Homebrew Snes9xGX Mod [Preview + WiiUPro + ScreenShot button]

painless

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I am not understanding the actual installation. I have the first file (BOOT) that I downloaded. Inside it the readme states "
To install Snes9x GX you will need to copy over the "apps" and "snes9xgx"
folders (directories) from this archive to your SD Card. It comes
pre-packaged in the Homebrew Channel format (which you will use to launch
the emulator). Once you've copied the directories to your SD Card you will
need to place your ROM image(s) into "\snes9xgx\roms" directory and place any
cheat code files and screenshots (both optional) in the "\snes9xgx\cheats"
and "snes9xgx\screenshots" directories, respectively. Once this is done,
you can proceed to run the emulator via The Homebrew Channel."
The part I am confused by is the BOOT file has only 1 directory labeled "hbc". The instructions say there are 2 directories (apps + snes9xgx). Hmmmm. By looking at the file structure of my SD/USB device there's an "apps" folder + an snes9xgx folder there off the root. The files in this first download appear to be connected to the apps/snes9xgx folder only. Am I missing something here? Thanks so much!
 

Edu64

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I'll look into it. One of the things i have always wanted is to replace the HQ2X with a simpler 2xSAI/Super Eagle. I don't even know why the former was chosen from the start, since it is pretty heavy on the CPU.

Hello, I have been comparing the code for "snes9x gx" and "vba

gx "and maybe in these lines of code is the key to have a clearer filter in 480p mode

Vbagx:
https://github.com/dborth/vbagx/blob/master/source/video.cpp

Line 573

snes9x:
https://github.com/dborth/snes9xgx/blob/master/source/video.cpp

Line 247

It can be observed that there is a similarity in the values

(8, 8, 10, 12, 10, 8, 8) corresponding to the "soft" filter, where

vbagx is the most blurry filter.

Maybe in that section of "Custom Video modes" of snes9x gx it is convenient to create a new video option, so that the filtered image in 480p has the values (0,0,21,22,21,0,0) and so be equivalent to the "sharp" option of vbagx.

I have no experience as a programmer, but maybe it would be a solution.

Thank you!
 

niuus

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Hello, I have been comparing the code for "snes9x gx" and "vba

gx "and maybe in these lines of code is the key to have a clearer filter in 480p mode

Vbagx:
https://github.com/dborth/vbagx/blob/master/source/video.cpp

Line 573

snes9x:
https://github.com/dborth/snes9xgx/blob/master/source/video.cpp

Line 247

It can be observed that there is a similarity in the values

(8, 8, 10, 12, 10, 8, 8) corresponding to the "soft" filter, where

vbagx is the most blurry filter.

Maybe in that section of "Custom Video modes" of snes9x gx it is convenient to create a new video option, so that the filtered image in 480p has the values (0,0,21,22,21,0,0) and so be equivalent to the "sharp" option of vbagx.

I have no experience as a programmer, but maybe it would be a solution.

Thank you!
I checked this. Sharp filter is already being used by Snes9x GX, but reserved only to 240p resolutions.
 

Edu64

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Thanks for sending the file, I've tried this version and I see no difference in the filter. (In vbagx the difference is very noticeable)
Is it possible to create the filtering option as in vbagx? (soft or sharp)
In "retroarch" and "genplusgx" is the option of "VI trap filter" where selecting "off" the filter is clearer, perhaps in the source code of snes9x in the "VI configure" section is the key to this.

In "chrono trigger" when entering the battle the emulator sends to the wii menu.
On the main page of this version of the emulator says this note:
"Compiled with devkitPPC r26, if source is compiled with devkitPPC r27 some games, like Final Fantasy III and Chrono Trigger would crash"
I noticed that it says version 4.3.0, why that decision? (the current version is 4.3.7)
 
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niuus

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Thanks for sending the file, I've tried this version and I see no difference in the filter. (In vbagx the difference is very noticeable)
Is it possible to create the filtering option as in vbagx? (soft or sharp)
In "retroarch" and "genplusgx" is the option of "VI trap filter" where selecting "off" the filter is clearer, perhaps in the source code of snes9x in the "VI configure" section is the key to this.
I just replaced all the values, so it won't make a difference if there's a new option called like that. Speculation, but maybe it doesn't affect this emulator the way you are expecting it, since resolution is different?

In "chrono trigger" when entering the battle the emulator sends to the wii menu.
On the main page of this version of the emulator says this note:
"Compiled with devkitPPC r26, if source is compiled with devkitPPC r27 some games, like Final Fantasy III and Chrono Trigger would crash"
I noticed that it says version 4.3.0, why that decision? (the current version is 4.3.7)
It's just the number, i changed it so it does not get passed in other places as the "latest" version, since it's just a meaningless mod. And yes, r27 was used since that's what my other apps are using. It was just a test and you weren't sure about getting new results, so it's not worth the trouble right now.
 

Edu64

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I just replaced all the values, so it won't make a difference if there's a new option called like that. Speculation, but maybe it doesn't affect this emulator the way you are expecting it, since resolution is different?


It's just the number, i changed it so it does not get passed in other places as the "latest" version, since it's just a meaningless mod. And yes, r27 was used since that's what my other apps are using. It was just a test and you weren't sure about getting new results, so it's not worth the trouble right now.

Well, maybe the result was not expected, my intention was to see a difference as in "vba gx" or as in this version of snes9x for "retroarch" modified by "superrsonic"

https://github.com/SuperrSonic/RA-SS

I do not occupy much that version because it does not have "frameskip" in the heaviest games and in some there are problems of emulation not present in snes9x gx.

But in that version the sharp filter is very noticeable.

Thank you very much for trying to make that modification friend niuus :D
 
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gopnikalik

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Hello everybody! Thanks to the developers for the great emulator. I do not know who can help with my request, developers or someone from the community. I want my son to have a genuine experience from playing old games. To do this, I want that in the emulator there was no possibility to be saved in any place, only honest in-game save. It is necessary that the child does not have the ability to do save state, if the feature exists, he will use it. In FCE Ultra GX i was able to disable the save state feature, spoiling the path to the save folder. But, for Snes9x GX this method is not suitable, as many games have in-game save. There may be a simple way to spoil save state feature that does not require code changes. Or someone can make a fork without a save state feature? Does anyone have any idea how this can be done?
 

niuus

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Well, maybe the result was not expected, my intention was to see a difference as in "vba gx" or as in this version of snes9x for "retroarch" modified by "superrsonic"

https://github.com/SuperrSonic/RA-SS

I do not occupy much that version because it does not have "frameskip" in the heaviest games and in some there are problems of emulation not present in snes9x gx.

But in that version the sharp filter is very noticeable.

Thank you very much for trying to make that modification friend niuus :D
Oh, it's cool, a shame that it didn't make a notable difference.

Hello everybody! Thanks to the developers for the great emulator. I do not know who can help with my request, developers or someone from the community. I want my son to have a genuine experience from playing old games. To do this, I want that in the emulator there was no possibility to be saved in any place, only honest in-game save. It is necessary that the child does not have the ability to do save state, if the feature exists, he will use it. In FCE Ultra GX i was able to disable the save state feature, spoiling the path to the save folder. But, for Snes9x GX this method is not suitable, as many games have in-game save. There may be a simple way to spoil save state feature that does not require code changes. Or someone can make a fork without a save state feature? Does anyone have any idea how this can be done?
Definitely needs a source change.
 

Maeson

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Hi, I wanted to inform that the translation for Tengai Makyou Zero has been released!
https://www.romhacking.net/translations/3243/

Though it seems unplayable in most emulators because what the translation does to the original ROM.
I already commented about this on this thread, but the translation wasn't finished still. it seems like it's needed to change how the emulators work with SPC7110. Also seems to need a XML or bml file and use a Real Time Clock mechanic.

There seems to be a modified version of SNES9x that seems to play this game:
http://www.mediafire.com/file/q8hqh0cdfwy48sd/snes9x_tmz.rar

Question is, could this work on SNES9x GX? I understand that for the most part emulators are not modified to support specific hacks, but this seems to be a pretty big thing, so I wanted to know.
 
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niuus

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Hi, I wanted to inform that the translation for Tengai Makyou Zero has been released!
https://www.romhacking.net/translations/3243/

Though it seems unplayable in most emulators because what the translation does to the original ROM.
I already commented about this on this thread, but the translation wasn't finished still. it seems like it's needed to change how the emulators work with SPC7110. Also seems to need a XML or bml file and use a Real Time Clock mechanic.

There seems to be a modified version of SNES9x that seems to play this game:
http://www.mediafire.com/file/q8hqh0cdfwy48sd/snes9x_tmz.rar

Question is, could this work on SNES9x GX? I understand that for the most part emulators are not modified to support specific hacks, but this seems to be a pretty big thing, so I wanted to know.
I was one of the beta testers for the translation, was waiting for the code changes to be released to do an updated build. If nobody releases it first, i'll be trying to compile the changes to Snes9x GX Wii to post it.

AFAIK this game translation is far from a "hack" per se, since you can use the original hardware and cartridge to run it without problems on the real SuperNES. Memory mappings are different from what was used before, or something like that, that's why it won't run on older emulators.
 
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Burnt Lasagna

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If nobody releases it first, i'll be trying to compile the changes to Snes9x GX Wii to post it.
Already did so. I posted it on romhacking.net's forums but here it is,
https://www.dropbox.com/s/7vtpxxlvm87vmqm/snes9xgx-4.3.7-spc7110.7z?dl=1
The changes likely break the original Japanese version though, so it's not something to be merged into the main repositories.

EDIT: Also, it's important to realize this patch isn't doing anything real hardware can't. The reason we need to modify the emulator is because 99% of all SNES emulators rely on a built-in database to assign a circuit board configuration for the game (something real hardware can read via the physical cart). The translation made changes to the memory mapping and thus broke this internal database check.
Higan/Bsnes is actually smarter about how it assigns this configuration and lets you read a custom cart-map in the form of a .bml/.xml file. This tricky situation illustrates the value of Higan's often criticized ROM format.
 
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niuus

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Already did so. I posted it on romhacking.net's forums but here it is,
https://www.dropbox.com/s/7vtpxxlvm87vmqm/snes9xgx-4.3.7-spc7110.7z?dl=1
The changes likely break the original Japanese version though, so it's not something to be merged into the main repositories.

EDIT: Also, it's important to realize this patch isn't doing anything real hardware can't. The reason we need to modify the emulator is because 99% of all SNES emulators rely on a built-in database to assign a circuit board configuration for the game (something real hardware can read via the physical cart). The translation made changes to the memory mapping and thus broke this internal database check.
Higan/Bsnes is actually smarter about how it assigns this configuration and lets you read a custom cart-map in the form of a .bml/.xml file. This tricky situation illustrates the value of Higan's often criticized ROM format.
Aha! There you go, pretty cool. I was trying, getting an error when compiling. Glad it was sorted out already.
 
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niuus

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