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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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.

I wonder if this has anything to do with the libraries it's compiled against. GX is compiled against the latest devkitPPC/libogc whereas RX is using older versions.

I've been entertaining the idea of making a stripped down "lite" version of GX/RX that removes a bunch of extra features from the main emulation loop in the interest of performance - no idea if this would make a difference though. Removing things like the turbo mode check, checking the PS3 controller flag, scanning other controller ports besides port 1, etc. It wouldn't be for everyone obviously, but could be an interesting experiment. When I do make this I'll drop a link to it here.

Like niuus said, the best way to test input lag is a Timesleuth. Unfortunately they're never in stock, and I've been on the waiting list for one for over a year now.
 

niuus

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I wonder if this has anything to do with the libraries it's compiled against. GX is compiled against the latest devkitPPC/libogc whereas RX is using older versions.

I've been entertaining the idea of making a stripped down "lite" version of GX/RX that removes a bunch of extra features from the main emulation loop in the interest of performance - no idea if this would make a difference though. Removing things like the turbo mode check, checking the PS3 controller flag, scanning other controller ports besides port 1, etc. It wouldn't be for everyone obviously, but could be an interesting experiment. When I do make this I'll drop a link to it here.

Like niuus said, the best way to test input lag is a Timesleuth. Unfortunately they're never in stock, and I've been on the waiting list for one for over a year now.
That would be very cool, for research purposes and the knowledge.
 

InfiniteBlue

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I've been making some new updates to the GX branch if you're interested in pulling those into RX @niuus .

So far, I pushed a bugfix for the Hide SRAM feature and added a dedicated credits button on the main menu settings (now the credits can finally be accessible with controllers besides the wiimote pointer - woohoo)!

I'm also working on the remap ABXY -> Right Stick feature. I have a proof of concept that's working but I'm going to need to first add a feature to remap the menu toggle, so that you aren't always triggering the menu when you press C-Left on a GC controller.
 

niuus

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I've been making some new updates to the GX branch if you're interested in pulling those into RX @niuus .

So far, I pushed a bugfix for the Hide SRAM feature and added a dedicated credits button on the main menu settings (now the credits can finally be accessible with controllers besides the wiimote pointer - woohoo)!

I'm also working on the remap ABXY -> Right Stick feature. I have a proof of concept that's working but I'm going to need to first add a feature to remap the menu toggle, so that you aren't always triggering the menu when you press C-Left on a GC controller.

Yeah, man! Totally. In fact, I did some rearranging with some buttons and options, including the new credits section that you created, which was already implemented and I had been storing for a few days. We can coordinate if you'd like to, and we can include all your new changes over that base, before I push the new 5.4.0. I do have in fact your new controller navigation scheme pending, that hasn't been forgotten, it's one of the things I was reserving for the new version with the toggle for BS-X bios (Tanooki16). PM me when you can to talk about the new release.
 
Last edited by niuus,

godreborn

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Yeah, man! Totally. In fact, I did some rearranging with some buttons and options, including the new credits section that you created. We can coordinate if you'd like to, and we can include all your new changes over that base, before I push the new 5.4.0. I do have in fact your new controller navigation scheme pending, that hasn't been forgotten, it's one of the things I was reserving for the new version with the toggle for BS-X bios (Tanooki16). PM me when you can to talk about the new release.
do you have your pm's set to friends or not at all? we should become friends if it's the former. the only way we can talk in that one pm we've been using.
 

InfiniteBlue

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Yeah, man! Totally. In fact, I did some rearranging with some buttons and options, including the new credits section that you created, which was already implemented and I had been storing for a few days. We can coordinate if you'd like to, and we can include all your new changes over that base, before I push the new 5.4.0. I do have in fact your new controller navigation scheme pending, that hasn't been forgotten, it's one of the things I was reserving for the new version with the toggle for BS-X bios (Tanooki16). PM me when you can to talk about the new release.
Post automatically merged:


I'll check my images and confirm.
Oh cool, I actually abandoned the navigation PR in the RX repo since I was cherrypicking some of the other changes from there to make on GX. I'm hoping to introduce the navigation updates to GX (and FCEUGX) since they make such a huge difference. My messages are open if you want to discuss releases or test any builds! :yaywii:

Btw, the pull request for the ABXY remap is already merged into GX: https://github.com/dborth/snes9xgx/pull/1028
 

JuanMena

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Yeah, wondering the same as Sombrerosonic.

The latest GX update has couple features from RX/TX implemented, but I don't know why some won't work properly, for Instance, the TV Mode Filter...

They're just fake scanlines, but in certain games the scanlines disappears with dialog windows/boxes in Seiken Densetsu 3.

I'm wondering which version of SNES9X (either GX/RX/TX) is the one that's getting "definitive updates"... or is just a matter of choice?
 

InfiniteBlue

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I'm wondering which version of SNES9X (either GX/RX/TX) is the one that's getting "definitive updates"... or is just a matter of choice?
This is why I'm trying to make all my new code updates to GX. There's a lot of features floating between the various forks that either haven't been committed to the parent repo, or only existed on other forks or in unmerged pull requests. By committing to GX first it gives it a central place which can then be propagated to the forks as the owners see fit.

It also makes sense to do updates on GX since it's the one most gamers who aren't deep in the homebrew scene will be using anyways.
 

JuanMena

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This is why I'm trying to make all my new code updates to GX. There's a lot of features floating between the various forks that either haven't been committed to the parent repo, or only existed on other forks or in unmerged pull requests. By committing to GX first it gives it a central place which can then be propagated to the forks as the owners see fit.

It also makes sense to do updates on GX since it's the one most gamers who aren't deep in the homebrew scene will be using anyways.
you're in charge of GX!?! :O
 

InfiniteBlue

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you're in charge of GX!?! :O
No, I'm just a contributor.

To answer your question from earlier, here's how I see the differences of GX/RX/TX (anyone please correct me if I get something wrong):

GX - The parent repo which is based on the latest Snes9x core and is compiled with the latest devkitPPC and libraries. Is most accurate but has some sluggishness with SuperFX games.

RX - Fork of GX which is based on an older Snes9x core and is compiled with older devkitPPC and libraries. Less accurate emulation due to the older core but has much better speed, especially in SuperFX games.

TX - Fork of GX which also uses the latest core and devkitPPC as GX. Has a wider array of options and UI features, and brings in various features from RX (but not RX's speed improvements, as TX uses the newer core).
 

niuus

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New release is up! (5.4.0)

[5.4.0 - October 15, 2022]

* Map YXBA to Right Stick (thanks InfiniteBlueGX!)
Right stick can now be configured as YXBA, like what the Xbox 360 wired
controller is configured by default with this emulator, specially useful
for shooters like Smash TV and Total Carnage.

* Add option to choose the Emulator Menu toggle [InfiniteBlueGX]
Choose between "Default (All Enabled)", "Home / C-Stick Left", or
the universal button combo "Start+B+A / Start+1+2".

* UI navigation improvements. [InfiniteBlueGX]
Pressing B / 1 will now Go Back from all menus and some sub-menus.

* Satellaview BIOS ON-OFF (thanks Tanooki16!)
In RX, it was changed and adapted to be intuitive and easy to use.
Enable or disable BS-X Satellaview BIOS boot through:
"Settings -> Menu" or "Game Settings -> Emulator Hacks".

Notes:
  • Special Logitech F510 Controller for Xbox 360 (use XInput mode) separate build.
  • Special Mad Catz SE FightStick for Xbox 360 separate build.
 

cereal_killer

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New release is up! (5.4.0)

[5.4.0 - October 15, 2022]

* Map YXBA to Right Stick (thanks InfiniteBlueGX!)
Right stick can now be configured as YXBA, like what the Xbox 360 wired
controller is configured by default with this emulator, specially useful
for shooters like Smash TV and Total Carnage.

* Add option to choose the Emulator Menu toggle [InfiniteBlueGX]
Choose between "Default (All Enabled)", "Home / C-Stick Left", or
the universal button combo "Start+B+A / Start+1+2".

* UI navigation improvements. [InfiniteBlueGX]
Pressing B / 1 will now Go Back from all menus and some sub-menus.

* Satellaview BIOS ON-OFF (thanks Tanooki16!)
In RX, it was changed and adapted to be intuitive and easy to use.
Enable or disable BS-X Satellaview BIOS boot through:
"Settings -> Menu" or "Game Settings -> Emulator Hacks".

Notes:
  • Special Logitech F510 Controller for Xbox 360 (use XInput mode) separate build.
  • Special Mad Catz SE FightStick for Xbox 360 separate build.
"Logitech F510 Controller for Xbox 360 (use XInput mode)" how do you turn XInput mode on? Do you just connect the controller (plug it in the usb port) and it automatically works? Or do you need to configure it manually?
 

niuus

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"Logitech F510 Controller for Xbox 360 (use XInput mode)" how do you turn XInput mode on? Do you just connect the controller (plug it in the usb port) and it automatically works? Or do you need to configure it manually?
https://github.com/niuus/Snes9xRX/blob/master/README.md

Is possible to fix the game Robocop vs The Terminator for this emulator? I know it is a problem of the version of the emulator and it was fixed in later versions but seeing this version works great with the most part of games (even Top Gear 3000 works fine here) it would be great if this game could work here too.
Thanks.
Get 5.4.0. Boot the game (Robocop vs. The Terminator), set the SNES CPU overclock (inside Emulator Hacks) to Medium or Max, and reset the game. No more flicker.
 

cereal_killer

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https://github.com/niuus/Snes9xRX/blob/master/README.md


Get 5.4.0. Boot the game (Robocop vs. The Terminator), set the SNES CPU overclock (inside Emulator Hacks) to Medium or Max, and reset the game. No more flicker.
https://github.com/niuus/Snes9xRX/blob/master/README.md
I read that already, couldn't get it to work. Are you talking about this

USB CONTROLLERS​

To enable the Speedlink Hornet Gamepad or the Xbox 360 (wired) controller, there are two ways available:

Before loading Snes9x RX, connect your Xbox 360 wired controller. If the other USB port is populated (example: USB HDD, flash drive, DualShock 3) it should work the moment you start a game. For manual detection, when you're at the main screen (Choose Game), click on the emulator logo at the corner and check the status info at the bottom, to confirm detection. The same can be achieved by opening the Credits section inside "Settings".

Remember, the controller only works when in-game. You can swap your player/port number by simply pressing on the Xbox Guide button.

To enable the DualShock 3 (wired) controller, press and hold both minus (-) and plus (+) buttons in sequence, then release. You can do this in the Wiimote, or even the Wii U Pro Controller. The DS3 led #1 should light up once, and then the four leds. After that, press the PS button, it should be enabled for in-game use by now. You can do this before loading any game, for example.
 

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