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Joined: 7/20/2004
Posts: 108
Ah, thanks Nitsuja. That worked like a charm. No more crashes!
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Any news about "concept of current save slot" and the memory viewer?
Joined: 1/1/2022
Posts: 1716
Was trying to configure some hotkeys but it seems like if you map a hotkey to a joystick button (which the GUI allows), it doesn't work once you return to playing. Specifically I've been trying to map Fast Forward to a pad button. Am I doing something wrong or is this a bug?
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I don't know for sure if this is the same problem, but there is some hotkey-joystick (and turbo) discussion in this thread. There's also a modified version of SNES that fixed that issue, so if this is the same issue, then that may help you.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
cazla wrote:
Was trying to configure some hotkeys but it seems like if you map a hotkey to a joystick button (which the GUI allows), it doesn't work once you return to playing. Specifically I've been trying to map Fast Forward to a pad button. Am I doing something wrong or is this a bug?
It's still not implemented, at least not that I know of. I'm told you can work around it by assigning the hotkey to a keyboard key you wouldn't normally use, and then using JoyToKey to make it think you're pressing that key whenever you press the joypad button you really want to use.
Joined: 1/1/2022
Posts: 1716
yeah, that's more or less what I'm doing now (with another program, but same concept as joytokey) - I was just hoping to be able to do it internally to snes9x so I wouldn't need to run the other program all the time.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Here is Snes9x 1.43+ v9. Changes from v8: - Added save state support for DSP1 chip (so Pilotwings and Mario Kart won't desync upon using savestates) - Implemented automatic ("lazy") AVI splitting at every 2GB - Added "memory watching" feature of up to 12 variables at once, click "Watch" in the Cheat Finder. (Note: values displayed lag behind the video by 1 frame) - Added hotkeys to set the current savestate (for loading or saving) - configure them on page 4 of the hotkeys dialog - Got rid of the 2-frame delay after loading a savestate, it's immediate now (Note: image may not always display properly, but it's fine most of the time, especially for newly-made savestates) - Status message changes are immediate (Note: if "use video memory" is on, messages may mix, because it can't easily be prevented in that mode without really hurting performance) - Slightly safer playback/recording dialog default checkboxes Changes from v7: - Fixed AVI output of Chrono Trigger. - Added (more) autofire hotkeys - Fixed the "fake read+write mode" bug (here is the source code) (mirror) EDIT: A few people have asked me for mirrors of the binary of this or similar versions. Here are a few I know of, some of which might work: http://cache.schneelocke.net/snes9x-1.43plus-rerecording-v10.zip http://rapidshare.de/files/29396889/snes9x-rerecording-v10.zip.html http://filexoom.com/files/1094/record_reset_snes9x.zip http://rapidshare.de/files/29320558/record_reset_snes9x.zip.html http://xouboudou.free.fr/snes/snes9xw-improvement9.zip http://www.filespace.org/nitsuja/snes9xw-improvement9.zip
Kaz
Former player
Joined: 12/2/2005
Posts: 149
nitsuja wrote:
- Got rid of the 2-frame delay after loading a savestate, it's immediate now (Note: image may not always display properly, but it's fine most of the time, especially for newly-made savestates)
THANK YOU.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
nitsuja wrote:
- Added "memory watching" feature of up to 12 variables at once, click "Watch" in the Cheat Finder. (Note: values displayed lag behind the video by 1 frame)
Memory value viewing is awesome, but I think there's some changes need to be done.
    Move "Watch" and "Remove Watches" buttons to Cheat Editor, what if we need to test to see if the address is the right address, and having to re-SEARCH for it then Watch it?
    A "Watch" button that also undo watch on a highlighted address.
    Ability to label address, (use the "cheat description" for it)
just an idea
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Thats a great idea ventuz, I think it would really come in handy for identifying what each address coresponds to. I found the address for ememy HP in Chrono Trigger and rewatched my entire run, it was cool seeing the actually amount of health the bosses had when the fight started. This new watch feature will make all future runs way easier, because you can now actully see how much health your emeies have left and choose your attack based on it.
They're off to find the hero of the day...
Active player (278)
Joined: 5/29/2004
Posts: 5712
Lucca also has an item that does that, but I suspect you don't want to use that all the time.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (88)
Joined: 11/14/2005
Posts: 1057
Location: United States
Lucca's sight scope doesnt work on bosses. :)
They're off to find the hero of the day...
Active player (278)
Joined: 5/29/2004
Posts: 5712
Really? I thought it did. Oh well.
put yourself in my rocketpack if that poochie is one outrageous dude
El
Joined: 2/17/2006
Posts: 5
Am I the only one that gets a "Failed to take screenshot" text on ALL of my screenshots?
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
You're not the only one. I also noticed that it puts the frame count and controller input in the screenshot, if they are selected (I don't think v7 did that). But yeah, I forgot that this happened to me, thanks for the reminder.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
El wrote:
Am I the only one that gets a "Failed to take screenshot" text on ALL of my screenshots?
Oops, I forgot that the screenshot code always outputs a failure message before it begins to take the screenshot. The immediate updating means that message gets updated (along with other onscreen text) before the screenshot happens. Will have to change the way screenshots report failure to prevent that message...
Joined: 2/24/2006
Posts: 8
Nitsuja, is there anyway you can fix the "There is no disc in the drive. Please insert a disc into drive" error whenever you try loading a game? It's highly annoying, expecially when I'm having to hit Cancel 10+ times...
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
King Of Chaos wrote:
Nitsuja, is there anyway you can fix the "There is no disc in the drive. Please insert a disc into drive" error whenever you try loading a game? It's highly annoying, expecially when I'm having to hit Cancel 10+ times...
I think you can fix it if you run "snes9x.exe -restore" from your Snes9x directory. Besides that, there's no way I can fix it in Snes9x unless you can give me instructions on how to make the error happen (or unless somebody else already has a fix, of course). I've never seen it happen before.
Player (36)
Joined: 9/11/2004
Posts: 2624
Have you tried loading a ROM from removable media before? I think that triggers the bug.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I know it's related to something that is stored in Windows registry. Check Snes9x forum and you will find it easily :P It is really an annoying bug indeed.
Joined: 2/24/2006
Posts: 8
It has something to do with using your CD-ROM drive durring a Windows session. But in my case, even restarting the computer without using the drive dosen't help... I've allready tryed the restore feature, but it has no effect on it... I think it has something to do with the fact that I have bulit-in Media Card ports on my computer.
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I had this problem in gens too, fixed by loading 10 roms located in the hard disk (to erase last roms history pointing to cd-rom drive)
Joined: 2/24/2006
Posts: 8
Unfortunally, I never use CDs/DVDs to run ROMs off of. There was this one hack version of snes9x (Snes9xpp XE) that accually fixes it for me (I think the whole "Open ROM" dialog needs rewritten, which was done in Snes9Xxpp XE). But I can't use Snes9xpp XE fully, because of the lack of cheat features. Accually, I think the Snes9xpp XE source is around somewhere. Perhaps somebody could port the Open ROM dialog? http://www.aep-emu.de/Emus-file-emus_detail-id-849.html <<< Snes9xpp XE source found there. Somebody could port the controller stuff too, it'll fix those problems people have. ;)
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Ok I've just tried that Snes9x release. By memory viewer Genisto meant a Memory viewer like in FCEU debugger or VBA. That would be useful. But what you implemented is also useful.
Joined: 2/24/2006
Posts: 8
Well, I think the "no cd" issue is due to either 1 of 2 things... 1. Snes9x uses the registry to store files (as where Snes9xpp XE saves it to .INI) 2. The way the Snes9x "ROM Explorer" behaves (In Snes9xpp XE, it's been updated to folder view). Also 1 more thing... Can you add the new NTSC Composite video filter to Snes9x? Everybody is really excited about it... http://board.zsnes.com/phpBB2/viewtopic.php?t=6433
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