Homebrew Snes9xGX Mod [Preview + WiiUPro + ScreenShot button]

iamatmylimit

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zopenko has been doing most of the snes9xgx wii emulation stuff lately so maybe he knows whats going with the compile?where the errors are coming from I mean.
 

niuus

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Zopenko it works realy great man thx alot but one suggest
is it not possible to compile an other one that use zip files to and over the 8mb
it's for Zelda3 hacks like IQ Test from Puzzledude Great in advance my man (Y)
Hey bitburger, i don't know if you are aware, but a new version of the Zelda IQ Test patch was released that won't convert the ROM file into a ZIP mess, allowing you to play it in any emulator.

Ok, so it was a libogc issue, but now it's just crashing when I load a ROM, regardless of whether or not the game is MSU-1 enabled. So, obviously there's an issue somewhere, but I'm not sure where. I don't have much in the way of debugging capabilities at the moment. If anybody else wants to take a look and figure out where I screwed up, go right ahead.
Wow, cool! I compiled and tested, for the moment, like you said, it exits the emulator after loading any ROM.
 

qwertymodo

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Well... that would explain it...

snes9xsupport.cpp
Code:
. . .

/****************************************************************************
* Note that these are DUMMY functions, and only allow Snes9x to
* compile. Where possible, they will return an error signal.
***************************************************************************/

const char *S9xChooseFilename(bool8 read_only)
{
    ExitApp();
    return NULL;
}

const char * S9xChooseMovieFilename(bool8 read_only)
{
    ExitApp();
    return NULL;
}

const char * S9xGetDirectory(enum s9x_getdirtype dirtype)
{
    ExitApp();
    return NULL;
}

const char * S9xGetFilename(const char *ex, enum s9x_getdirtype dirtype)
{
    ExitApp();
    return NULL;
}

const char * S9xGetFilenameInc(const char *e, enum s9x_getdirtype dirtype)
{
    ExitApp();
    return NULL;
}

const char * S9xBasename(const char *name)
{
    ExitApp();
    return name;
}

const char * S9xStringInput (const char * s)
{
    ExitApp();
    return s;
}

void _splitpath(char const *buf, char *drive, char *dir, char *fname, char *ext)
{
    ExitApp();
}

void _makepath(char *filename, const char *drive, const char *dir,
        const char *fname, const char *ext)
{
    ExitApp();
}

int dup(int fildes)
{
    ExitApp();
    return 1;
}

int access(const char *pathname, int mode)
{
    ExitApp();
    return 1;
}
 
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qwertymodo

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Ok, progress. Everything is working except audio output. It's no longer exiting prematurely, it is detecting and communicating with the MSU-1 properly, video output is working, and the SPC is muting, which means that the audio code is behaving properly, it just isn't actually mixing the samples into the final output. So, we're close.
 

niuus

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Ok, progress. Everything is working except audio output. It's no longer exiting prematurely, it is detecting and communicating with the MSU-1 properly, video output is working, and the SPC is muting, which means that the audio code is behaving properly, it just isn't actually mixing the samples into the final output. So, we're close.
Definitely the most exciting news for Snes9x GX in 2016 =D
 

niuus

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It's working now, but it's crackling really badly. Probably the same issue the retroarch port ran into. I'll see if they ever figured it out.
I went ahead and tested your last changes: woo hoo! it's getting there! I even tested the Sonic-CD demo, besides a bit of audio crackling, it is working nicely =D

Next on the playing list: Super Road Blaster.
 

qwertymodo

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To be clear, I know next to nothing about the APU, so I'm not going to be the one to fix the crackling. If somebody on the RA team figures it out, I'll port their fix, or if somebody else figures it out, great. I've already done most of the legwork, somebody else will have to take it from here.
 
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ShadowOne333

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To be clear, I know next to nothing about the APU, so I'm not going to be the one to fix the crackling. If somebody on the RA team figures it out, I'll port their fix, or if somebody else figures it out, great. I've already done most of the legwork, somebody else will have to take it from here.
You mean the Wii or Wii U port of RetroArch?
Maybe @FIX94 could be of great help since he has the coding experience from both sides, and he has been working on sound fixes for the Wii U port.
 

qwertymodo

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I mean Snes9xGX. The issue is likely related to the similar symptoms currently experienced in the WiiU port of RetroArch, which is the reason I brought it up. If they fix it over there, the fix will likely be similar here.
 
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magnitudeten

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Thanks qwertymodo you're amazing!

I downloaded the gx msu1 build and tried compiling it but it keeps giving me an error. I have no idea what I'm doing in this regard... It just says something along the line of "make is not a recognized as an internal or external command" and won't compile.

If somebody could upload the compiled wii dol for me or let me know what I'm doing wrong that would be very helpful. Thanks in advance, I just wanted to try this out.

Edit: Using Windows 7 btw
 

qwertymodo

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@magnitudeten you need to add (your_devkitpro_install_dir)\msys\bin to your PATH variable, or else specify the full path in the command line invocation.

Also, I may have made *some* headway on the audio crackling. It's still there, but a lot better. Can somebody give this a try and let me know how it compares to the current git version? http://dl.qwertymodo.com/snes9xgx-wii_msu1.dol
 
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magnitudeten

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@magnitudeten you need to add (your_devkitpro_install_dir)\msys\bin to your PATH variable, or else specify the full path in the command line invocation.

Also, I may have made *some* headway on the audio crackling. It's still there, but a lot better. Can somebody give this a try and let me know how it compares to the current git version? http://dl.qwertymodo.com/snes9xgx-wii_msu1.dol

I know you're trying to help me but I have no idea what you're saying lol. I'm clueless when it comes to programming.

I'll try out the new version in a heartbeat, but I didn't hear the old version's audio crackling for reference to be able to say if its improved or not.
 

niuus

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@magnitudeten you need to add (your_devkitpro_install_dir)\msys\bin to your PATH variable, or else specify the full path in the command line invocation.

Also, I may have made *some* headway on the audio crackling. It's still there, but a lot better. Can somebody give this a try and let me know how it compares to the current git version? http://dl.qwertymodo.com/snes9xgx-wii_msu1.dol
I'll recompile and report. Thanks!

EDIT: or should i only test the dol you provided? I'll compare between my last compile from your source and this binary you posted, then.
 
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niuus

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The github repo isn't updated, so the repo should be worse than the .dol I posted.

Sent from my m8wl using Tapatalk
Cool, i tested the dol with the TMNT IV MSU-1. It hard crashes the console the second the music will play when entering the 1st level (it also crashed at the start of the Konami screen).
 

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