Official Win32 Porter/Dev
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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.


Last edited by OV2 on Sun Jan 17, 2010 12:01 am, edited 2 times in total.

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PostPosted: Thu Jan 14, 2010 1:06 am 
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Snes9x White Belt
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New one (at least on my system) in "Display Settings":

When "extend height of SNES image" is enabled, checking "display messages before applying filters" causes a crash. Enabling them in reverse order works though.

When both are activated and the setting is confirmed by pressing OK, opening the window again and checking both in any order causes no crash. Only when "display messages before applying filters" is deactivated and the window is closed, the crash is possible again.


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PostPosted: Thu Jan 14, 2010 1:40 am 
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Snes9x White Belt

Joined: Thu Jan 14, 2010 1:36 am
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Hello,I found a problem:The Rom information menu item is always uncheckble? Is it a bug?


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PostPosted: Thu Jan 14, 2010 1:53 am 
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Snes9x White Belt

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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:


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PostPosted: Thu Jan 14, 2010 5:10 am 
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Hero of Hyrule | Official Port Recruiter

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Going to go ahead and make this an announcement here too...

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PostPosted: Thu Jan 14, 2010 8:41 am 
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Snes9x White Belt

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Posts: 49
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?

Yes, yes it does.

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?


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PostPosted: Thu Jan 14, 2010 9:14 am 
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Snes9x White Belt

Joined: Sat May 15, 2004 7:17 am
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Mirrored at http://www.caitsith2.com/snes9x152/


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PostPosted: Thu Jan 14, 2010 9:32 am 
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Snes9x White Belt
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Screwtape wrote:
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?

Yes, yes it does.

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?

Since the video output is centered, a game toggling overscan mode would cause the picture to jump up and down.


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PostPosted: Thu Jan 14, 2010 12:11 pm 
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Snes9x White Belt

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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


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PostPosted: Thu Jan 14, 2010 2:56 pm 
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OV2 wrote:
(optimizations disabled for cpu.cpp)

http://code.google.com/p/snes9x-rr/source/detail?r=69 ?

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PostPosted: Thu Jan 14, 2010 7:37 pm 
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Official Win32 Porter/Dev
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Thanks gocha, that was the issue. You saved me from having to compare more disassemblies :)


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PostPosted: Thu Jan 14, 2010 9:59 pm 
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Snes9x White Belt

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Thank you for this release, It's awesome :)
Mirror: http://snesemu.black-ship.net/index.php ... nes9x+1.52


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PostPosted: Fri Jan 15, 2010 1:02 pm 
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Thanks for mirroring, I added more mirror sites in my top post.


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PostPosted: Fri Jan 15, 2010 8:30 pm 
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Official Win32 Porter/Dev
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shinyoyo wrote:
Hello,I found a problem:The Rom information menu item is always uncheckble? Is it a bug?

Yes, this happened because of core changes and slipped by me. Will be back in the next update.

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

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.
If I find the time I'll try to do a special 9x build.


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PostPosted: Fri Jan 15, 2010 8:49 pm 
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Snes9x White Belt

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thank you very much...otherwise it shouldn't be named 'Snes9X'
I'll wait for your 9x build :D


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PostPosted: Fri Jan 15, 2010 9:08 pm 
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Snes9x White Belt

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Posts: 23
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:
//(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 :/


hi ! byuu

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


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PostPosted: Fri Jan 15, 2010 9:30 pm 
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Snes9x White Belt

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Posts: 23
OV2 wrote:
shinyoyo wrote:
Hello,I found a problem:The Rom information menu item is always uncheckble? Is it a bug?

Yes, this happened because of core changes and slipped by me. Will be back in the next update.

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

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.
If I find the time I'll try to do a special 9x build.


btw, Visual Studio 2008 is no longer problem on Win9x, as there's a program called 'KernelEx'...it also supports unicode on 9x-based system
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


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PostPosted: Fri Jan 15, 2010 9:44 pm 
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Snes9x White Belt

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Posts: 23
byuu 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.


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 Win9x
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... :(

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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PostPosted: Fri Jan 15, 2010 10:29 pm 
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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.

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