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 Post subject: Snes9x 1.53
PostPosted: Mon Apr 25, 2011 2:48 pm 
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Official Mac OSX Porter/Dev
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Joined: Sat May 15, 2004 11:58 pm
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Location: Japan
Snes9x is still alive.

Snes9x 1.53
Download mirror:
http://sites.google.com/site/bearoso/
http://download.sessionclan.de/overfiend/snes9x/
http://snes9x.ipherswipsite.com/
http://snesemu.black-ship.net/index.php ... nes9x+1.53
http://mirror.camoyoshi.antiblog.com/snes9x
http://dl.dropbox.com/u/6787817/mirror/ ... index.html
http://bigkidtennis.com/snes9x
Thanks mirror sites :)

Here's the latest build for mac os x. Fixed the savestate issue.
http://www.geocities.co.jp/SiliconValle ... nes9x.html


Last edited by zones on Fri May 06, 2011 1:24 am, edited 3 times in total.

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 Post subject:
PostPosted: Mon Apr 25, 2011 3:23 pm 
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Official Win32 Porter/Dev
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Second Mirror:
http://download.sessionclan.de/overfiend/snes9x/


Changelog:
Code:
Snes9x 1.53
- Rebuilt IRQ handling.                                     (zones)
- Improved overall timings, now Snes9x can handle events in
  a opcode a little.                                        (zones)
- Improved screen interlace and sprite interlace supports.  (OV2, zones)
- Fixed Hi-Res pixel plotter.                               (BearOso, zones, OV2)
- Fixed C4 for Mega Man X2's "weapon get" screen.           (Jonas Quinn)
- Fixed Super Buster Bros. graphics after reset.            (Jonas Quinn)
- Improved SA-1 support.                                    (zones)
- Added SA-1 CC2 support.                                   (Jonas Quinn, byuu)
- Fixed SA-1 NMI override mode.                             (zones)
- Fixed Dual Orb 2 sound glitch.                            (byuu)
- New APU timing hack, fixes various games that exhibit
  problems with Blargg's SNES_SPC library.                  (OV2)
- Fixed the problem that echo buffer breaks IPL ROM.        (zones, OV2)
- Fixed movie snapshot unfreeze inconsistency.              (gocha)
- Faster config file saving.                                (OV2)
- Fixed BlockInvalidVRAMAccess config file option.
  (windows port, unix port and gtk legacy config)           (Jonas Quinn)
- Remove POSIX dup and access calls, and rename qword to
  fix compilation with Cell SDK.                            (BearOso)
- Fixed PS3 version save state crash by using heap
  allocation for soundsnapshot.                             (danieldematteis)
- Fixed crash relating to double-closed descriptor.         (BearOso)
- Removed CPUShutdown speedhack, DisableHDMA and
  DisableIRQ options.                                       (zones)
- Removed remaining outdated asm code.                      (zones)
- JMA 64 bit support.                                       (kode54, Nach, friedrich.goepel)
- GTK+, Win32, Mac: Added optional Hi-Res blending.         (BearOso, OV2, zones)
- GTK+, Win32: Support for bsnes-style XML shaders.         (BearOso, OV2)
- Win32: Full unicode support.                              (OV2)
- Win32: Restored OpenGL mode.                              (OV2)
- Win32: x64 version.                                       (OV2)
- Win32: HLSL shader support.                               (mudlord)
- Win32: Win7 jumplist synchronizes with recent roms list.  (OV2)
- Win32: Updated menu structure.                            (OV2)
- Win32: Drag&Drop support for ROMs.                        (gocha, OV2)
- Win32: Reworked movie-recording with size selection.      (gocha, OV2)
- Win32: Restored SPC save option.                          (OV2)
- Win32: Fixed vsync in DirectDraw.                         (OV2)
- Win32: Improved window position saving.                   (OV2)
- Win32: Restored compile with DEBUGGER.                    (gocha)
- Win32: Fixed various edge-case errors and/or possible
  leaks.                                                    (Brian Friesen)
- Win32: Config file option to always center image.         (OV2)
- Win32: Fixed "Turbo Down mode" hotkey assignment.         (gocha)
- Win32: Added and fixed Autofire for D-pad.                (gocha)
- Win32: Fixed aggressive soundsync wait.                   (OV2)
- Win32: Added window size presets.                         (OV2)
- Mac  : Added pause and frame advance functions.           (zones)
- Mac  : Now you can choose any folder for saving files.    (zones)
- Mac  : Updated Music Box (mostly internally).             (zones)
- Mac  : Fixed gliches in open/save dialogs on 10.6.        (zones)
- Mac  : Fixed display configuration in windowed mode.      (zones)
- Unix : Fixed segfault and hang-up with -DNOSOUND.         (zones)
- GTK+ : Added ability to set specific folders for SRAM,
  patches, snapshots, etc.                                  (BearOso)
- GTK+ : Fixed many permissions issues with config folders. (BearOso)
- GTK+ : Updated compatibility with latest GTK+ and
  GtkBuilder. Added experimental support for GTK+ 3.x.      (BearOso)
- GTK+ : Updated software output to use cairo and added the
  ability to use bilinear-filtering with it.                (BearOso)
- GTK+ : Fixed issues where cheats wouldn't stay enabled.   (BearOso)
- GTK+ : Fixed focus issue when there is no window manager. (BearOso)
- GTK+ : Fixed X Visual incompatibilities and expose
  problems in the Xv and OpenGL outputs.                    (BearOso)
- GTK+ : Fixed vsync with new X Server and NVIDIA drivers.  (BearOso)
- GTK+ : Added "Reduce input lag" option to OpenGL output.  (BearOso)
- GTK+ : Added a visual indication of the expected video
  refresh rate for the currently selected sound input rate. (BearOso)



Here is an incomplete list of games that have been fixed/improved in 1.53:

Code:
Battle Blaze                          (glitched title screen)
Brutal - Paws of Fury                 (interlacing artifacts)
Earthworm Jim 2                       (freeze on start)
F1 Grand Prix                         (flickering in-game HUD)
Lion King                             (freeze on start, works after reset)
Ms Pacman                             (black screen on rom load)
Mutant Chronicles - Doom Troopers     (freeze on start)
NBA Hang Time                         (freeze on start)
Primal Rage                           (freeze on start)
Robocop 3                             (black screen on game start)
SD Gundam G-Next                      (garbled scenario map pictures)
Secret of Mana                        (mode7 flicker)
Sink or Swim                          (display corruption on scrolling)
Super Buster Bros 1.0                 (garbled graphics after reset)
The King of Dragons                   (no sound effects)
The Mask                              (black screen on rom load)





CG Shaders in the windows port:
--------
If you want to use CG shaders in snes9x for windows you need to install the
CG Toolkit from nvidia's developer zone or download and extract the corresponding dlls
for your version from here:
http://download.sessionclan.de/overfien ... x/cg_dlls/

CG shaders work in both D3D and OpenGL. Various shaders can be found in
Themaister's Emulator Shader Pack:
https://github.com/Themaister/Emulator-Shader-Pack


Last edited by OV2 on Tue Apr 26, 2011 8:40 pm, edited 2 times in total.

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 Post subject:
PostPosted: Mon Apr 25, 2011 3:42 pm 
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Snes9x Yellow Belt
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Posts: 85
Location: Norwalk, OH
I'm having issues finding the CG Toolkit. The link is dead and I can't find any mirrors for it without registering as a game dev with Nvidia. Does anyone have suggestions?

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 Post subject:
PostPosted: Mon Apr 25, 2011 4:00 pm 
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Official Win32 Porter/Dev
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Joined: Thu Aug 30, 2007 10:15 pm
Posts: 513
Thanks for letting us know. Great job on nvidia's part - all the links from their documentation are now dead...

I've uploaded the necessary dlls, you can extract them into your snes9x directory and it should work:
http://download.sessionclan.de/overfien ... x/cg_dlls/


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 Post subject:
PostPosted: Mon Apr 25, 2011 4:53 pm 
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OV2 wrote:
Thanks for letting us know. Great job on nvidia's part - all the links from their documentation are now dead...

*insert price is right loser horns here*

that being said, sticked/announced.

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 Post subject:
PostPosted: Mon Apr 25, 2011 7:36 pm 
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Snes9x Orange Belt

Joined: Sat Oct 17, 2009 4:18 am
Posts: 221
That was fast :shock:

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 Post subject: Re: Snes9x 1.53
PostPosted: Mon Apr 25, 2011 9:37 pm 
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Official Android Porter
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Joined: Mon Feb 07, 2011 9:20 pm
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Location: All up in your business
zones wrote:
Snes9x is still alive.


And when you're dying it'll be still alive...

Sorry, it had to be said. 8)

Keep rockin' on, dev team!


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 Post subject: Re: Snes9x 1.53
PostPosted: Mon Apr 25, 2011 11:27 pm 
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Snes9x Orange Belt

Joined: Sat Oct 17, 2009 4:18 am
Posts: 221
zones wrote:
Snes9x is still alive.


If only the same could be said about the alleged Zsnes 2.0. :?

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 Post subject:
PostPosted: Tue Apr 26, 2011 1:44 am 
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Snes9x White Belt

Joined: Thu Jan 27, 2005 9:02 pm
Posts: 6
another mirror http://snes9x.ipherswipsite.com


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 Post subject:
PostPosted: Tue Apr 26, 2011 3:57 am 
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Snes9x Yellow Belt
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Posts: 85
Location: Norwalk, OH
I've missed these forums. Thanks for the upload & mirror for snes9x, I do miss my snes games :)

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I'm the most sporatic snes9x.com regular
I'm a 2cpu.com SMP wannabie

Dream Truck - $26,000 + lots more $$$ for stuff
Dream Computer - over $8,000 + extra stuff
Having snes9x.com and snes9x - Priceless


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 Post subject:
PostPosted: Tue Apr 26, 2011 7:30 am 
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Snes9x White Belt

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Quote:
Improved overall timings, now Snes9x can handle events in
a opcode a little


What does this mean? It feels like the sentence is incomplete.


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 Post subject:
PostPosted: Tue Apr 26, 2011 11:08 am 
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Official Win32 Porter/Dev
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It can handle events occuring during the execution of an opcode.


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 Post subject:
PostPosted: Tue Apr 26, 2011 4:48 pm 
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Snes9x White Belt

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Location: France
Another mirror for this new release :)
http://snesemu.black-ship.net/index.php ... nes9x+1.53


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 Post subject:
PostPosted: Tue Apr 26, 2011 10:03 pm 
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Posts: 221
OV2 wrote:
It can handle events occuring during the execution of an opcode.


I think he wants to know what it means to end users.

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 Post subject:
PostPosted: Tue Apr 26, 2011 10:16 pm 
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Probably as much as "Rebuilt IRQ handling" or "Fixed Hi-Res pixel plotter" ;)
It improves accuracy and fixes timing issues in a few cases.


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 Post subject:
PostPosted: Tue Apr 26, 2011 10:41 pm 
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OV2 wrote:
"Fixed Hi-Res pixel plotter" ;)


Does this mean games like Seiken Densetsu can be recorded without the graphic getting screwed up?

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 Post subject:
PostPosted: Tue Apr 26, 2011 10:54 pm 
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No - the Hi-Res pixel plotter was omitting the leftmost vertical line.

But the reworked movie-recording from gocha should allow you to properly record hi-res games.


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 Post subject:
PostPosted: Wed Apr 27, 2011 2:48 am 
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Snes9x White Belt

Joined: Sat Jun 30, 2007 5:36 am
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Location: Waterloo, Ontario, Canada
Hi! Thank you so much for this release! I love Snes9x! :) However, I immediately discovered a bug in this version of Snes9x.

With vsync enabled, Snes9x...
    ... runs at 60 fps in windowed mode.
    ... runs at 30 fps while in fake (emulated) fullscreen mode. <-- the bug
    ... scrolls smoothly in scrolling games.
With vsync disabled, Snes9x...
    ... runs at 60 fps in windowed mode
    ... runs at 60 fps while in fake (emulated) fullscreen mode.
    ... scrolls jerkily in scrolling games.
I love the smooth scrolling of vsync, but I also want to run games at their full speed in fake fullscreen mode.

For the record, I don't have a slow computer. Chrono Trigger runs at just over 1000 fps while fast-forward is held.

I am running Windows Vista with Aero on (to work around the Windows vsync-not-working-at-all-anywhere bug) on an Intel i7 920 overclocked @ 3370.46MHz with an nVidia GeForce 9800GTX+ GPU.


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 Post subject:
PostPosted: Wed Apr 27, 2011 4:05 am 
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Snes9x Orange Belt

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Posts: 221
Odd....I have vsync enabled, and I also have an nVidia GPU. Use the settings I currently use under the settings;


Output Method - Direct3D or OpenGL
Sound Driver - XAudio2 (make sure you install it from the XAudio2 website first, this works better on Windows Vista/7 than DirectSound does)
Input Rate - 31850Hz to reduce any popping sounds you may hear
Buffer Length - 128ms to 160ms
Playback Rate - 32KHz


In the nVidia Control Panel, go to "Manage 3D settings", then under the tab "Vertical Sync" try the "Use the 3d application settings" or "force on" modes. Make sure your monitor is set at 60Hz, and that "Triple Buffering" is set to "Off". If all else fails, try updating the GPU drivers.

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 Post subject:
PostPosted: Wed Apr 27, 2011 5:38 am 
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Location: Waterloo, Ontario, Canada
Disregard my previous post. This weird occurrence was resolved. Either ignore it or see the big text in http://www.snes9x.com/phpbb2/viewtopic.php?p=29981 for more info.


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