Posts for gocha


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gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Here's a improvement version of Snes9x 1.51! This topic has been obsoleted! Click here to see the new topic: SNES1.51 Emulator Development Download gocha's MediaFire root -> gocha's Snes9x binaries directory -> gocha's Snes9x source code directory Movie/Snapshot Related Things Snapshot version incremented! (permitted by zones) New snapshot cannot be loaded by official version, though older snapshot can be loaded by this version. Movie timing is still the same with official version, I think. If you plan to continue to record your movie made with official version, do not load older snapshot to jump to certain frame. That will cause a desync. Also, do not switch SpeedHacks to ON (that's also deprecated in official version). Smart Frame Advance (FrameAdvanceSkipsNonInput) is modified by nitsujrehtona. I don't know whether the feature had a bug, nor whether it works correctly now. "If you have a question, suggestion, etc, post it :)" <- copy & paste, obviously! Snes9x Watch
:target:snes9x-1.51+1.exe:70E1B0:0024:002C:0034:B165:B17C:72EAA8
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Link updated. I posted a tas movie of another kaizo mario.
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Can't Beat Desync -- No, I try to beat them again! Download Note: keep in mind that this is still experimental. - My Snes9x-MOD Binary Dir - My Snes9x-MOD Source Code Dir - Related Link: gocha's MediaFire Root snes9x watch settings for fix-v3:
:target:snes9x.exe:70D350:0024:002C:0034:B14E:B17C:72DF94
Should I prepare for releasing 1.51-improvement series seriously...? Note Snapshot version is now incremented from official 1.51: - Re-added "IPU" (IPPU) block and stored HDMA variables, also added more to "IAU" (fix-v3). - Added a new block "IAU" for a few variables in IAPU (fix-v2). - You can load older snapshot (but this will cause desync). - You cannot load new snapshot with official 1.51. - Movie's timing is not changed at all. - I also applied some of the fixes from my 1.43-improvement11. - I didn't applied nitsujrehtona's patch.
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Phil, sorry to hear that. How can I reproduce the desync? I couldn't download your movies from filespace.org :( Also... Didn't you load the savestate created by older version (official 1.51)?
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Edit: Fixed other cause of desync in newer version.
gocha wrote:
I think I fixed the problem. If you interested, try my improvement11-fix2! Download - My Snes9x-MOD Binary Dir - My Snes9x-MOD Source Code Dir - Related Link: gocha's MediaFire Root Should I prepare for releasing 1.51-improvement series seriously...? Note: keep in mind that this is still experimental. snes9x watch settings for fix-v2:
:target:snes9x.exe:70D2B0:0024:002C:0034:B14E:B17C:72DEF4
Note - Snapshot version is now incremented, and I added a new block "IAU" for a few variables in IAPU. -- You can load older snapshot (but this will cause desync). -- You cannot load new snapshot with official 1.51. - Movie's timing is not changed at all. - I also applied some of the fixes from my 1.43-improvement11. - I didn't applied nitsujrehtona's patch. Desync Fix Patch See source code diff. -- 温故知新 "Taking a lesson from the past" I studied about the desync from 1.43-official.
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, 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.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Edit: Obsoleted, new version is here.
gocha wrote:
Imported some of fixes from improvement11. - Snes9x 1.51 i11-fix1 Windows binary - Snes9x 1.51 i11-fix1 source code diff This should fix snapshot inconsistent issue, though this won't fix terrible desync bug :(
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta17/RC1: - Changed to not reset layer visibility when load a state. - Fix for sound frequency. I think this will be the final version if there are no fatal errors. Edit: beta18/RC2 has come.
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta15 - Using NEW_COLOUR_BLENDING now instead of OLD_COLOUR_BLENDING. - Modified snapshot for screenshot (removed GFX and added SHO). OLD: NEW: Removed GFX block (FrameDisplayString and LastScreen) and added SHO block (screenshot) from/to snapshot. You can load a old snapshot with this version. Also you can load a new snapshot with older version.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta14 Fixes and updates for renderer. - Text In Image option works properly. - Added new filters from 1.51 (also removed "Normal" method). - Fix for Maintain Aspect Ratio and Local Vid Mem. Note: FixFrequency option was TRUE in beta 13 or some other versions temporarily (my mistake)... FixFrequency should be FALSE. Note: It seems that beta14 have a problem with save-state. Be careful! Well, v1.43 has a common problem with snapshot screenshot, that's all :P
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta12 * Fix for "Down Left". * Improvements for input macro. - Fix for fullscreen and maximized window. Added commands: r :
A r16 B
=> A [.]16 B
w :
A w4 B w4 X
=> A [A]4 B [b]4 X
+/- :
+A <>(A<) -A >
=> (A<)(A>)(<)(>)
+(AB) XY
=> (ABX)(ABY)
Examples: - +Y r6 [>]5 - +(A>) r11(<>)(A<>)(<>) I think I will not update lazymacro so much. As the name tells, I don't aim for a high-performance function from the start :P I've forgotten to mension: "Clear All" disables all macros. ---
JXQ wrote:
I noticed yesterday when playing some 2-player games that setting up input for controllers 2-5, and turbo input for all controllers, still has the "screwed up listening for input" bug that you fixed for controller 1.
I couldn't reproduce the glitch. However, I fixed a minor error. By the way, thank you for your nice guide of lazymacro.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta11 Added a simple macro input feature instantly! This may help your TASing, though it's not very smart. It's difficult for me to describe the syntax of the macro in English. I'll show some examples of input instead. I hope someone will explain them well. - You can use 012RLXA><v^SsYB for input, case-sensitive! - White-spaces, unknown characters will be ignored - ABXY => A,B,X,Y,A,B,X,Y... - AB | XY => A,B,X,Y,X,Y... - ABXY! => A,B,X,Y (End) - A..B! => A,Nothing,Nothing,B - (AB)XY! => AB,X,Y - [AB]3 XY! => A,B,A,B,A,B,X,Y (nesting is OK) - [[(AB)]2 X]2 Y! => AB,AB,X,AB,AB,X,Y - S^.^v.v<><>BAS! - [(Y.)]6 [(Y>)]5 - (>A)>(>A)(<A)(<A) Enjoy.
I am usually available on Discord server or Twitter.
gocha
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Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Snes9x improvement11? beta9: - Now uses .cfg file instead of Windows registry. - Fixed joystick config in input dialog. Added options (imported from v1.51): - Joypads:Background, Handler:Joystick, Handler:Background - SpeedHacks (also, added a new sync-bit "MOVIE_SYNC_NOCPUSHUTDOWN" to movie) Also, you can compile the source code on linux. Note that I just removed compile errors. I guess it doesn't contain anything new from v1.43. I think I won't improve linux version. I strongly recommend using Windows binaries (with Wine, if you want). Memory poke function, debugging tools, etc... Thank you for showing your idea, all they sound nice. But I think I will not implement a lot. I'd like to record new movie rather than to hack old emulator. *lazy* I *MAY* implement a simple macro input function.
JXQ wrote:
One thing I noticed with beta-8, which is extremely minor, is that the messages for loading a state, saving a state, read-only toggle, etc. do not display when the emulator is paused (until the frame is advanced), where it used to display these messages immediately in previous versions.
It happens on v1.51 too, if "Text In Image" option is on. Hopefully I'll fix this.
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Thank you for your comment! Snes9x improvement11 beta7: - Changed to not skip any frames with avi rendering. * Added "Skip To Frame" option from nitsujrehtona's patch (somewhat experimental). - Now "Text in Image" option works as "Do Not Display Text" option. - Changed to play sound while the window is inactive. - Changed to save frame count display setting, etc.
upthorn wrote:
Actually, it's probably backported the working input display from 1.51, because from what JXQ describes, it behaves differently than the bug fixed 1.43 that I made.
Right, if you like the old style rather than the current style, I can resume it.
Phil wrote:
Instead of hacking furthermore a SOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOLD version of Snes9x, it will be better to fix the desync issue in 1.51 or help the snes9x team to work on their 1.52 version.
Exactly. I tried to fix the desync issue of 1.51 a few days ago, but I couldn't see what's going. It's tough :(
ventuz wrote:
Sounded nice, except I tested it. It still have screwy "listening for input" for gamepad. For example when you try push "button 1" for B or whatever.. it also accept "button 1" for LEFT or any other button randomly.
That's odd. I'll try to fix this.
Tub wrote:
Unfortunately, just like the previous releases, it doesn't compile on linux at all.
Sorry, but I probably won't do anything for linux... I'm not familiar with it much. As Guybrush said, it seems to work well under Wine (tested beta6 a few days ago).
pirate_sephiroth wrote:
Do you think it's possible to implement 1.51 sound quality too?
I think it's not very easy. I wonder what will lose movie compatibility. For instance, does changing interpolation method lose movie compatibility?
DK64_MASTER wrote:
I'll be bold here. I would love some sort of basic-bot, built in interface to monitor ram values and control input. I'm not sure how much (if any) of arithmetic parser can be used for snes9x, but hopefully it's not too much work.
I'm interested in BasicBot. It looks like convenient, also seems to work as a macro input function too.
Saturn wrote:
May I ask for a example of what "Movie play/record improvements" you did there?
  • Reset recording
  • UI improvements (and changes for the function to get movie's information)
  • Check for inconsistent snapshot (algorithm is slightly changed from 1.51)
  • When playback reaches a movie's end, recording continues instead of the movie suddenly closing. (after recording)
  • Resume sync settings when playback reaches a movie's end
Dromiceius wrote:
Hoe has written a frontend for running fcm/vbm files directly from explorer, which makes movie watching incredibly convenient. I don't know how complicated a task it would be, but could you add smv support for this tool?
Saturn wrote:
The only missing feature I could think of is to save all Snes9x settings into a .cfg file (like in Snes9x v1.51 already) instead in the registery. That way you could for example have multiple copies of Snes9x with individual settings for different purposes each, and therefore aren't forced to change them every single time. Do you plan to add this feature in one of the next versions?
I think I'll try.
I am usually available on Discord server or Twitter.
Post subject: Snes9x 1.43 improvement 15 by gocha
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Better quality, without losing compatibility. This topic has been obsoleted! Click here to see the new topic: SNES1.43 Emulator Development Download Sister: Snes9x 1.51 improvement (desync fix) Another Interesting One: Lua scripting in snes9x ---- Latest binary is available at: gocha's MediaFire root -> gocha's Snes9x binaries directory -> gocha's Snes9x source code directory Changes in 1.43+ v15.3: http://www.snes9x.com/phpbb2/viewtopic.php?t=4025 * Win32: Direct3D output (optional) * Win32: Fullscreen mode respects refresh rate setting (d3d only) * Win32: updated graphics option dialog, "local vid-mem" and "test mode" in display settings have been disabled. * Win32: ESC in fullscreen now exits fullscreen. * Win32: new filter: blargg's ntsc filter (three presets) Changes in 1.43+ v15.2: * Partly ported MovieNotifyIgnored feature from 1.51. Be careful, it doesn't work properly right after state load (it always assumes the input was read). Changes in 1.43+ v15.1: * Win32: Changed the behavior of Clear All to uncheck only certain player's macro. * Win32: Modified the behavior of load state around key macro. Changes in 1.43+ v15: * Fixed a problem that reset record worked differently between playing and recording. Apparently 1 frame delay had existed on movie play in older version. Thanks inichi. * Win32: Modified hotkey configuration, so that it can assign modifier itself (Shift, Alt, and Ctrl). Changes in 1.43+ v14: * Win32: Added ForceOutputSound option. The instant hack allows snes9x to output sound during avi recording, its sound quality is bad though. * Win32: Changed to keep fast-forward when the window is activated if toggled fast-forward mode is used. * Win32: Fixed position saving problem with multiple moniter. Changes in 1.43+ v13: * Win32: Added movie fast-forward function in the menu. * Win32: Removed bad fullscreen fix for the time being. As a result, the main screen will be lost when you change display settings via Display Properties. However, you can restore it by opening Display Configuration dialog. It's much better than crash. Changes in 1.43+ v12: * Fixed fatal bug of savestate which exists on v11 * Lua scripting (by DeHackEd). * Fixed bugs around input macro. * Improved joypad/background input around. * Win32: Sync Sound routine for AVI output (experimental). Changes in 1.43+ v11: Important Note: Do not use snes9x 1.43 v11beta17-v12beta7! There were some glitches in savestate! This terrible thing was fixed at improvement 12 beta 8! Most of the changes come from official Snes9x 1.51. Changes come from official 1.51 (emulation related): * Changed to use pseudo-hi-res if $2133&8 is simply set. It fixes water transparency issue of Kirby's Dream Land 3. Hope this change won't cause any movie desyncs. * Modified snapshot, but it's still compatible each other (removed GFX and added SHO). * Now uses NEW_COLOUR_BLENDING instead of OLD_COLOUR_BLENDING. * Other slight fixes. Changes come from official 1.51 (others): * Now uses .cfg file instead of Windows registry, and added some options that don't exist in older version. * Updated renderer and removed 8-bit rendering option. * Cheat search improvements. * Open ROM dialog bugfixes and speedup and facelift. * Better directory management, customizeable. * Changed default to truncate unnecessary input from movie. * Added sound channel mute (using the same function as used in 1.51. It's different from Upthorn's hack, actually). * Other various improvements. Other changes: * Added a simple macro feature. Though it's not very smart, it's somewhat useful. The macro feature's syntax is explained at lazymacro.txt. * Fixed hi-res and extended height avi output. It's somewhat different from 1.51. Even if you started avi recording with hi-res scene, video width won't be doubled. Or you can record avi with double scale for hi-res title, if you want (see config file). * Added "Skip To Frame" option for movie playback from nitsujrehtona's patch. * Changes for input ("Down Left" fix, "Turbo Down" fix, auto-fire for arrow keys). * "Snapshot inconsistent" detection. It's slightly changed from 1.51. * Changed for ROM name stored in movie to allow including katakana. * Fixed full-screen switching bug (hopefully). * Improved "Text in Image" option. Snes9x Watch (rev.13)
; removed snes9x-1.43+11.exe, it shouldn't be used!
I am usually available on Discord server or Twitter.
Post subject: Re: Useless bug
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
pirate_sephiroth wrote:
In 1.43 "Turbo Right mode" activates both down and right turbos.
			if(           ((GUI.TurboMask&TURBO_LEFT_MASK))&&(PadState[1]&2)                                    ) PadState[1]^=((joypads[J]&(2<<8>>8);
			if(           ((GUI.TurboMask&TURBO_UP_MASK))&&(PadState[1]&9)                                      ) PadState[1]^=((joypads[J]&(8<<8>>8);
			if(           ((GUI.TurboMask&TURBO_RIGHT_MASK))&&(PadState[1]&1)                                   ) PadState[1]^=((joypads[J]&(1<<8>>8);
			if(           ((GUI.TurboMask&TURBO_RIGHT_MASK))&&(PadState[1]&4)                                   ) PadState[1]^=((joypads[J]&(4<<8>>8);
pirate_sephiroth wrote:
In 1.51, it's just a dummy option.
		SendDlgItemMessage(hDlg,IDC_HOTKEY12,WM_USER+44,CustomKeys.TurboDown.key,CustomKeys.TurboDown.modifiers);
		SendDlgItemMessage(hDlg,IDC_HOTKEY12,WM_USER+44,0,0);
:o
I am usually available on Discord server or Twitter.
gocha
Any
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
MUGG wrote:
Round #3: 6.92
6.55 by SMNS (YouTube:AD5GEYEpaGY)
I am usually available on Discord server or Twitter.
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