Homebrew Snes9xGX Mod [Preview + WiiUPro + ScreenShot button]

  • Thread starter Thread starter Zopenko
  • Start date Start date
  • Views Views 220,357
  • Replies Replies 654
  • Likes Likes 44
I went ahead and tested both builds with the ZeldaIQ 8MB rom, renamed to .sfc. Just a black screen.

What you Said @sindrik is when you idd the zip renamed to .sfc you got indeed a blackscreen
the rom is special compared to 8mb Exlorom and only play in Fusoya Snes9x 1,53
this is realy strange because the orginal build of Tantric supports Zip,sfc.smc and some other extensions to play
 
@Zopenko sorry to bother you in latest build do you know if the awful slow down issue is fixed when using filters I noticed this issue on official release and really thinking of trying your modded build but I need to get a new SD card 1st as mine is faulty
Hi danny.
The version in the first post has the speed as seen in version 4.2.8
So the hq filters do run faster
Cheers
 
  • Like
Reactions: danny19901
There is absolutely nothing strange since the emulator won't load any invalid zip files, and as we know the patched rom is not an ordinary zip compressed file.
okay @sindrik thanks for you comment anyway and @Zopenko thanks for youre great bug free emulator
my little girl 4 years old is very happy with it :D
 
I think the .zip file naming was just a way to prevent the hacked ROM to be written on a real cartridge or flashcarts. The original readme did not mention it .

http://www.romhacking.net/forum/index.php?topic=20490.0



There is no way the hack itself can know its file extension or need a specific file extension by itself, this is only a loader thing, so if I were you, I would just use the original instructions and name the patched ROM file as a .sfc file, then load it with one of the build posted here http://gbatemp.net/threads/snes9xgx-mod-preview-wiiupro-screenshot-button.389448/page-8#post-6070100

If that does not work, it means Fusoya's fix to restore 8MB ExLoROM mapper support in snes9x 1.53 was not properly backported in GX.

Also see snes9x official repository for the fix:
https://github.com/snes9xgit/snes9x/issues/26

with the two relevant commits:
https://github.com/snes9xgit/snes9x/commit/d8e5d090aa804463a3b27d65aaa657769d8b976d

https://github.com/snes9xgit/snes9x/commit/58f28b2dde4cf8629852970535d358394ad18bfa

I know i said that i would not follow thru with the 8mb fix.
But I tried the new commit that jacobein posted.
Unfortunately the game did not load.
Oh well...

Do not dispair I'm still porting the coverflow code. :)
 
I just wanted to update one thing

Every time I load a SRAM save it resets the game, it can't load. Snapshots loads ok though.

But I lost all my Super Metroid. Why is this bug happening? I switched SD cards and same thing happens.

I find amazing that after years of emulation you guys add fancy and stupid stuff but you can't even work out the save system.
 
Gotta say that the speed boost is amazing.
I've been playing EarthBound and Link to the Past with hq2x enabled without any major hiccup.
:D
 
I just wanted to update one thing

Every time I load a SRAM save it resets the game, it can't load. Snapshots loads ok though.

But I lost all my Super Metroid. Why is this bug happening? I switched SD cards and same thing happens.

I find amazing that after years of emulation you guys add fancy and stupid stuff but you can't even work out the save system.
Are you whining? None of us have touched save functions, fix it yourself o use antoher version, stop whining and ask nicely.
If you're asking for help that's a VERY BAD WAY to do it, sram it's working for me since several versions ago and still works.
 
  • Like
Reactions: sindrik
Are you whining? None of us have touched save functions, fix it yourself o use antoher version, stop whining and ask nicely.
If you're asking for help that's a VERY BAD WAY to do it, sram it's working for me since several versions ago and still works.

I'm not whinning, however I find interesting that people haven't notice that for many years the sram doesn't save properly and people like me lose saves

Perhaps the people working before 4.3.2 and now are focusing on fancy stuff and are not worrying about making the games more accurate, like the time spent adding screenshot and 8mb+ support could have been used to improve SuperFX games
 
@sindrik, can you test this -experimental- version? I've added [SuperFX overclock] a la retroarch in [Video Options], with default, 40Mhz, 50 Mhz & 60 Mhz values, can you check especially on Yoshi's Island or any other SFX game? I've included GC version too.

Download

Report:
(Overclock 60mhz) Super Mario 2 Yoshi Island: 59-60fps (first level, water down) and 58 only when shooting the egg. Pretty impressive.
(default: off) very sloppy (same spot) 56-60 fps without throwing the egg.

(40mhz): same as default
(50mhz): 57-59 fps overall.
 
  • Like
Reactions: ShadowOne333
Yep I am. :P
Why so?

So the overclock fork that @Askot made does improve SuperFX games? :O
In my little understanding on Yoshi Island it makes run like it should run. It's not perfect. Overclocking the FX is no the most accurate thing to do, but it's better than not use it

However in games such as Star Fox it makes everything faster.
 
  • Like
Reactions: ShadowOne333
Tested Yoshi Island with 60mhz overclock and very fine in gameplay performance but in the ending credits, very frames drops.
 

Site & Scene News

Popular threads in this forum