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Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Final ??? I don't have that Snes9x release.
ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
news on zophar.net today.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
ok Btw, I've got a pretty annoying bug when I am opening a game. Snes9x always told me that there's no CD in my cd-rom drives. Pretty, pretty annoying.
ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
I get the same thing, I had this thing popping up forever (since 1.42 i think), Im leaving a cd in the drive, and when I launch a rom, it scan CD for no reason =/.
Former player
Joined: 10/19/2004
Posts: 142
Snes9x 1.43 final (with the sound on and exact same settings as the old dev) desyncs a movie at the same spot as v1.43 dev with the sound turned off (in the dev)...so any new sound implements may be affecting it.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I forgot this was mentioned in this thread too... Snes9x 1.43 final expects 1 extra frame at the start of the movie compared to the WIP version, which can easily be hex-edited in to convert it. That's the only difference that's making things go out of sync between the 2 versions. (edit: no, actually I was wrong, there's more to it than just that.)
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
This is an instance when back compatibility whould have been soooooo easy to implement. There is a version number byte, use it.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Since, for some reason, that topic, http://tasvideos.org/forum/viewtopic.php?t=1816 , is locked, I am writing it here. Nitsuja, can you read that topic, http://snes9x.com/phpbb2/viewtopic.php?t=1392 , at Snes9x board and make Snes9x to use a .ini file instead of Windows registry like all good emulators?
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
This can be probably done like VBA does it without too much trouble. But the Snes9x developers seem unwilling to consider that change, and I'm not sure of all the reasons for that. I was going to try giving them some patches soon (it's long overdue that I do that), so I'll wait until that before making any more new changes.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
yes, somethig like that or like that Zsnes.cfg
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Phil wrote:
Since, for some reason, that topic, http://tasvideos.org/forum/viewtopic.php?t=1816 , is locked, I am writing it here. Nitsuja, can you read that topic, http://snes9x.com/phpbb2/viewtopic.php?t=1392 , at Snes9x board and make Snes9x to use a .ini file instead of Windows registry like all good emulators?
Snes9x in CVS has been using an INI file for awhile thanks to blip and anomie. Notice on the Snes9x forum, the question was asked why, not when or please in which case it was done already.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
Well, that's good news.
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I don't know what has happened with Snes9x but right now, with version 7, I can't record to AVI. When trying to record to AVI, Snes9x just crashes.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Phil wrote:
I don't know what has happened with Snes9x but right now, with version 7, I can't record to AVI. When trying to record to AVI, Snes9x just crashes.
Works for me. Does it only happen when you record bigger than a certain size or replace a large existing movie or use a certain codec or anything else like that?
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
It does that right after I choose the codec (Any codec failed). Actually, I have just resetted all Snes9x settings in Windows registry that I hate to do( I mean playing in that stupid WIn reg) and it seems to works well now. I don't know what setting cause this trouble but better find it.
Player (105)
Joined: 1/30/2005
Posts: 564
Location: Québec, Canada
I have this problem too. I can't record to AVI and the cause and effects are the same. As soon as it is supposed to record ONE FRAME of the movie, it crashes. When removing all settings, it works, though.
Player (206)
Joined: 2/18/2005
Posts: 1451
Phil wrote:
Since, for some reason, that topic, http://tasvideos.org/forum/viewtopic.php?t=1816 , is locked, I am writing it here.
I also wonder why. Nitsuja did a great job with this emulator and its so much better and easier for recording professional movies. Does anyone knows where (which topic) the next improved version of Snes9x will be posted?
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
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Saturn wrote:
I also wonder why.
It's locked because I don't want many threads about same thing. Less confusion = better. I have nothing against Nitsuja's version. The discussion may very well be continued in this thread!
Player (206)
Joined: 2/18/2005
Posts: 1451
Alright, understood.
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 (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I've got an error trying to compile Nitsuja's Snes9x version 6 source under MinGW. In file included from ../render.cpp:107: ../auxmath.h:185: error: member vect quat::<anonymous union>::<anonymous struct>::RotAx' with constructor not allowed in anonymous aggregate ../auxmath.h:185: error: member vect quat::<anonymous union>::<anonymous struct>::RotAx' with copy assignment operator not allowed in anonymous aggregate ../auxmath.h:185: error: member `vect quat::<anonymous union>::<anonymous struct>::RotAx' with constructor not allowed in union ../auxmath.h:185: error: member `vect quat::<anonymous union>::<anonymous struct>::RotAx' with copy assignment operator not allowed in union ../render.cpp:209:23: warning: extra tokens at end of #endif directive ../render.cpp: In function `bool MAME32_DetectMMX()': ../render.cpp:375: error: `__try' undeclared (first use this function) ../render.cpp:375: error: (Each undeclared identifier is reported only once for each function it appears in.) ../render.cpp:375: error: expected `;' before '{' token ../render.cpp:386: error: `__except' undeclared (first use this function) ../render.cpp:387: error: expected `;' before '{' token make: *** [../render.o] Error 1 Though, I know I am not missing any libraries and headers because I've managed to compile the MinGW Snes9x version, http://discidium.batcave.net/ , succesfully.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Hmm, I think that for some reason MinGW does not support anonymous unions... One workaround is to simply put all of the items in the struct so it takes up more memory but at least compiles (I thought I put this in from the other patch but maybe it got erased during one of the merges). The rest of the errors are probably caused the render code being confused after including auxmath.h.
Joined: 1/1/2022
Posts: 1716
This is most likely an easy problem, but how do I turn off where it shows the button input sequence at the bottom of the screen while I'm playing or a movie is playing. I'm an idiot and can't find it by myself.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
You can check which button it is in the Input -> customize hotkeys menu. You want to check the "show pressed buttons" key and press it once while playing.
Former player
Joined: 10/19/2004
Posts: 142
Would it be too much trouble to add turbo support for the directional pad buttons? If this feature has already been suggested/acknowledged please accept my apologies and ignore this post.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Giving separate buttons for their turbo would require GUI changes to the dialog, but letting you toggle their turbo on/off through the auto-fire modifier key wouldn't be too hard (it only wasn't done because the turbo information was previously stored in a format with not enough bits for the directional buttons).
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