Snes9x 1.53
would you let the snes9x support nGlide
I am very like 3dfx glide,the picture is very fine than opengl.
please support the nGlide.
thank you very much.
please support the nGlide.
thank you very much.
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- Snes9x Orange Belt
- Posts: 222
- Joined: Sat Oct 17, 2009 4:18 am
Hi guys it's me again.
I definitely confirmed that the IRQ timing changes do affect speed on the xbox. No biggy I have a special build for "Trusty box" users. So that makes three builds.. 1.51, 1.53, and 1.53 with the IRQ timing changes.
That brings me to another question. A beta tester confirmed an issue in Kirby Dreamland 3 on certain levels the music gets kinda slow and choppy. Gameplay speed to me seemed the same, but I could be wrong. In particular I'm thinking of the 3rd stage where there are clouds in the sky (rocks and witches).
Anywho x-ports version of snes9xbox was originally based on core version 1.42 and on his the game appears to run fine. So I'm just curious if any changes between 1.42 and 1.51 would affect that particular games speed so much. Just asking cause I wanna make sure I did not overlook or foobar something during the porting process.
Thanks.
I definitely confirmed that the IRQ timing changes do affect speed on the xbox. No biggy I have a special build for "Trusty box" users. So that makes three builds.. 1.51, 1.53, and 1.53 with the IRQ timing changes.
That brings me to another question. A beta tester confirmed an issue in Kirby Dreamland 3 on certain levels the music gets kinda slow and choppy. Gameplay speed to me seemed the same, but I could be wrong. In particular I'm thinking of the 3rd stage where there are clouds in the sky (rocks and witches).
Anywho x-ports version of snes9xbox was originally based on core version 1.42 and on his the game appears to run fine. So I'm just curious if any changes between 1.42 and 1.51 would affect that particular games speed so much. Just asking cause I wanna make sure I did not overlook or foobar something during the porting process.
Thanks.
Xtras! We do the systems others dare not!
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- Official Android Porter
- Posts: 303
- Joined: Mon Feb 07, 2011 9:20 pm
- Location: All up in your business
ok thanks for the suggestion.. Although I'm not quite sure what you are refferring to.. looking thru the commits right now.zones wrote:You may turn off SA-1 timers; I don't know how they actually work (my code should be wrong) and I'm not sure which games actually use them.
Xtras! We do the systems others dare not!
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- Snes9x White Belt
- Posts: 21
- Joined: Sat Jan 30, 2010 10:58 pm
Hey folks, I know it's been seven months since 1.53 was released so it is safe to say that most ROM compatibility issues have been reported to you guys & workarounds & fixes have been presented. However I seem to have encountered one, although it might be very well be just on my end.
The games are "Tetris Attack" (both U & E versions) & "Panel de Pon" (the original Japanese release for Tetris Attack). The issue is a minor screen flicker during the mid game cut scenes where Yoshi (or Lip) is traveling to & from each stage you beat & you encounter your next opponent. As I said, very minor as you can just skip the cut scenes altogether
Here is my Display settings, if the issue can be remedied by changing stuff a bit:
The games are "Tetris Attack" (both U & E versions) & "Panel de Pon" (the original Japanese release for Tetris Attack). The issue is a minor screen flicker during the mid game cut scenes where Yoshi (or Lip) is traveling to & from each stage you beat & you encounter your next opponent. As I said, very minor as you can just skip the cut scenes altogether
Here is my Display settings, if the issue can be remedied by changing stuff a bit:
Clements wrote:Noticed so far that the Windows port creates several file associations by default without asking the user. Any way to prevent this happening?
Yes, but it does also replace the icon and the file description. This behaviour is EXTREMELY irritating (and also inaccurate) if you are using multiple emulators and a generic extension (e.g. *.bin). Is there not more elegant way to deal with this, or at the very least a way to opt out of this new behaviour?OV2 wrote:It doesn't directly create file associations, it registers itself as an "OpenWith" application for all its supported filetypes (which is necessary for the jumplist entries). It will never overwrite any association you might have set up yourself.
Thanks for the quick response...
My 'Valid.Ext' is definatley the default 1.53 packaged one.
What is the purpose of this file? Is this also what Snes9X considers 'supported' file formats when opening?
Sorry for all the questions, just want to understand the behaviour before I start editing. Are the Y/N flags to indicate compressed or not?
My 'Valid.Ext' is definatley the default 1.53 packaged one.
What is the purpose of this file? Is this also what Snes9X considers 'supported' file formats when opening?
Sorry for all the questions, just want to understand the behaviour before I start editing. Are the Y/N flags to indicate compressed or not?
Valid.ext controls which filetypes are listed in the open file dialog (unless "All Files" is selected), which files are accepted with drag and drop onto the window and which filetypes are registered/supported on the jumpstart list. Y/N signals compressed.
If you feel you've messed up the file you can simply delete it, s9x will then recreate the default file.
If you feel you've messed up the file you can simply delete it, s9x will then recreate the default file.