Search found 506 matches
- Mon Jul 12, 2021 5:35 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Where is Linux OpenGL support?
- Replies: 0
- Views: 121696
Re: Where is Linux OpenGL support?
The plain unix port is very bare, and opengl has not been included since 1.52. From the changelog: - Unix : Reconstructed and simplified all the contents. Some features have been removed to be simple, and many options have changed. GTK+ port is recommended for most of Linux users. (zones)
- Mon May 10, 2021 6:38 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: [v1.60] File Associations, valid.ext, and the Power User
- Replies: 4
- Views: 41981
Re: [v1.60] File Associations, valid.ext, and the Power User
From the changelog: Win32: Changed open-with file-association method, should no longer change explorer icons for otherwise unassociated extensions; removed legacy extensions S9x never made itself the default for any association, it simply registered itself as "I can open this filetype" in ...
- Mon May 10, 2021 6:27 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: [v1.53] Hotkeys not working on the assigned button(s) + J(3) instead of J(1)... How to fix?
- Replies: 1
- Views: 15854
Re: [v1.53] Hotkeys not working on the assigned button(s) + J(3) instead of J(1)... How to fix?
Issue #1: make sure that
is set in the snes9x.conf file
Issue #2: That is simply the internal number your gamepad was assigned by windows, this is not something you can fix.
You might still want to upgrade to 1.60.
Code: Select all
[Controls\Win\Hotkeys]
Handler:Joystick = ON
Issue #2: That is simply the internal number your gamepad was assigned by windows, this is not something you can fix.
You might still want to upgrade to 1.60.
- Sun Apr 18, 2021 3:13 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: any way to recover savestated sram data
- Replies: 3
- Views: 20459
Re: any way to recover savestated sram data
You could check if there is a ROMNAME.oops snapshot in your saves folder, and try loading this one.
- Sat Feb 13, 2021 2:45 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Limited Cheat Codes (Bug?)
- Replies: 5
- Views: 21545
Re: Limited Cheat Codes (Bug?)
No issue here:
You could also simply use the "search database" button.
You could also simply use the "search database" button.
- Mon Feb 01, 2021 6:30 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Snes9x directx windows 10 error message
- Replies: 15
- Views: 105038
Re: Snes9x directx windows 10 error message
I've updated the link to an archive.org version that should work.
- Sat Jan 16, 2021 7:39 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: OpenGL (Windows) crashes while a ROM is loaded
- Replies: 4
- Views: 28894
Re: OpenGL (Windows) crashes while a ROM is loaded
Unfortunately I can't reproduce this on my system (460.79, 20H2).
- Mon Jan 04, 2021 7:25 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Limited Cheat Codes (Bug?)
- Replies: 5
- Views: 21545
Re: Limited Cheat Codes (Bug?)
I can't reproduce this. Which 5 codes are you trying to enter exactly?
- Mon Jan 04, 2021 7:15 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: YUV2 Fallback Broken?
- Replies: 5
- Views: 17907
Re: YUV2 Fallback Broken?
I'm not sure where you are pulling the source from, but in git this is still a left shift https://github.com/snes9xgit/snes9x/blob/f7c6625d67f8a8cbb2999aaf4d4b31fa5d874015/unix/x11.cpp#L636 I don't have any unix environment where I can take a look at the moment. You might be better off opening an is...
- Fri Dec 11, 2020 11:45 am
- Forum: Snes9x Public Development Forum
- Topic: Swap controller mappings
- Replies: 3
- Views: 30706
Re: Swap controller mappings
There is already an existing function to swap input between port 1 and 2 (by default mapped to number key 6 in the windows version):
You could simply call this in your timer.
Code: Select all
S9xApplyCommand(S9xGetCommandT("SwapJoypads"),1,0);
- Thu Nov 26, 2020 3:45 pm
- Forum: General Discussion
- Topic: More save state slots?
- Replies: 2
- Views: 31066
Re: More save state slots?
In the latest git build this has been expanded to 100 slots (10 banks of 10 slots each), which you can access from the menu or from the new save/load with preview dialogs:
https://ci.appveyor.com/project/snes9x/snes9x
Click on the platform you want, then on artifacts to get the download link.
https://ci.appveyor.com/project/snes9x/snes9x
Click on the platform you want, then on artifacts to get the download link.
- Mon Nov 23, 2020 3:57 pm
- Forum: General Discussion
- Topic: Checksum calculation
- Replies: 6
- Views: 43127
Re: Checksum calculation
As long as the ROM has a size that is a multiple of 512KB, then this mirror algorithm is used (and it works the same below 1MB as above). If it is not a multiple of 512KB, then it simply calculates the sum over the whole orignial ROM size, without any mirroring. From the Checksum_Calculate function:...
- Sun Nov 22, 2020 2:20 pm
- Forum: General Discussion
- Topic: Checksum calculation
- Replies: 6
- Views: 43127
Re: Checksum calculation
For non power of two sizes the idea is to take the largest power of two block, then look at the remaining size in power of two parts, and mirror until you have another block of the largest size. Then the end result is also a power of two. If you have multiple smaller parts you always mirror the smal...
- Thu Nov 19, 2020 5:12 pm
- Forum: General Discussion
- Topic: "Reduce Input Lag"
- Replies: 3
- Views: 47453
Re: "Reduce Input Lag"
A rough description: it forces snes9x to wait until the current image has actually been drawn to the screen, so that the time it polls your controller presses is closer to what you actually see on screen than without it.
- Thu Nov 19, 2020 5:00 pm
- Forum: General Discussion
- Topic: Checksum calculation
- Replies: 6
- Views: 43127
Re: Checksum calculation
There is no difference in the calculation for a 20MBit and a 27MBit ROM.
What caused you problems in checksum_mirror_sum? Maybe you can describe how you think it is calculated for a 20Mbit ROM?
What caused you problems in checksum_mirror_sum? Maybe you can describe how you think it is calculated for a 20Mbit ROM?
- Mon Sep 07, 2020 7:56 pm
- Forum: Snes9x Public Development Forum
- Topic: The AVI Recording Feature is Awful
- Replies: 2
- Views: 31038
Re: The AVI Recording Feature is Awful
The avi recording feature uses the old video for window interface to record and access codecs. If you install one that is available via that interface you can get an acceptable bitrate. For example you could install XVid, which still contains a vfw interface, or try x264vfw. You'll need the appropri...
- Thu Jul 09, 2020 5:41 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: How To Rewind In Snes9x
- Replies: 2
- Views: 32805
Re: How To Rewind In Snes9x
You have to enable the rewind buffer in "Emulation->Settings->Rewind buffer size" (0 means disabled). Then you can rewind with the rewind hotkey ("r" by default).
- Sat May 16, 2020 12:10 am
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Volume bug in XAudio2
- Replies: 2
- Views: 14105
Re: Volume bug in XAudio2
This has already been fixed in git (https://github.com/snes9xgit/snes9x/issues/603), you can try the latest automatic build.
- Wed Apr 29, 2020 7:04 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Is Snes9x safe? Very new to this.
- Replies: 0
- Views: 20367
Re: Is Snes9x safe? Very new to this.
You can find the current official builds for windows and gtk on github: https://github.com/snes9xgit/snes9x/releases
- Wed Apr 29, 2020 7:02 pm
- Forum: Snes9x Tech Support and Bug Tracking
- Topic: Using Snes9x on my PS3, loading a state crashes games!!
- Replies: 0
- Views: 19466
Re: Using Snes9x on my PS3, loading a state crashes games!!
You'll have to ask in the retroarch forums / discord for help about this.