Homebrew Snes9x GX 4.4.0 Beta - Feedback requested

Bladeoner

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Any chance for a fix for Dragon Ball Z: Hyper Dimension? It doesn't seem to work

Uploaded a new file, whith it I can start Dragon Ball Z: Hyper Dimension. It start but the title screen is black, I don't know why. When you press some buttons it will continue.

Which is the last version of the emulator it worked with?
 
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Bladeoner

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Is there any way that the cheat menu screen can have the cheat descriptions scroll or something? I can't see the whole name of some of the cheats with longer descriptions. I think a newer release of FCEUgx added this in. Thanks and great work Bladeoner!

Please open an issue on: https://github.com/dborth/snes9xgx/issues

--------------------- MERGED ---------------------------

Uploaded a new file, I don't have a solution for now for Dragon Ball Z Hyper Dimension.
 
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danny19901

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Loading snapshot causes crash on Wii U and that's from SD card but I believe snes9gx is on external HDD

Sent from my ONEPLUS A6013 using Tapatalk
 

Tanooki16

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@Bladeoner: Amazing all that work you did, emulation and perfect! Thank you.

Just that the image bg_preview to a problem on the top right, moreover the Snes is a bit too big

Do you want this fix :)
 

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Bladeoner

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@Bladeoner: Amazing all that work you did, emulation and perfect! Thank you.

Just that the image bg_preview to a problem on the top right, moreover the Snes is a bit too big

Do you want this fix :)

Just for my understanding the picture is okay but the Snes is too big and causing an issue right? How can I reproduce it?

Thanks in advance.

--------------------- MERGED ---------------------------

Loading snapshot causes crash on Wii U and that's from SD card but I believe snes9gx is on external HDD

Sent from my ONEPLUS A6013 using Tapatalk

Did you try using it from the SD card, my experience is that it's better to put homebrew on the SD card.

If so just open an issue:
https://github.com/dborth/snes9xgx/issues
 

Tanooki16

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@Bladeoner For the SNES, it's because it occupies too much space in the image and it is seen behind with a vertical cover Super Famicom

moreover, on the bg_preview there is a default, download the image and zoom in on the top right (yellow part):
5EQBV8A.png
 

Bladeoner

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@Bladeoner For the SNES, it's because it occupies too much space in the image and it is seen behind with a vertical cover Super Famicom

moreover, on the bg_preview there is a default, download the image and zoom in on the top right (yellow part):
5EQBV8A.png

The yellow line I saw it's more thick the vertical line in the top. The Snes yes is a little bit big but the vertical cover Super Famicom I know it was the old picture but I don't see. It anymore.

Question the first image you uploaded is that an image that could be used to fix it or does it still needs adjusments?
 

Bladeoner

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I just uploaded two new files one: Snes9x.GX.4.4.3.zip which fixes the background image, thanks @Tanooki16
And a second one Snes9x.GX.4.4.3_Test.zip which contains the background image change and a test where the Tile code drastically has change which benefit from faster compiling the emulator and reducing the footprint.

I would like to ask to download the Snes9x.GX.4.4.3_Test.zip file because it contains the same as the other one and more. Please test it by playing your favorite games and see if the experience is the same or worse.

One extra note it can be slightly slower in FPS, we recently gained like 3-4% not so long a go by a change in the Tile code so.

Please let me know how it goes.
 
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Flo_o

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I just uploaded two new files one: Snes9x.GX.4.4.3.zip which fixes the background image, thanks @Tanooki16
And a second one Snes9x.GX.4.4.3_Test.zip which contains the background image and a test where the Tile code drastically has change which benefit from faster compiling the emulator and reducing the footprint.

I would like to ask to download the Snes9x.GX.4.4.3_Test.zip file because it contains the same as the other one and more and please test it by playing your favorite games and see if the experience is the same or worse.

One extra note it can be slightly slower in FPS, we recently gained like 3-4% not so long a go by a change in the Tile code so.

Please let me know how it goes.

Thanks for the update Bladeoner! Awesome to see the constant improvement. The slower FPS, do you mean that games won't run at 60FPS anymore? Or will they run the same because of the extra added 3-4%?
 

Bladeoner

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Thanks for the update Bladeoner! Awesome to see the constant improvement. The slower FPS, do you mean that games won't run at 60FPS anymore? Or will they run the same because of the extra added 3-4%?
It can be that games run for example 1 fps less then the stable version, depending on the game, the chip it uses, etc. I tried both files with Yoshi's Island and Super Mario World with MSU1 and didn't see a big difference.
 

Flo_o

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It can be that games run for example 1 fps less then the stable version, depending on the game, the chip it uses, etc. I tried both files with Yoshi's Island and Super Mario World with MSU1 and didn't see a big difference.
Thank you for explaining, i will do some testing Bladeonder and let you know if i can spot any bugs.
 
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LumInvader

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A couple things:

  • The local time and FPS don't leave much room for overscan on CRT TVs. On the TV I use for the Wii, they're cut off slightly on both sides and on the bottom. I plan on re-calibrating the set when I get around to RGB modding it, but my current setup is probably similar to most standard TVs.
  • If you want to truly test speed in Snes9x GX, then we need the ability to disable v-sync. This would help a great deal as that would give a useful reading in games that run full speed @ 60 fps.
Edit: Come to think of it, my CRT is a stretched out a tad more than normal. I had to do that in order to get 480i mode to display centered. Are there any other CRT users having issues reading time\FPS?
 
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Bladeoner

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A couple things:

  • The local time and FPS don't leave much room for overscan on CRT TVs. On the TV I use for the Wii, they're cut off slightly on both sides and on the bottom. I plan on re-calibrating the set when I get around to RGB modding it, but my current setup is probably similar to most standard TVs.
  • If you want to truly test speed in Snes9x GX, then we need the ability to disable v-sync. This would help a great deal as that would give a useful reading in games that run full speed @ 60 fps.
Edit: Come to think of it, my CRT is a stretched out a tad more than normal. I had to do that in order to get 480i mode to display centered. Are there any other CRT users having issues reading time\FPS?

For now testing the change is just to see if it gives such problems that it won't be worth looking further into, just a comparison with the current emulator code.

I hope it's just running fine since it has some nice benefits to the emulator.
 
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Flo_o

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@Bladeoner did some testing yesterday, 10 in a row including Killer Instinct, Donkey Kong Country, Super Mario World 2 and Kirby's Dreamland 3. I saw a framedrop now and then (from 60 to 59, don't know if that is normal) but everything ran very smooth. Only had one minor thing with Kirby's Dreamland 3, when you enter a room with the two animals, fps drops to around 54 when selecting an animal and the wind stops blowing, but the wind thing is maybe the game itself, such a long time ago that i played that game. If you need more testing, let me know.
 
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LumInvader

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@Bladeoner did some testing yesterday, 10 in a row including Killer Instinct, Donkey Kong Country, Super Mario World 2 and Kirby's Dreamland 3. I saw a framedrop now and then (from 60 to 59, don't know if that is normal) but everything ran very smooth. Only had one minor thing with Kirby's Dreamland 3, when you enter a room with the two animals, fps drops to around 54 when selecting an animal and the wind stops blowing, but the wind thing is maybe the game itself, such a long time ago that i played that game. If you need more testing, let me know.
Which pretty much sums up why we need v-sync off as an option for testing purposes. We can make much quicker reads in terms of true FPS gains/losses that way. For example, load up Super Mario World and hop on a platform. It takes 5 seconds to copy down the avg fps and then move on to the next game. Using 60/60 as a measuring tool just doesn't work well -- especially for games that straddle the 60fps threshold. 59/60 could cause tearing in some cases, but in others it may not. Granted, v-sync on/off isn't important for less demanding emulators like NES, Master System, etc., but for one where speed improvements need periodical testing, it is.
 
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Bladeoner

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@Bladeoner did some testing yesterday, 10 in a row including Killer Instinct, Donkey Kong Country, Super Mario World 2 and Kirby's Dreamland 3. I saw a framedrop now and then (from 60 to 59, don't know if that is normal) but everything ran very smooth. Only had one minor thing with Kirby's Dreamland 3, when you enter a room with the two animals, fps drops to around 54 when selecting an animal and the wind stops blowing, but the wind thing is maybe the game itself, such a long time ago that i played that game. If you need more testing, let me know.

Thanks for testing it sounds like the results I was expecting.

--------------------- MERGED ---------------------------

Which pretty much sums up why we need v-sync off as an option for testing purposes. We can make much quicker reads in terms of true FPS gains/losses that way. For example, load up Super Mario World and hop on a platform. It takes 5 seconds to copy down the avg fps and then move on to the next game. Using 60/60 as a measuring tool just doesn't work well -- especially for games that straddle the 60fps threshold. 59/60 could cause tearing in some cases, but in others it may not. Granted, v-sync on/off isn't important for less demanding emulators like NES, Master System, etc., but for one where speed improvements need periodical testing, it is.

It is worth looking in to get V-sync in there as an option.
 
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The official english translated Seiken Densetsu 3 rom (aka Trials of Mana) from Collection of Mana has been released online.
It works like a charm with the latest Snes9x GX version for the Nintendo Wii!
Below are some gameplay screenshots.
 

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