Most of those 'more useful things' need to be implemented into the GUI, and if the GUI's a pain to work with, then they can't be implemented.Player1 wrote:I think the Zsnes Skin is just good as it is. Arn't there more important things to fix first?
If Nach likes it and want to spend the time he should implement it. But in my oppinion there are more usefull things.
GUI Skins
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Actually, I've decided that I don't really care about this. But while we are on the topic of changing default configurations, I would like to see SRAM Check + Save become default, as this would be much more distressing to newbies when loading save states only to find their save data replaced by some older version farther back. This happened to me when I first started...AspiringSquire wrote:I think that could easily bother newcomers to ZSNES...MaxSt wrote:(and make "filtered gui" on by default)

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Yeah, took me a couple minutes in MSPaint to do that.Nach wrote:I saw that image already, I thought it was nothing more then some concept art you whipped up in paintbrush.
I could do the font part if the GUI res. were upped, though.
I was not liking that idea at first, too. But since Nach set the default window size to 512x448DR, then the GUI won't be blurred at first startup. When they start playing around with video and stuff, they should be comfortable exploring the other options. Maybe put the filter GUI option in the video settings, or options menu? Don't think that's neccesary though.I think that could easily bother newcomers to ZSNES, if they don't like the way the GUI looks with the filter they use for playing and they don't know that there is the option to disable that.
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I didn't. I believe MaxSt or perhaps pagefault did that.byuusan wrote:But since Nach set the default window size to 512x448DR, then the GUI won't be blurred at first startup.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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I'd be ecstatic if you can figure out the code to change font size for the load window to avoid cutoffs like this.byuusan wrote:If you decide to do this, I will volunteer to rewrite an old hack I did for ZSNES years ago and make the font variable-width. The only potential problem is that the menus are hardcoded, I had to manually change all the menu positions by hand to make the font+interface work. It was scrapped because the ATI/nVidia filter made the font too hard to read in DS modes.
I was also never able to fix the string widths on the load box, that was hardcoded in at least 5 places, some of which I couldn't find.
Please take a look here, Nach: http://snes9x.com/phpBB2/viewtopic.php?t=1138
I can volunteer some time if you want to try and make something like that a reality. A 512x448 window for skinning could result in some really nice interfaces, including a Win32 clone for people who require that sort of thing.

I had the font size changed in that window. But the string lengths were still locked at 23 characters/entry. Someone could have probably gotten that to be increased without much effort, but the font was still too hard to read with a filtered GUI.
Nach, how about we make the skinnable font selection thing you were talking about, and let that control widths, too? That way, people could use a thin vwf font if they want, or the fixed-width 5x5 font.
The vwf modification is really easy, as there's only 3 or 4 routines that print letters for the entire GUI.
Nach, how about we make the skinnable font selection thing you were talking about, and let that control widths, too? That way, people could use a thin vwf font if they want, or the fixed-width 5x5 font.
The vwf modification is really easy, as there's only 3 or 4 routines that print letters for the entire GUI.
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Making it variable based on font width is more complex.byuusan wrote: Nach, how about we make the skinnable font selection thing you were talking about, and let that control widths, too? That way, people could use a thin vwf font if they want, or the fixed-width 5x5 font.
The vwf modification is really easy, as there's only 3 or 4 routines that print letters for the entire GUI.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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