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xou
Joined: 4/26/2004
Posts: 118
Location: france
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
King Of Chaos wrote:
[...] the new NTSC Composite video filter[...] http://board.zsnes.com/phpBB2/viewtopic.php?t=6433
Wow. Hum, how does PAL differ? I recall these artifacts on PAL screens too (which is why it looks so awesome to me), but I have used too many badly-tuned TVs, ancient TVs (a ~210 scanline b&w TV for example), or pirate-nes-clones (which might actually output something resembling NTSC) to actually have something to say on PAL.
Former player
Joined: 9/1/2005
Posts: 803
Nitsuja, is there a frame search feature in snes9x improvement v9? I looked around the menus and such but couldn't find anything resembling it. If it isn't, do you think it would be too much trouble to add it to snes9x improvement?
Joined: 2/24/2006
Posts: 8
I'm accually interested to see a PAL composite filter (I suspect that it'll be more clear than the NTSC one). Hopefully blargg makes a PAL composite filter. But yea, ZSNES and bsnes has it allready, and Snes9x dosen't.
Joined: 2/19/2006
Posts: 40
Location: Oakdale, CT
I was just wondering if there was an option in Snes9x that will remove the on-screen text. Whenever I record an AVI movie, the text messages that appear on screen (such as "movie replay") are being recorded into the AVI which is kind of detracting. Is there anyway to get rid of that text?
Joined: 2/19/2006
Posts: 40
Location: Oakdale, CT
Well I was able to dig around in the source files and found the right items to change so that 'Movie Replay' and 'Movie Ended' no longer display on-screen. Took me a LOT of time to figure out how to compile the source code, but good ol' ingenuity taught me how to compile it with MS Visual C++. (I had only compiled MAME previously which is pretty straightforward). :D
Joined: 2/24/2006
Posts: 8
Why not create an option yourself to turn it off?
Joined: 2/19/2006
Posts: 40
Location: Oakdale, CT
King Of Chaos wrote:
Why not create an option yourself to turn it off?
Heh. My programming skills are nowhere near good enough to figure out how to do that. :D
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
I hope this is the right place to ask... Does anybody know if the format of the controller data in a SMV file still follows the description in the FAQ? Eg. A and B seem to be swapped, haven't checked for the other keys yet.
The controller data's format as it appears in a hex editor is as follows: 0001 = Right 0002 = Left 0004 = Down 0008 = Up 0010 = Start 0020 = Select 0040 = Y 0080 = B 1000 = R 2000 = L 4000 = X 8000 = A
EDIT: Nevermind, I figured it out.
Bit0  = undefined?
Bit1  = undefined?
Bit2  = undefined?
Bit3  = undefined?
Bit4  = R
Bit5  = L
Bit6  = X
Bit7  = A
Bit8  = >
Bit9  = <
Bit10 = v
Bit11 = ^
Bit12 = S (Start)
Bit13 = s (Select)
Bit14 = Y
Bit15 = B
Joined: 2/24/2006
Posts: 8
Does anyone else run into the problem of the emulator staying in memory after you close it?
Joined: 10/3/2005
Posts: 1332
King Of Chaos wrote:
Does anyone else run into the problem of the emulator staying in memory after you close it?
I'm starting to think so. It tends to crash if I open it 3 or 4 times without rebooting. Edit: Switching to fullscreen mode also does it quite often.
Player (200)
Joined: 7/6/2004
Posts: 511
This new version is great, I love the instant display on load state. And Bisqwit+Angerfist showed the power of watching memory values, so I was pleasantly surprised to see this was already implemented in the latest improvement. There is a slight bug/misfeature of watching memory locations though: setting the data type to signed is ignored in the watch, but works in the cheat search screen. This is a bit of a pain when monitoring things like velocity, where often the value is negative. Overall though this watch stuff is really cool and I think will lead to high quality runs as well as saving everyone time, if only I found out about it before I got to the second to last level of Umihara Kawase ^^
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
In the newest version there's a major bug when configuring input. It tends to configure many input at same time. It's pretty annoying.
Joined: 2/12/2006
Posts: 432
Is there a Linux version?
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
I've bastardized a version 1.43+v7 snes9x. It compiles runs anything on the site, and can be used for AVI making, etc. But since I'm often fiddling with it, and it's kinda messy and full of personal mods, I don't really have it up for permenant download. I'll tarball it on request though.
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Phil wrote:
In the newest version there's a major bug when configuring input. It tends to configure many input at same time. It's pretty annoying.
Seriously, it happens when configuring joypad. I have 2 gamepad, one is Logitech Wingman and the other is Gravis Gamepad pro. Both have this problem, so it's snes9x that hates gamepad :P Example of the problem: If I configure Dn Left, for some "asshole" reasons, it also configures Dn Right. So, who dares to defy Snes9x team by fixing this major bug? ;)
Joined: 1/1/2022
Posts: 1716
And here I thought it was my controller being a piece of crap. It took me almost 20 minutes to configure the damned thing properly, because I had to constantly correct things. Half the time the button I wanted to map wouldn't even be changed, while another or two functions would be changed. That definitely needs to be fixed, and since I've noticed a few other topics regarding it I won't make another, but it'd also be extremely helpful to be able to actually use the hotkeys mapped to the controller. As of now the emulator accepts the change, but the buttons still do nothing. I mainly want to use the L2 and R2 buttons for savestates.
Player (209)
Joined: 2/18/2005
Posts: 1451
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
That's bug like this that would make a .cfg file more useful than Windows registry that no one knows how it works and don't care since it sucks.
Former player
Joined: 9/1/2005
Posts: 803
A .cfg would be infinitely more useful for this stuff I would agree. An unusual bug that just started happening to me today is this: any new movie I create isn't created in the same directory as snes9x if i specify no path, it's created on a completely different drive in a program folder (wtf?). I wonder if it'd be possible to hack the snes9x source some more to make it use a config file vs registry, it'd be a ton easier to work with I'd imagine.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I just remembered a small bug in SNES9x improvement 9 regarding the memory watcher. When using "Search For New Cheats" (under the Cheat menu), you can select the Data Type as Unsigned, Signed, or Hexadecimal, and in this menu, the changes work. However, when using the "Watch" command on a variable (even when "signed" is selected), it will remain unsigned. For example, in Super Mario World, the variable for Mario's horizontal velocity is signed. However, when traveling left, the values will be in the high 200's (rather than the negative 40's and 50's), but only using the "Watch" command, not on the menu itself. Not a huge deal, but I guess it should be at least pointed out for whenever a new version is done, as I'm guessing it wouldn't be a difficult fix.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 9/29/2005
Posts: 460
By the way, it wouldn't be possible to like save what parts of the memory I was watching, because it's kinda tiring to re-enter 10 different codes everytime I'm working on a TAS. I havn't found a way to do so.
Joined: 3/1/2005
Posts: 46
Hey all. I'm hoping someone can help with a compilation problem. Using MinGW/MSYS and the command "make -f makefile.mgw" I run into a problem. First, wsnes9x.cpp dies when ID_FILE_OPEN shows up(it doesn't seem to be declared anywhere). Adding it to resource.h fixes the error, but I don't know if it's the right solution or not. Second, windres doesn't seem to like snes9x.rc. It complains about a syntax error on line 276. Unfortunately, I've never seen this type of code before, so I can't begin to find it. Any ideas?
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Andy Olivera wrote:
Hey all. I'm hoping someone can help with a compilation problem. Using MinGW/MSYS ... Any ideas?
See this thread, if you haven't already.
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
When I record an AVI in games which use HIres (like Seiken Densetsu 3) the image is stretched. Is there a way to prevent it from happening?
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