Homebrew Snes9xGX Mod [Preview + WiiUPro + ScreenShot button]

ned

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My Samsung TV seems to do better job upscaling/original unfiltered 480i than 480p, 480p has more pixelation "looks like a nearest neighbour upscale of 240" but 480p looks ever so slightly more vibrant colour wise, 480p unfiltered + hqx2 soft looks the best imo.
Filtered just makes everything look blurred to death and it also dullens the colour pallete making everthing look paler like a blinear filter, bicubic filtering doesn't do that though so maybe a bicubic filter could be included instead like ppsspp.
I wonder if someone could intergrate the hqx2 filters into FCEU GX Wii as well.
 
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danny19901

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Quick question I have latest Snea9xGX what's best settings ie filtered, unfiltered, original, H2QX, H2QX bold, smooth
As so far I have to say I like bold most but colours look great but Mario looks a little washed out colour wise
Super Mario all stars also I prefer EMU version over the official Wii version. As it lacks SMW and No Full Screen Support I always remember original nes and SNES version to fit my TV back in the day.

Quick question I'm thinking of getting a Wii U but is it possible to still play emu's but with HDMI as standard and is there any graphic differences if using the HDMI ?
Sent from my SM-G900F using Tapatalk
 
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danny19901

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A little idea if the source could be merged over instead of having screen shots how about an auto download of box art as can see from this emu I could try ask dev if he could share bits of his source from supergnes (It had a name change)
cbcdb222730c90137e24eb75752c7589.jpg


Sent from my SM-G900F using Tapatalk
 

Zopenko

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A little idea if the source could be merged over instead of having screen shots how about an auto download of box art as can see from this emu I could try ask dev if he could share bits of his source from supergnes (It had a name change)
cbcdb222730c90137e24eb75752c7589.jpg


Sent from my SM-G900F using Tapatalk

I dont think i would implement something like that

You could download the covers and show them instead of the screenshots

Like this video

If somebody would like to show one or the other, I could add an option to show screenshots or covers each pointing to a unique folder, so the covers are not overwritten when the new screenshot button is pressed
 
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niuus

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I dont think i would implement something like that

You could download the covers and show them instead of the screenshots

Like this video

If somebody would like to show one or the other, I could add an option to show screenshots or covers each pointing to a unique folder, so the covers are not overwritten when the new screenshot button is pressed
That actually sounds like a really nice idea. A "Covers" folder, an option to alternate between those or screenshots, and done!
 

DDinghoya

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Hi!

As I know Snes9xGX used same language format with FCEUGX.
If possible, Would you please apply ko.lang on Snes9xGX source? I attached ko.lang file.
 

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the_randomizer

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Maybe it's just a user end error, I don't know, but SRAM saving doesn't work properly, at all. Like, I can make in-game saves and save states fine, but when I come back to load the game later, the in-game SRAM save is "gone". Are there settings that I can set so that it actually saves and loads the SRAM for each game that uses it? I hope that made sense. To sum up:

I can make save states, and in-game saves, which are safer and more stable than states by nature, but for some reason, this emulator "forgets" that I made them when loading a game from the menu and going to the load game menu. But when I load a save state and then save in-game, the sram save is "there". How do I correct this?

@ShadowOne333 Any insight? @Askot ?
 
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ShadowOne333

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Maybe it's just a user end error, I don't know, but SRAM saving doesn't work properly, at all. Like, I can make in-game saves and save states fine, but when I come back to load the game later, the in-game SRAM save is "gone". Are there settings that I can set so that it actually saves and loads the SRAM for each game that uses it? I hope that made sense. To sum up:

I can make save states, and in-game saves, which are safer and more stable than states by nature, but for some reason, this emulator "forgets" that I made them when loading a game from the menu and going to the load game menu. But when I load a save state and then save in-game, the sram save is "there". How do I correct this?

@ShadowOne333 Any insight? @Askot ?
I think there are SRAM settings in the emulator.
Go to Options/Settings from the main menu, I think there's an option called Auto SRAM saving and you can toggle it On/Off.
I don't remember the exact sub-menu where it is located though, but you shouldn't struggle to find it at all.
 
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the_randomizer

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I think there are SRAM settings in the emulator.
Go to Options/Settings from the main menu, I think there's an option called Auto SRAM saving and you can toggle it On/Off.
I don't remember the exact sub-menu where it is located though, but you shouldn't struggle to find it at all.

But doesn't it save the SRAM more than once and overwrite it every time I load the game? Hmm, I thought I had issues with this, I'll look at it later and see if it actually saves and properly loads the SRAM. Do I need to enable load SRAM too, and have some kind of auto load save/load SRAM. Sorry for the weird questions, I'm so used to Snes9x Next on RA, I admittedly forgotten how to properly have this work, because frankly, this mod of Snes9x is the best the Wii has ever seen :P Will test it later and let you know. Was gonna play Seiken Densetsu 3, hopefully it doesn't have slowdown when text shows up.
 

ShadowOne333

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But doesn't it save the SRAM more than once and overwrite it every time I load the game? Hmm, I thought I had issues with this, I'll look at it later and see if it actually saves and properly loads the SRAM. Do I need to enable load SRAM too, and have some kind of auto load save/load SRAM. Sorry for the weird questions, I'm so used to Snes9x Next on RA, I admittedly forgotten how to properly have this work, because frankly, this mod of Snes9x is the best the Wii has ever seen :P Will test it later and let you know. Was gonna play Seiken Densetsu 3, hopefully it doesn't have slowdown when text shows up.
Well I don't really know how frequently it saves the SRAM.
Personally I never had issues with it, other than some screwing around with different save states at different portions of a game, then finding out I didn't save in one of them, but that's all.
I can't remember the exact options at the top of my head but there might be an option to auto-load sram too, might be worth checking.
 

the_randomizer

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Well I don't really know how frequently it saves the SRAM.
Personally I never had issues with it, other than some screwing around with different save states at different portions of a game, then finding out I didn't save in one of them, but that's all.
I can't remember the exact options at the top of my head but there might be an option to auto-load sram too, might be worth checking.

I know that save states and SRAM are interconnected, because if you use save states, you need to use SRAM after to make them, not before, otherwise it overwrites, as save states are just, well, states of RAM, so yeah, one needs to be careful :P I'll try both options out, get in-game and save, etc :D
 

Askot

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I know that save states and SRAM are interconnected, because if you use save states, you need to use SRAM after to make them, not before, otherwise it overwrites, as save states are just, well, states of RAM, so yeah, one needs to be careful :P I'll try both options out, get in-game and save, etc :D
There is an auto save sram option, and it saves when you go back from game to emulator menu and when snes9x gx is saving, shows a message.

And DDinghoya I'll try to add Korean language, I' ve not made this before, but I'll try.
 
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the_randomizer

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There is an auto save sram option, and it saves when you go back from game to emulator menu and when snes9x gx is saving, shows a message.

And DDinghoya I'll try to add Korean language, I' ve not made this before, but I'll try.

There's no way around it showing "now saving SRAM" message a second save pop up is there (when going to save a state)? Or is that normal too? Hopefully that isn't a detriment to the SRAM itself, as some games don't use it. Also, yeah, Seiken Densetsu has uses that weird pseudo hi-res mode 7 that sometimes makes the audio pop when it shows text, no avoiding that methinks (as the game uses it a lot for VWF). Thanks for the heads up.
 

Sonic Angel Knight

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Hello
Here's my compilation mod for the Snes9xGx emu, credit goes for the original creators of these mods, the only thing that I did was combine them, an add a few extras, enjoy.

Snes9xGx Emu Updates:

Version 4.3.4 - Feb 2016
- Fixed screenshot image dimensions, now it can display screenshot and game cover within the background border.
- Fixed screenshot function, it no longer creates a "dummy" file on folder.
- Fixed performance issues, reverted to previous vsync method, thank to Burnt Lasagna for finding this error.
- Removed automatic download of newer versions by Burnt Lasagna.
- Compiled with devkitPPC r26, if source is compiled with devkitPPC r27 some games, like Final Fantasy III and Chrono Trigger would crash, thanks to Sindrik for finding this information.
- Updated version within emu to 4.3.4

Snes9xGX Boot File

Snes9xGX Source File


Version 4.3.3 - Sep 2015
- Added Cebolleto's preview image support.
- Added WiiUPro controller support.
- Added a Scanline filter option (under the video options, video mode must be set to progressive, filter is kinda buggy)
- Increase preview image size and reduce game list width.
- Added a background to the preview image.
- Added a Screenshot button (under the game settings options, the video scaling option must be set to default otherwise screenshot looks smaller and with black borders around it, also screenshot folder must already exist otherwise a folder error will popup).
- Added a "WiiuPro" button on the button mapping menu, the options is just for completeness, since the controller mappings are shared between the wiiupro and the classic controller.
- Fixed the inverted color button selection that was in some option windows in version 4.3.2.


hnnhny8ymkd0pti4g.jpg


view
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ilyqoa7ebscq2x54g.jpg

Umm I am curious about the hq2x filter option, will it never work at 60 fps?
 

Sonic Angel Knight

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Okay, i was curious about that, cause i noticed of the three nintendo gx emulators only the snes had that option. I dunno much about the pixel filters used in emulators, but HQx is one of my favorites as i use it in any emulator that suports it like kega fusion, and Zsnes
 

the_randomizer

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Okay, i was curious about that, cause i noticed of the three nintendo gx emulators only the snes had that option. I dunno much about the pixel filters used in emulators, but HQx is one of my favorites as i use it in any emulator that suports it like kega fusion, and Zsnes

Snes9x supports the filter as well, at least on PC.
 

Zopenko

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Hi!

As I know Snes9xGX used same language format with FCEUGX.
If possible, Would you please apply ko.lang on Snes9xGX source? I attached ko.lang file.

Hi ddinghoya

I saw your korean translation push on the fceugx github.

You are correct the snes and nes use the same translation file type, However they are not the same (for example the nes has palette color options that the snes does not have)

Can you please update both translation files, for example the palettes have changed their names, it does not have the new screenshot options menu / messages nor the new wiiupro messages.

If you want i could build a test version so you can check what other messages need translating.

Thank you for your help in updating these translation files.

--------------------- MERGED ---------------------------

There's no way around it showing "now saving SRAM" message a second save pop up is there (when going to save a state)? Or is that normal too?

Hi randomizer
You are correct that SRAM message is normal
 
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niuus

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Umm I am curious about the hq2x filter option, will it never work at 60 fps?
The emulator would have to be much more optimized. Given the amount of work that implies, and the current "perfect" state of the emulator as it is, no one but an adventurer that loves both emulation on Wii and optimizing code will ever do it.
 
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