Is there any chance of this being ported (back) to the PC?
This looks and plays so much better than the original Snes9x!
This looks and plays so much better than the original Snes9x!
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.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)
Wow, cool! I compiled and tested, for the moment, like you said, it exits the emulator after loading any ROM.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.
. . .
/****************************************************************************
* 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;
}
Definitely the most exciting news for Snes9x GX in 2016 =DOk, 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.
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 =DIt'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.
You mean the Wii or Wii U port of RetroArch?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.
@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!@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
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).The github repo isn't updated, so the repo should be worse than the .dol I posted.
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Nope, the Github compiles run totally fine (tested with TMNT IV, your Chrono Trigger project, Super Road Blaster and Sonic CD)Hmm... yeah I think I ran into that as well. Does the github version do that?
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