Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Could I get some help compiling the source code? I've managed to compile pretty much everything with mingw except the resource file. I'm getting syntax errors on line 210. All other errors I've managed to repair. Mostly C++ spec variations between gcc updates. Edit: Never mind. Header file issues resolved. Preprocessor's fault.
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Very nice work Gocha! There's only one thing that still doesn't work, didn't in either 1.43 or 1.51. Some sound effects in the three Super Star Wars games. It is some kind of an echo effect to it, the sound is longer then it should be. If you could fix that, it would be MUCH appreciated!
Active player (410)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I think if he fixes something sound related, savestates will be no more reliable like in 1.51. That's what did happened. So, it's not recommended to touch anything related to emulation unless he updates savestates. And if he would know how to do so, he would have fix 1.51 problems not 1.43. That... is 4 years old now? Kinda old... heh. Your best hope is to wait 1.52 that should fix even more sound emulation problems. In hope savestates will be reliable.
P.JBoy
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Editor
Joined: 3/25/2006
Posts: 850
Location: stuck in Pandora's box HELLPP!!!
It didn't in 1.51 anyway, so it's probably not related
Joined: 8/3/2004
Posts: 325
Hey, since you're working on this emulator I thought I would bring this to your attention. (Great work btw) One particular game can't be emulated in Snes9X at a certain point whereas ZSNES can emulate it. I'm not really sure what the reason is but I've never been able to get past this part. Game is Dragon View (U) [!].smc. Here's a movie of the glitch (Snes 1.43 was used) http://dehacked.2y.net/microstorage.php/info/4604/Dragon%20View%20%28U%29%20%5B%21%5D%20temple%20glitch.smv Well, this isn't really important but it might happen in other games as well. The problem IS in the emulator since I beat the game a few times on ZSNES with the same rom... I should mention it does mess up a bit in ZSNES as well but the game doesn't crash... just buggy visuals. I don't really expect you to work on this problem since this is the only game it happens in as far as I know, just curious as to what the issue is and if it's something I can fix myself or if it would require coding/whatever in the emulator (which I don't understand at all).
Joined: 9/30/2007
Posts: 103
I have a problem (beta17): I don't know whether it's Wine, Ubuntu or Snes9x that is causing it, but... I can't press left and right/up and down at the same time (or, well, I can, but Snes9x doesn't accept the input). Any other combination (diagonals, two buttons at the same time etc) works just fine, but not opposing directions. This is true even when I map all directions to one button and press it (in which case it only reads left and up). Is this a fault in the emulator, Wine's handling of the emulator, some deep magical mechanism in Ubuntu or did my keyboard start having weird hiccups?
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
Input -> Input Configuration. Allow Left+Rt/Up+Dn
Joined: 9/30/2007
Posts: 103
Ha ha, oh god. I never even noticed that radio button until now. Man, I'm feeling stupid. Thanks anyway.
gocha
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Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
DeHackEd, MinGW compiling is untested at all. If you modified a file to build improvement11, I'd like to know what had changed. By the way, your snes9x-lua sounds very interesting!
I am usually available on Discord server or Twitter.
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
The short version is that the resource file still runs through the C preprocessor. All those VS_* macros are converted to integers from windows header files. The resource compiler doesn't process them directly. Except the ones that were missed because the headers didn't pull in all the necesseties, or they were defined conditionally with #ifdefs. I had to manually #include <commctrl.h> and even then some files needed tweaking to import everything I need. The C preprocessor can be manually invoked, so that helped immensely. That aside, it builds just fine under mingw.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta18/RC2 - Lazy sound frequency hack is back, due to clicking noise (thanks: inichi). When should I remove "beta"... the first submission created with improvement11 comes?
I am usually available on Discord server or Twitter.
Tompa
Any
Editor, Expert player (2142)
Joined: 8/15/2005
Posts: 1934
Location: Mullsjö, Sweden
I'm currently working on two runs using V11. Donkey Kong Country will most likely be the one done first, but that will still take awhile... I'll see if I found any major issues during the making. But so far it looks really nice!
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
gocha wrote:
When should I remove "beta"... the first submission created with improvement11 comes?
If you don't plan to add any more codes or features. I dunno.
Player (198)
Joined: 12/3/2006
Posts: 151
This may be a bit off-topic, but I'm having some problems compiling this. I'm getting a bunch of these errors when linking the libraries:
MSVCRT.lib(MSVCR80.dll) : error LNK2005: _fwrite already defined in LIBCMT.lib(fwrite.obj)
Does anyone know what could be wrong here?
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Gunty, I think you should use /MT instead of /MD.
I am usually available on Discord server or Twitter.
Player (198)
Joined: 12/3/2006
Posts: 151
Okay, thanks, that worked. But now when I try to run the emulator, it asks for libpng13.dll and msvcr80.dll. When placing those in de emulator's directory (which shouldn't be nessecary in the first place), I'm getting an error about a failed initialization. I'm sorry to bother you this much, but I'm a bit new to this all.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Build libpng (and other libraries, maybe) as a static library with compiler option /MT.
I am usually available on Discord server or Twitter.
Player (198)
Joined: 12/3/2006
Posts: 151
Okay, it's finally working now. From this point on I'll always compile the required libraries by myself ;). Thanks again.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Hey Gocha, thanks again for your dev help. I'm trying out beta-18 now. In Super Mario World, the music seems to be consistently at a lower pitch than in previous versions. I also compared this with "SNES9x 1.51 i11 fix3"'s sound, which was of the higher pitch, but has a constant hiss. Is there a setting for the sound that you changed in this beta or in beta-17? I also tried Donkey Kong Country 2 but it did not seem to have a different pitch.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta19/RC3 - Disabled new snapshot screenshot code. Savestate is now same as v9. - Added OldFrequency option. Sorry if you're annoying with repetitive slight changes. JXQ, I think old sound is a bit too high. Anyway I added new option to switch pitch multiplier.
I am usually available on Discord server or Twitter.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I disagree. Here is a sound file (link removed) I recorded. 0:00 - 0:12 - YI2 console run 0:12 - 0:25 - YI2 TAS run using beta-18 0:25 - 0:27 - beginning chime of console run 0:27 - 0:29 - beginning chime of TAS run using beta-18 (I included the last part because I think it's easier to hear the difference there) Edit: I seem to have found a memory-leak in beta-15 (by loading states over and over). But I couldn't reproduce it in beta-18, so it seems you also have found it :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I forgot to mension this: I guess you are using improvement11 with FixFrequency=TRUE, aren't you? Edit: Yes, I've fixed memory-leak problem. delete [] local_screenshot;
I am usually available on Discord server or Twitter.
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Though I remember changing that to False, it indeed was set to true again.. maybe I ran one of the earlier versions and it reset it after changing it. Anyway it seems to be sounding better now that I've re-reset that option. Thanks for your help!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Not a big update, but Snes9x improvement11? beta20/RC4 - Win32: Fixed renderer bug (thx: inichi) Sorry if you're annoying with repetitive sorry... :(
I am usually available on Discord server or Twitter.
Joined: 5/29/2004
Posts: 757
gocha wrote:
Sorry if you're annoying with repetitive sorry... :(
Pfft! Don't worry about it! While some will complain you should wait a bit more between releases to allow people proper time to check each version, you simply go at what pace works for you. When you feel you're nearing the finalized version though, that's when I'd make an announcement about it being the next to final version and give people a few days to test everything... unless the discovery of something would affect alot of other things that would be tested. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.