do we know how much input lag this emu has compared to real hardware or to snes9x running on a powerful machine? I tested it out and it does feel like it has less than the regular SNES9xGX but I don't have real hardware to compare it to.
Hi, do you have the original theme for wii, not vwii. The snes mini eu/USA theme for Snes9x GXIf anyone would like to use it, I managed to make a Wii U forwarder to the Snes Mini EU version (although it should work for whatever version you have) using trudes method.
Overclock patch works when installed to NAND.
Many thanks to @niuus for this mod and themes and also @Trudes for his work on the vWii forwarders
Which theme? The actual emulator or a forwarder?Hi, do you have the original theme for wii, not vwii. The snes mini eu/USA theme for Snes9x GX
I've tried looking online but I've had no luck
Omg, thak you so muchWhich theme? The actual emulator or a forwarder?
If just the forwarder I only have the eu version as I'm in UK! The themed emu can be found on niuus github....
Check the first post to see the themed RX options.Omg, thak you so much
I was not sure if it was a snes mini theme or snes mini themed emulator, thank you tho
It says "1 frame less input lag" which I assume was supposed to mean 1 frame less than Snes9x GX Wii. Less input lag than actual hardware (2 frames) wouldn't be possible with emulation since emulation will always add some degree of input lag.In the OP it lists the input lag as being a frame or less
I've always been happy with the Wii emulators lag response, fighters and platformers alike.It says "1 frame less input lag" which I assume was supposed to mean 1 frame less than Snes9x GX Wii. Less input lag than actual hardware (2 frames) wouldn't be possible with emulation since emulation will always add some degree of input lag.
However I took the liberty of testing it myself using my CRT's scanlines as guidance with a super slow mo camera, wired gamecube controller, and actually found the opposite of the OP's claim to be true - with GX having less lag on average.
Testing Link to the Past, on GX link's sword animation starts 4-5 scanlines after I press the button, on RX it's 5-6.
Testing Super castlevania, on GX Simon's whip animation starts again 4-5 scanlines after I press the button, on RX it's around 5-6 scanlines.
My TV is 60HZ so 1 scanline = 1 frame (confirmed by measuring the scanlines it takes for Simon's whip hitbox to come out, 12 = 12 frames).
On an original SNES there are 2 frames of input lag, so this means GX is adding 2-3 frames of lag on average, whereas RX is adding 3-4.
I just was wanting to know how the input lag was tested for this to get the "1 less frame" number, or if maybe the information is potentially outdated with the current version of 9xGX.
EDIT: hoping this post doesn't come off as pedantic, I appreciate all of the work emulator devs do, and 1 frame of input lag is not a big deal. I just like tinkering with this kind of stuff so I'm input lag testing Wii emulators just for the sake of it.
Yep, you just replace the DOL and that's about it.Hi there!
I recently got into playing Kaizo Mario World hacks alot on my Wii using Snes9xgx, but since the gameplay is very precise, the idea of using an emulator that knocks off a frame of input lag is very appealing.
One question..for all my SNES games, I have created single rom loaders following SaulFabreg's SRL tutorials. They basically rely on a custom meta.xml file that will autoboot any rom you like. This way I can launch all my classic games from usbloadergx the same as all my wii games (complete with box art and everything, very time consuming process)
My question is, if I directly replace all my snes9xgx files with snes9xrx, will everything still work? If not, would it be relatively easy to find a fix, or is there alot going on behind the scenes?
Thanks for all your work! This is an awesome project
Cheers,
Binski
Awesome thanks! I'll be giving it a tryYep, you just replace the DOL and that's about it.
A newer version should be out soon-ish, I have some changes in the oven, tested for weeks and ready. Satellaview is getting an expanded mode, and some other stuff is there too.
As talked about before, this is finally ready for release in 5.3.0! Compiling and uploading is in process.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.
Placeholder fixed!The MD5 and SHA-1 values of the BIOS, whether patched (using BIOS of the correct value according to the project's instructions) or downloaded directly, are different from the ones your README is suggesting.
Video settings? Shouldn't that be Settings > Menu?The timing is perfect! If you want the BS-X BIOS disabled is now compatible.
To be tested as usual because I don't have the tools to compile RX, but everything should work fine.
PS: as there is no more room for a button in the menu, I put it in the video settings.