Snes9x version 1.54 was released!!!

hobbledehoy899

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Version 1.5.4.1 was updated with some fixes!!!
It was with this build I found the Linux builds!
Anyways, if somebody could add Snes9x to the Ubuntu/Linux Mint repositories that would be great, I'd hate for new/casual Linux users to think that ZSNES is their only choice for a SNES emulator on Linux.
 
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Touko White

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Agreed, I mean no disrespect to the authors of snes9x, or even znes for that matter.

ZSNES is from a different time when people were tyring to run SNES games on pentium ~100mhz systems. ASM and speedhacks were a necessity. It's hard to reccomend these days but deserves respect for its impact in being a speed-focused emu.
As you say SNES9x has adpotpted some of Byuu's super accurate code and is still a fantastic emu to use.
ZSNES 1.36 seems to still be the ultimate king of SNES netplay, though. Snes9x only allows TCP and is not intended for use on Internet connections.

@azoreseuropa as for Mac support, something went missing or something and they could not make a Mac port -.-
 

the_randomizer

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ZSNES 1.36 seems to still be the ultimate king of SNES netplay, though. Snes9x only allows TCP and is not intended for use on Internet connections.

@azoreseuropa as for Mac support, something went missing or something and they could not make a Mac port -.-

Too bad Zsnes has horrendously S-SMP emulation though :P
 

Sonic Angel Knight

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Too bad Zsnes has horrendously S-SMP emulation though :P
Which version are you using? If you us 1.42 all emulation of special chips are accurate enough to complete the game, any other version like 1.50 or higher has issues according to my observation. Problem is it has more features like movie recording tool assisting and button combos and such, wonder why you remove special chip compatibility in new version, it seem silly.

Also october 2016 from april 2011? Damn what time difference :wtf:
Someone said msu-1 support was added right? Now just wait for android port. :creep:
 

03bgood

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I remember when SNES emulators couldn't emulate sound perfectly (for example, opening a question block with a mushroom inside and growing in size in the Mario games sounded very low quality and lower pitched as usual) Then around 2010, an update was released that fixed this and now the sounds play correctly.
 
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Touko White

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I remember when SNES emulators couldn't emulate sound perfectly (for example, opening a question block with a mushroom inside and growing in size in the Mario games sounded very low quality and lower pitched as usual) Then around 2010, an update was released that fixed this and now the sounds play correctly.
That would have been Snes9x 1.52, that fixed up the sound core particularly although I don't think save states between 1.51 and 1.52 were compatible.
 

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That would have been Snes9x 1.52, that fixed up the sound core particularly although I don't think save states between 1.51 and 1.52 were compatible.
So how would you fix it then? Like, open the game on 1.51, get to a legit SRAM save point, save, then open that save on 1.52, and make a new save state? And you'd have to do that for each game... What a pain in the dick.
 

hobbledehoy899

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Sonic Angel Knight

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I'm just a bit curious, is there a difference between each of the output methods? They all seem to do the same thing, opengl, directdraw, direct 3d, i dunno which one to use. Also, what is the difference between the 16 bit sound option? All it seem to do is change what the video output for the audio is. There just some options i don't understand, how long has they been updating this while i stopped using it? Does netplay even work? O_O
 

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I'm just a bit curious, is there a difference between each of the output methods? They all seem to do the same thing, opengl, directdraw, direct 3d, i dunno which one to use. Also, what is the difference between the 16 bit sound option? All it seem to do is change what the video output for the audio is. There just some options i don't understand, how long has they been updating this while i stopped using it? Does netplay even work? O_O

OpenGL is fine, 16-bit audio is best, along with the 32 kHz sample rate, 128 or 160 ms, using the XAudio2 API if you're on Windows 7 or later. DirectSound is broken.
 

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