Homebrew FCEUltra RX - A new fork.

TheManHimself

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Hey there. I've recently acquired an old sony PVM model that lacks component or s-video inputs; It's definitely a sub-optimal setup, so I know it might not be at the top of your priority list for features, but I was wondering if you have any plans to implement a VI Trap Filter into your RX emulators.
 

niuus

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Greatly appreciate your work niuus. The RX fork is improving the emulation on GameCube a lot.
Thanks! I do love the Gamecube, it was my very first console that i homebrew'ed! That's why i try as much as i can to keep both RX in top shape, testing a lot and excluding anything that could lower performance :toot:
 
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Tanooki16

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;)

Mint for FCE Ultra RX (and my PAL sound fix)
6QwKZuY.png

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Edit: A choice ^^
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  • fix-pal-sound_gcvideo.zip
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  • fix-pal-regions-detection_ines.zip
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  • PurpleRain-RX.zip
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kujakiller

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Hello, i have just a basic question i been meaning to ask years ago to the original fceu gx author, but i'll ask here to niuus.
Is it possible at all to load a custom NES palette of my own into the emulator, even this RX version ? Or is it only something that has to be added via the source code ?? I dont know a thing whatsoever about C++ and compiling and all that type of stuff.

I ask because, i have a megaman 3 romhack called "megaman odyssey" and i use my own seperate .pal file ive designed with this hack in mind. and i also use it for pretty much all my NES playing needs.

I realize there's no custom palette support in either GX and RX, but ..would it be considered possibly, before your next release ??
 

niuus

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Hello, i have just a basic question i been meaning to ask years ago to the original fceu gx author, but i'll ask here to niuus.
Is it possible at all to load a custom NES palette of my own into the emulator, even this RX version ? Or is it only something that has to be added via the source code ?? I dont know a thing whatsoever about C++ and compiling and all that type of stuff.

I ask because, i have a megaman 3 romhack called "megaman odyssey" and i use my own seperate .pal file ive designed with this hack in mind. and i also use it for pretty much all my NES playing needs.

I realize there's no custom palette support in either GX and RX, but ..would it be considered possibly, before your next release ??
You would need to add it to the source code. Definitely no plans to add new features, other than Wii U Gamepad and some other minor catching up with Snes9x RX. You should attach it anyway, who knows what might happen in some months. Just keep in mind: no promises whatsoever.
 
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kujakiller

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You would need to add it to the source code. Definitely no plans to add new features, other than Wii U Gamepad and some other minor catching up with Snes9x RX. You should attach it anyway, who knows what might happen in some months. Just keep in mind: no promises whatsoever.

darn was afraid of that. :( i just didnt want to go through the hassle of having to download some giant thing like Visual C++ studio or whatever it is you guys use to make these programs, just to get 1 little tiny palette option. I wouldnt have any use for it for any other reason. Cause as i said i know nothing whatsoever about what programs you use to compile, how to do such thing, where to add the palette file in the source code files. nothing at all.

I only just wanted to see how my palette would look on the TV, compared to computer, that was all :|
 
D

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That is some superb project we got right there. First impressions alone got me really impressed (no pun intended, lol) and it could potentially replace the GX version we currently have. I hope this project takes off, gets more updates in the future and I hope it gets more recognition.

On the other hand, though, I'd like to know: are there any reliable and usable forwarders for this one, like the one we have for Snes9x RX? It would be nice to have this emulator alongside the other one in the System Menu to be honest.
 
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