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zones Snes9x Blue Belt

Joined: 15 May 2004 Posts: 762 Location: Japan
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Posted: Tue Jan 12, 2010 9:26 pm Post subject: Snes9x 1.52 |
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Snes9x 1.52
GTK, Windows, Mac OS X and Unix (command-line) ports are ready at:
http://www.caitsith2.com/snes9x152/
http://snesemu.black-ship.net/index.php?page=emus/snes9x&list=all&filter=snes9x+1.52
http://download.sessionclan.de/overfiend/snes9x/
http://sites.google.com/site/bearoso/
Please mirror files if you can.
Edit: added mirror sites.
Important: The 1.52 savestate (freeze file) is not compatible with older versions!
I'll announce the detail of this release later...
changes:
| Code: |
Snes9x 1.52
- IMPORTANT NOTICE: The structure of savestates (also known
as snapshots / freeze files) is incompatible with older
versions! Snes9x 1.52 cannot read the savestates created
by 1.51 or older. (zones)
- Highly acculate SPC700 and S-DSP emulation. (Blargg)
- Replaced APU emulation cores (SPC700 and S-DSP) with
ones provided by Blargg's SNES_SPC library. This renders
savestates incompatible with older versions. (BearOso, zones)
- SPC7110 emulation. (byuu, neviksti)
- Merged bsnes' SPC7110 emulation code. Note that the .rtc
file of Far East of Eden Zero is incompatible with older
versions. (zones)
- Removed graphics pack support. It's no more necessary. (zones)
- Replaced S-RTC emulation code with bsnes' one to keep the
good compatibility of .rtc files between the two
emulators. As a result, Daikaijuu Monogatari 2 now
outputs the .rtc file, and its .srm file is incompatible
with older versions. (zones)
- Added savestate supports for DSP-2, DSP-4, ST-010 and
OBC1. (zones)
- Added UPS support. (byuu)
- Fixed DSP-4 AI problem. (Jonas Quinn)
- Fixed invalid memory accesses in C4 and OBC1 codes. (zones)
- Fixed invalid memory accesses in BSX codes. My mistake. (zones)
- Fixed the read value of $213e, $4210 and $4211. (zones)
- Fixed the writing of word values at the memory boundary. (zones)
- Fixed the bug that the unnecessary SA-1 emulation
continues once any SA-1 games are launched. (zones)
- Removed old color blending codes. (zones)
- Removed too-old Snes96 and ZSNES snapshot support. (zones)
- Updated command-line options. (zones)
- Code cleaning. (zones)
- GTK+ : Added a port of Snes9x to the GTK+ toolkit. (BearOso)
- 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)
- Win32: Now uses snes9x.conf to prevent problems with
modified meaning of settings. (OV2)
- Win32: Removed broken OpenGL mode. (OV2)
- Win32: Removed support for 8bit output. (OV2)
- Win32: Reworked settings dialogues to accomodate the
new APU core and display settings. (OV2)
- Win32: Updated defaults to use D3D and XA2 (better
Vista and Win7 support). (OV2)
- Win32: Direct3D and XAudio2 support. (OV2)
- Win32: Added Blargg's ntsc filter (three presets). (OV2)
- Mac : Fixed corrupted screenshot on Intel Mac. (zones)
- Mac : Fixed sudden abort in QuickTime movie export on
Intel Mac. (zones)
- Mac : Changed sound settings for the new APU core. (zones)
- Mac : Changed the default folder which Snes9x looks for
to 'Application Support' folder. (zones)
- Mac : Changed folder names: 'IPSs' -> 'Patches',
'BIOSs' -> 'BIOSes'. (zones)
- Mac : Added Blargg's ntsc filter. (zones)
- Mac : Internal changes for Leopard and Snow Leopard. (zones)
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Last edited by zones on Fri Jan 15, 2010 1:00 pm; edited 1 time in total |
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Camo_Yoshi Snes9x Green Belt

Joined: 08 Nov 2007 Posts: 483 Location: Bainbridge Is., WA
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the_randomizer Snes9x Yellow Belt
Joined: 17 Oct 2009 Posts: 67
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Posted: Wed Jan 13, 2010 1:25 am Post subject: |
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WOAH that was unexpected! The Snes9xGx port should be just around the corner, right? PS, the SPC700 emulation is AWESOME! Someone should tell dborth about it. _________________ 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!" |
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squall_leonhart69r Snes9x Orange Belt

Joined: 03 May 2007 Posts: 241 Location: Australia
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Posted: Wed Jan 13, 2010 9:46 am Post subject: |
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meh, without OV2's additions, its just useless on Vista/7. _________________
VBA-M Forum, NGOHQ |
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Screwtape Snes9x White Belt
Joined: 26 May 2005 Posts: 38
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Posted: Wed Jan 13, 2010 12:12 pm Post subject: |
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Huzzah for an ALSA sound-driver in the Linux port!
One minor problem I've found: I happened to have "Use overscanned height" enabled in the previous snes9x-gtk build I used, and when I started the new version, I saw the image on the left; when I turn off "Use overscanned height" I see the image on the right:
The effect is the same - vertically squished, big black line in the middle - whether I use XVideo or OpenGL, whether I enable "maintain aspect ratio" or not, whether I resize the window to be big or small.
Obviously I've found myself a workaround, but I thought I should mention it. |
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zones Snes9x Blue Belt

Joined: 15 May 2004 Posts: 762 Location: Japan
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Posted: Wed Jan 13, 2010 12:13 pm Post subject: |
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Four ports are available in this release.
GTK+ port by BearOso
Windows port by OV2
Mac OS X port by me
also simplified command line port (GTK+ is recommended for Linux users.)
The new sound core, thanks to blargg. Also above three port (except command-line port) now support blargg's NTSC filter.
SPC7110 emulation, thanks to bsnes. You don't need graphics pack now.
Now we highly recommend UPS instead of IPS. |
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creaothceann Snes9x White Belt

Joined: 22 Mar 2005 Posts: 31 Location: Germany
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BearOso Snes9x Orange Belt

Joined: 02 Oct 2007 Posts: 277
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Posted: Wed Jan 13, 2010 12:35 pm Post subject: |
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| Screwtape wrote: | Huzzah for an ALSA sound-driver in the Linux port!
One minor problem I've found: I happened to have "Use overscanned height" enabled in the previous snes9x-gtk build I used, and when I started the new version, I saw the image on the left; when I turn off "Use overscanned height" I see the image on the right:
The effect is the same - vertically squished, big black line in the middle - whether I use XVideo or OpenGL, whether I enable "maintain aspect ratio" or not, whether I resize the window to be big or small.
Obviously I've found myself a workaround, but I thought I should mention it. |
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? |
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BearOso Snes9x Orange Belt

Joined: 02 Oct 2007 Posts: 277
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Posted: Wed Jan 13, 2010 12:53 pm Post subject: |
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Works here in the Linux port:
Might be a byte-alignment/pixel format issue. |
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Rhapsody Snes9x White Belt
Joined: 11 Jul 2006 Posts: 18
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Posted: Wed Jan 13, 2010 3:13 pm Post subject: |
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| I've tried the Ubuntu Karmic build of Snes9x-GTK 1.52 on Debian testing here, and it seems to work fully. Sound is a bit funny though, might be slightly out of sync, I'll have to see if I can do some fiddling with it later. |
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Mclane Snes9x White Belt
Joined: 13 Jan 2010 Posts: 1
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Posted: Wed Jan 13, 2010 3:50 pm Post subject: |
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Can confirm re Metroid that same issue happens in Directdraw and Direct3D but what is a bit weird and might give a dev a clue is that it corrects itself from time to time.
On the planet it was all corrupted when I landed but once I went thru the first door it righted itself and when I returned back outside it was fine...
Can't seem to find a combination of options that causes it..
Running on Window 7 X64 2meg ram Nvidia 7800 card with latest DirectX and card drivers.. |
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OV2 Snes9x Yellow Belt

Joined: 30 Aug 2007 Posts: 114
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Posted: Wed Jan 13, 2010 4:00 pm Post subject: |
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Here is a temporary fix until I can pinpoint the issue:
EDIT: see later post for link and fix-list
Note: you might have to switch rooms or open/close the map when loading a savestate to remove an already present glitch.
Last edited by OV2 on Sun Jan 17, 2010 12:01 am; edited 4 times in total |
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byuu Snes9x Orange Belt
Joined: 26 Jul 2004 Posts: 397
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Posted: Wed Jan 13, 2010 4:19 pm Post subject: |
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Many thanks very much to zones, BearOso and OV2 for making this release possible! I'll do my best to get the word out.
-----
Tried out the OS X port for the first time. Wow, I'm really impressed!
It was a lot of fun messing with CoreImage, although I have to say it's completely impractical to actually use any of those to play a game with, heh. I always felt the screen curvature was gimmicky, but it is indeed very cool to see it in action. The illusion works really really well. Also really loved the CoreAudio reverb effects to make it sound like you were playing Snes9X in a huge room. Way cool.
But that joypad mapping system that OS X users like ... yuck! I know it's not a 9x thing, Richard Bannister's apps do the same thing.
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Windows: seems to be a strange issue with the window clipping on the default settings:
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.
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May just be the Windows port, but Earthworm Jim 2 dies at the title screen with an ear shattering note stuck on. |
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BearOso Snes9x Orange Belt

Joined: 02 Oct 2007 Posts: 277
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Posted: Wed Jan 13, 2010 4:59 pm Post subject: |
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| 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. |
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creaothceann Snes9x White Belt

Joined: 22 Mar 2005 Posts: 31 Location: Germany
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Posted: Wed Jan 13, 2010 6:31 pm Post subject: |
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OV2:
Thanks, that fixed the issue.
Found another one: When I want to record an AVI file, SNES9x crashes as soon as the codec selection window is on screen. |
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byuu Snes9x Orange Belt
Joined: 26 Jul 2004 Posts: 397
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Posted: Wed Jan 13, 2010 6:37 pm Post subject: |
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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 :/
Last edited by byuu on Wed Jan 13, 2010 6:47 pm; edited 2 times in total |
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BearOso Snes9x Orange Belt

Joined: 02 Oct 2007 Posts: 277
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Posted: Wed Jan 13, 2010 6:44 pm Post subject: |
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| 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 :/ |
Someone posted a request like that (no-filters option) on my bug-tracker, along with a no-sound-driver suggestion. It's actually on my TODO list. |
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byuu Snes9x Orange Belt
Joined: 26 Jul 2004 Posts: 397
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Posted: Wed Jan 13, 2010 6:47 pm Post subject: |
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Cool, thanks a bunch :D
I wish I had an interest to port HQ3x and HQ4x. I packed HQ2x down to ~3.5kb of code, with a 256-byte table instead of the ~800kb of unrolled loop code from the official implementation. Highly optimized by both blargg (mostly) and myself, and I also added OpenMP parallelization that scales beyond two cores. Would make a great drop-in replacement, but you'd lose the desirable 3x and 4x variants :/
| Quote: | | 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. |
No luck with:
| Code: | if (match_na("EARTHWORM JIM 2"))
{
Timings.HDMAStart -= 10; //tried -40 to +40
Timings.HBlankStart -= 10; //tried -40 to +40
Timings.APUSpeedup = 2; //tried 0-4
printf("EWJ2 hack\n");
} |
I'll keep trying some things though. |
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Maetel Snes9x White Belt
Joined: 13 Jan 2010 Posts: 1
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creaothceann Snes9x White Belt

Joined: 22 Mar 2005 Posts: 31 Location: Germany
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Posted: Wed Jan 13, 2010 8:50 pm Post subject: |
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After starting SNES9x, B (the "Delete" key) doesn't do anything until it is re-assigned.
My pad config is like this (Select is Right Shift and L is Left Shift key, which works despite the warning). |
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