Homebrew Snes9x RX - A new fork.

Which one is the typography you think should be the main one from now on? (Images on page 22)

  • Earthworm Jim 2

    Votes: 3 15.0%
  • Kirby Super Star

    Votes: 7 35.0%
  • Super Bomberman 2

    Votes: 8 40.0%
  • Earthworm Jim

    Votes: 2 10.0%

  • Total voters
    20
  • Poll closed .

InfiniteBlue

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I've got a new pull request up on Snes9xGX for implementing the long-awaited turbo mode button remap! Once it's merged it should be able to pull into RX as well without much trouble.

Anyone else have similar random usability nitpicks they would like to see addressed in Snes9xGX/RX (or the GX emulators in general)? I'm willing to take a look into solutions for that kind of stuff as long as it's not on the emulation core side of things. I've got a few more things of my own in the pipeline to tackle but am curious if anyone else had ideas.
 

niuus

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I've got a new pull request up on Snes9xGX for implementing the long-awaited turbo mode button remap! Once it's merged it should be able to pull into RX as well without much trouble.

Anyone else have similar random usability nitpicks they would like to see addressed in Snes9xGX/RX (or the GX emulators in general)? I'm willing to take a look into solutions for that kind of stuff as long as it's not on the emulation core side of things. I've got a few more things of my own in the pipeline to tackle but am curious if anyone else had ideas.

RX/GX: Saving "Show Framerate" and "Show Local Time" options for next boot.

RX/GX: Saving "Super FX Overclock" option. Right now, even though the value is maintained in the config file, it is not applied in-game at next boot, you need to manually select your OC number again for it to work.

RX/GX: Pressing B in the Main Menu should be able to allow you to cycle between Game List, Settings-Exit button, and the Credits button in the upper corner.

RX: "Display Virtual Memory" not hiding the value.

I think those are the ones that I can remember right now. I'll test your changes!
 

Muliro

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I've got a new pull request up on Snes9xGX for implementing the long-awaited turbo mode button remap! Once it's merged it should be able to pull into RX as well without much trouble.

Anyone else have similar random usability nitpicks they would like to see addressed in Snes9xGX/RX (or the GX emulators in general)? I'm willing to take a look into solutions for that kind of stuff as long as it's not on the emulation core side of things. I've got a few more things of my own in the pipeline to tackle but am curious if anyone else had ideas.
A few functions present on retroarch cores are really cool, not sure if they can be implemented on the standalone emulators.
Being able do adjust the screen width (not stretching with zoom)
Brightness
Gamma
Sound Volume level
 

InfiniteBlue

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RX/GX: Saving "Show Framerate" and "Show Local Time" options for next boot.

RX/GX: Saving "Super FX Overclock" option. Right now, even though the value is maintained in the config file, it is not applied in-game at next boot, you need to manually select your OC number again for it to work.

RX/GX: Pressing B in the Main Menu should be able to allow you to cycle between Game List, Settings-Exit button, and the Credits button in the upper corner.

RX: "Display Virtual Memory" not hiding the value.

I think those are the ones that I can remember right now. I'll test your changes!

Awesome, these are totally doable too I would think. The B button thing being inconsistent on the menus trips me up pretty often.

Thanks a ton for testing! If you get a chance to test the turbo remap with a Wii U Gamepad or Pro controller, that would be very helpful. I'm pretty confident they should work, I just don't have the hardware to confirm.
 

Maeson

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I had no idea the FX Overclock didn't save, I thought it was an issue on my end. Not too important mind you, but that explains all.

About features from other emulators... I don't know, the only that I feel necesary enough is if a 8:7 aspect ratio could be implemented.

Doing it like RA-SS would be the best approach as mentioned above, like a slider that goes from 640 to 512 (if you use the correct aspect ratio).
 

niuus

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Awesome, these are totally doable too I would think.
Great!! BTW, I forgot to add to the previous list a cool feature for Super Smash T.V. / Total Carnage players: Y-X-B-A mapped to the Right Analog Stick, like when you use the Xbox 360 Controller. Now that Fast-Forward can be turned off/remapped thanks to your code, it's perfect. You could store this feature inside the current "Turbo Mode" sub-menu, maybe rename it to "Misc." or "Special buttons" in case any new feature is born that relates to the controllers, like Repeaters i.e: real Turbo buttons like on the Super Advantage Controller, controlling Player 1 and Player 2 with the same controller, etc. Just quick on-the-fly thoughts while I wrote this comment.

Awesome, these are totally doable too I would think. The B button thing being inconsistent on the menus trips me up pretty often.
Yeah, I definitely get tripped by this too, lol. Kinda annoying sometimes while navigating through the menus.

Thanks a ton for testing! If you get a chance to test the turbo remap with a Wii U Gamepad or Pro controller, that would be very helpful. I'm pretty confident they should work, I just don't have the hardware to confirm.
Okey, so I implemented your changes along with the 5.1.0 pending updates (will be released this week), and carefully tested and remapped the Fast-Forward feature to each button, everything went perfect with the Wii U Pro Controller on my Wii console. The only funny ones are the C button (it also activates Fast-Forward on D-Pad Left on the Wii U Pro Controller and Wii Classic Controller) and the Z button (it also activates Fast-Forward on D-Pad Up on the Wii U Pro Controller and Wii Classic Controller). Other than that minor behavior, it's a really nice and handy contribution to the emulators.

I had no idea the FX Overclock didn't save, I thought it was an issue on my end. Not too important mind you, but that explains all.
Yeah. It kinda went under the radar and I didn't give it much thought since I mostly use OC to benchmark some of the FX related changes that helped performance back then, so I had to enter and change it manually again and again, anyway.
 
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InfiniteBlue

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RX: "Display Virtual Memory" not hiding the value.
Just put up a pull request into RX that fixes this :)

You could store this feature inside the current "Turbo Mode" sub-menu, maybe rename it to "Misc." or "Special buttons" in case any new feature is born that relates to the controllers, like Repeaters i.e: real Turbo buttons like on the Super Advantage Controller, controlling Player 1 and Player 2 with the same controller, etc. Just quick on-the-fly thoughts while I wrote this comment.
That's a good idea, I renamed it "Other Mappings" to keep it flexible to future extensions.

Okey, so I implemented your changes along with the 5.1.0 pending updates (will be released this week), and carefully tested and remapped the Fast-Forward feature to each button, everything went perfect with the Wii U Pro Controller on my Wii console. The only funny ones are the C button (it also activates Fast-Forward on D-Pad Left on the Wii U Pro Controller and Wii Classic Controller) and the Z button (it also activates Fast-Forward on D-Pad Up on the Wii U Pro Controller and Wii Classic Controller). Other than that minor behavior, it's a really nice and handy contribution to the emulators.
That's really odd, I was definitely using the nunchuck enumerations in the logic for the Z/C buttons. There must be overlap with the classic/pro dpad mappings with the nunchuck Z/C. Regardless, I pushed a commit that should fix the issue - let me know if you notice anything else like that during testing. Thanks again!
 

SaulFabre

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Just put up a pull request into RX that fixes this :)


That's a good idea, I renamed it "Other Mappings" to keep it flexible to future extensions.


That's really odd, I was definitely using the nunchuck enumerations in the logic for the Z/C buttons. There must be overlap with the classic/pro dpad mappings with the nunchuck Z/C. Regardless, I pushed a commit that should fix the issue - let me know if you notice anything else like that during testing. Thanks again!
@InfiniteBlue

Please don't also forget of the saving the setting of Super FX overclock and reload it in next boot of those games. :)
This setting of FX overclock is so utile for those "heavy" games, specially when these are loaded via arguments (commonly on my custom Single ROM Loaders :) )
 

niuus

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Just put up a pull request into RX that fixes this :)
Awesome. Checking right now!

That's a good idea, I renamed it "Other Mappings" to keep it flexible to future extensions.


That's really odd, I was definitely using the nunchuck enumerations in the logic for the Z/C buttons. There must be overlap with the classic/pro dpad mappings with the nunchuck Z/C. Regardless, I pushed a commit that should fix the issue - let me know if you notice anything else like that during testing. Thanks again!
I'll repeat the thorough tests with this new change, no problem.

Oh! BTW, I also tested it yesterday on the Gamecube, everything working as expected.

@niuus

In the gamecube how do I make the covers appear in the games?
On the wii the covers appear normally.
There seems to be a memory leak issue on the Cube, I think. The covers work up until you load 3 or 4 different games on one boot. Though GX, on the other hand, will start missing graphics on the GUI until it stops working and hangs/reboot the console. RX will, at least in my tests, only miss the covers.

Will there be some MidnightPurple.zip version?
Sure thing.

@InfiniteBlue

Please don't also forget of the saving the setting of Super FX overclock and reload it in next boot of those games. :)
This setting of FX overclock is so utile for those "heavy" games, specially when these are loaded via arguments (commonly on my custom Single ROM Loaders :) )
It's been less than 24 hours. Give the man some time to breathe. No need for constant reminders.
 

InfiniteBlue

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@niuus: I fixed the saving of the Super FX overclock option in the settings, i attach the fixed RX snes9xgx file (and thank you for the 20 Mhz option it's great)
As others pointed out in the Snes9xTX thread, this fix has a big regression where anytime you close the menu while Overclock is left at default, it will reset the game.

Attached is my hack to get around it - probably not ideal but it seems to work. I'm not sure why the sound interpolation settings were moved too as part of Tanooki's fix, so that might be in need of reverting if it's not necessary.
 

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niuus

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As others pointed out in the Snes9xTX thread, this fix has a big regression where anytime you close the menu while Overclock is left at default, it will reset the game.

Attached is my hack to get around it - probably not ideal but it seems to work. I'm not sure why the sound interpolation settings were moved too as part of Tanooki's fix, so that might be in need of reverting if it's not necessary.
I was powering on my notebook to check this and compile.

EDIT: Testing.

@niuus You can credit InfiniteBlue, it did most of the work ^^
Yeah, he's been super cool with the new code!
 
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niuus

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Was playing on my PC the other day, before I forget about these, leaving some options from Snes9x that would be nice to expose on the Wii ports through the GUI:
- Use Mouse in alternate port.
- Use Multitaps (8-player).
- Reverse Stereo.

Feature for the Settings menu (GX):
- Use Satellaview BIOS if present ON/OFF. (you wouldn't have to rename or delete the file manually)

Another old bug:
GX/RX: if you press Start/Plus to flip through Cover / Artwork / Screenshot, it will end up opening the game. Press it rapidly/continuously to reproduce the bug. Also triggers with Select/Minus, never found out why. Happens on the Wii U Pro Controller, I think it also triggers on the Wii U Gamepad, haven't played there for a long while.
 
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niuus

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@niuus I have already made the settings for Show Framerate/Reverse Stereo. I'll prepare the files for you as soon as possible (I'll also do it for Show Local Time).
That's super cool! QoL features FTW.

Feature for the Settings menu (GX):
- Use Satellaview BIOS if present ON/OFF. (you wouldn't have to rename or delete the file manually)
BTW, for those interested, I backported BS-X/Satellaview BIOS functionality to RX, so you can choose to use the BIOS or not (which was default RX behavior up until now), since that changes compatibility between a good deal of games, some need it, and some games can't use the BIOS file to work. Will be available on next release!
 

SaulFabre

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BTW, for those interested, I backported BS-X/Satellaview BIOS functionality to RX, so you can choose to use the BIOS or not (which was default RX behavior up until now), since that changes compatibility between a good deal of games, some need it, and some games can't use the BIOS file to work. Will be available on next release!
Hey there @niuus, thanks for the advice! :)

Will be also be saved for the next boot like the recent change for fix the Super FX overclock setting saving?
This will be utile for not just RX but also GX (and even maybe TX), since some Satellaview games (BS Fire Emblem and Konae-chan no Dokidoki Penguin Kazoku are the most common examples) won't run directly on Snes9x unless the BS-X BIOS is used for boot them.

I don't want to make any spoiler, not even hurry you for the release, but could you share in a PM the modified piece of code you used for get this or even publish the modified code on GitHub? This looks very interesting! :)
 
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niuus

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since some Satellaview games (BS Fire Emblem and Konae-chan no Dokidoki Penguin Kazoku are the most common examples) won't run directly on Snes9x unless the BS-X BIOS is used for boot them.
I don't get it :unsure:. You are almost copying and pasting the same message from another user at GitHub, in which you already commented right after me. Those aren't common examples, you just read about them there, lol.

I have a full compatibility list already made which I will release when the build is done and 100% re-tested (probably not for 5.1.0 as I commented before, as I just finished those changes this morning, and I need to have another full round of tests for the whole list), it is not the case that I am just finding out which games work with the BIOS and which don't, this has been in the making for weeks. My mission with this is to provide alternatives, tips, and even links to translation patches to some of them, if they exist. Given that you like doing shortcut channels and stuff, it will even give you the opportunity to create tried and true VC-like channels to the relevant titles, which not all of Satellaview games are worthy of playing like standalone games. You'll see.

@niuus I have already made the settings for Show Framerate/Reverse Stereo. I'll prepare the files for you as soon as possible (I'll also do it for Show Local Time).
Excited for this, bit by bit the SNES emulators are becoming super feature rich and complete!
 
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