Snes9X v1.52 released
Moderator: General Mods
Snes9X v1.52 released
Downloads:
http://sites.google.com/site/bearoso/
Changelog:
http://snes9x.com/phpBB2/viewtopic.php?t=4542
Contains blargg's S-DSP core, abolishment of graphics packs, and UPS support.
http://sites.google.com/site/bearoso/
Changelog:
http://snes9x.com/phpBB2/viewtopic.php?t=4542
Contains blargg's S-DSP core, abolishment of graphics packs, and UPS support.
Re: Snes9X v1.52 released
its alive! its alive!!
ehm, *downloading*
ehm, *downloading*
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- "Your thread will be crushed."
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For whatever reason, the configure file isn't recognizing my OpenGL dev libraries in my 32 bit Linux.
It compiled fine in my 64 bit installation. The sound is very nice. I also love the new GTK interface, it is much better than the sloppy GTK frontend that existed before. However for some reason after I hit pause emulation, and the emulator ran very slowly. Subsequent loads also ran slowly. I imagine it was because it installed a kernel update during that time and I didn't restart.
I will try it again later.
It compiled fine in my 64 bit installation. The sound is very nice. I also love the new GTK interface, it is much better than the sloppy GTK frontend that existed before. However for some reason after I hit pause emulation, and the emulator ran very slowly. Subsequent loads also ran slowly. I imagine it was because it installed a kernel update during that time and I didn't restart.
I will try it again later.
<pagefault> i'd break up with my wife if she said FF8 was awesome
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- Sir Robin the Not-Quite-So-Brave-As-Sir-Lancelot
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The original team abandoned it, and then the replacement team that took it over also abandoned it. Three unofficial porters got together to make this one possible. zones in particular really pulled it all together.
But it's quite reflective that despite talking about this for weeks and having the release planned out, nobody can even update the frontpage of the website to reflect the release. Hell it hasn't been touched since 2006.
It almost may as well be considered a fork. But I'm extremely grateful for it -- now people without super-computers can enjoy proper sound emulation at long last. I have no reason to recommend SNESGT anymore with an open-source alternative.
But it's quite reflective that despite talking about this for weeks and having the release planned out, nobody can even update the frontpage of the website to reflect the release. Hell it hasn't been touched since 2006.
It almost may as well be considered a fork. But I'm extremely grateful for it -- now people without super-computers can enjoy proper sound emulation at long last. I have no reason to recommend SNESGT anymore with an open-source alternative.
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- Sir Robin the Not-Quite-So-Brave-As-Sir-Lancelot
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If a new Snes9x was never released, I'd recommend SnesGT. But this is no longer the case; I highly recommend Snes9x 1.52 (spc emulation tied w/Bsnes), but for better compatibility (like playing Earthworm Jim 2), use Zsnes. Snes9x has a major bug that renders people like byuu and me temporarily deaf at the title screen.Inzane wrote:which is better zsnes or snes9x?
"Just because I don't LISTEN doesn't mean I don't CARE!" -Homer Simpson
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After all these years, Earthworm Jim 2 still doesn't work. I originally signed up to the Zsnes and Snes9x forums to ask when it would work! I eventually re-purchased the cart.byuu wrote:EDIT: or not, holy shit fuck. Do not try and play Earthworm Jim 2 on this. Wow. I almost went deaf. It stops at a 130dB note on the title screen.
<pagefault> i'd break up with my wife if she said FF8 was awesome
Oh god, you went and tried it? D:Snes9x has a major bug that renders people like byuu and me temporarily deaf at the title screen.
Imagine that sound as an alarm clock.
Indeed, my main reason for mentioning it. It's great to have an open alternative.If a new Snes9x was never released, I'd recommend SnesGT.
Yeah, I've still got a list of things I reported back in '98 that are still broken in one or both of them :(After all these years, Earthworm Jim 2 still doesn't work. I originally signed up to the Zsnes and Snes9x forums to ask when it would work!
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- Buzzkill Gil
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Probably the fact that it hates humanity.I.S.T. wrote:What's breaking earthworm Jim 2 now?
KHDownloadsSquall_Leonhart wrote:DirectInput represents all bits, not just powers of 2 in an axis.You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
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- Trooper
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S-CPU timing. It's getting stuck in a loop waiting for S-SMP responses that come in at the wrong time. It never gets the right values because they are out of sync, and it breaks.
It wasn't anything in the Snes9X code that broke it, it was using blargg's more accurate S-SMP core that misaligned it. The usual timings hacks don't appear to be helping in this case so far. Still looking into it ...
It wasn't anything in the Snes9X code that broke it, it was using blargg's more accurate S-SMP core that misaligned it. The usual timings hacks don't appear to be helping in this case so far. Still looking into it ...
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- ZSNES Shake Shake Prinny
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Talking about blargg's more accurate core, emulators using it but still aiming at full determinism (a requisite for all games to replay inputs without desyncs) should implement a controllable source of random for the tntarget glitch instead of a timer-dependant srand().
皆黙って俺について来い!!
Pantheon: Gideon Zhi | CaitSith2 | Nach | kode54
Code: Select all
<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
I spoke to blargg about this very issue. Our conclusion was to use a pseudo-random number generator (based on the CRC32 magic number) that is purposely re-seeded to a constant value at every power-on event.
He came up with the following:
Perhaps we discussed this after his core was completed.
Also, the TnTARGET glitch only occurs on certain revisions of the hardware. It does not occur on the SNES-mini, and possibly not on other revisions.
He came up with the following:
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inline unsigned prng() {
static unsigned n = 0; //you would need to globalize this; reset it on power-on
return n = (n >> 1) ^ (((n & 1) - 1) & 0xedb88320);
}
Also, the TnTARGET glitch only occurs on certain revisions of the hardware. It does not occur on the SNES-mini, and possibly not on other revisions.