1.54 or 1.55, one of those two, but that shouldn't matter, should it?
Actually, the latest git. So a little newer than 1.56.2. It's right in the first post.
1.54 or 1.55, one of those two, but that shouldn't matter, should it?

Actually, the latest git. So a little newer than 1.56.2. It's right in the first post.
Uh oh. So do I. Maybe just a bad build. I'll try to put together a new one.
Well, I did a test with some key games (zelda alttp, super mario rpg, chrono trigger and yoshi island), the results are as follows:
- Beta 4 has better sound in general than beta 2 (quality and pauses), less pauses and smaller but still has them, in general lines that section is better than in version 4.3.7.
- Pauses of sound (distortion) in the game menu of "super mario rpg" are not present in both betas.
- Pauses of sound (distortion) in the "chrono trigger" game menu are still present in both betas.
- Super mario rpg has performance problems in the first town, is a problem that had occurred in the past but had already been solved, 4.3.7 does not have this problem.
- Chrono trigger has a problem with the music after a battle in the first forest, the background music stops being heard after the battle, 4.3.7 does not have this problem.
-Option of "overclocking super fx chip" does not work and shows values of 100 to 200, 4.3.7 does not have this problem.
- Due to the previous point, "yoshi island" presents serious performance problems, in 4.3.7 in 40 mhz option, the game works almost 100%
- A strange bug occurs with the left stick of classic controller pro, from time to time it moves to a wrong location, 4.3.7 does not have this problem.
Some suggestions could be:
- Remove the sound from the menu
- vbagx filtering options
- Using component cable (480p) it would be great if there is a 240p option with the filtered image.
I use mgba using that option and it looks great on a 24 inch led.
- Any possibility to compile version 4.3.7 with the changes to the sound?
It would be good to check if some problems are causes to that change.
Thank you!
i'd suggest you ask a known wii dev that works on updated devkitpro toolchains so you can use the free time on features rather than maintaining (i've been on it for the past 4 years as of now).Thanks for all the feedback.
I'll look at the chrono trigger sound issue. I can reproduce it.
No idea about the super mario rpg issue. Perhaps a snapshot at this point showing the performance issue would help.
I noticed the chrono trigger music stopping, there was an assert in SNES_SPC.cpp that fails and then the emulator shuts down completely. I commented out the assert so it doesn't "crash" the game but I'm not sure why it's firing.
Regarding the superfx overclock, snes9x changed this setting to a %, and limited it 50% - 400%. I've reimplemented the setting and limited it to 100% - 200%. No idea if that makes sense without knowing what impact changing this setting actually has. But it seemed a reasonable starting point to me. Do you have a snapshot you can post of Yoshi's island at the point of experiencing the performance issue where turning this setting up is supposed to fix? If I get this I can try to figure out if the superfx overclock setting is getting applied.
Regarding recompiling 4.3.7. I could. But that version was released 2 years ago and compiled with a devkitppc from 2012. A lot has changed since then:
This presents a predicament. What's the best devkitppc? portlibs? libogc? Snes9x? Or is it some franken-build combination of them?
- other changes from other people have been merged into the codebase
- 6 years worth of changes to the toolchain, including devkitppc, libogc, newlib, gcc, and portlibs.
- changes to Snes9x upstream
The choice has been made to just go with the newest for everything, except the current byuu sound core, which is known to be significantly slower (and more accurate).
I don't have unlimited time to spend on this project - in the past 2 weeks I've sunk probably 40 hours. And over the past 10 years I'm sure it's in the thousands of hours. Perhaps I'm reaching the point of diminishing returns. I'm definitely reaching the limit of the time I'm going to spend.
It comes down to this - I'm hoping to put out a 4.3.8 release that's on the whole "better" than 4.3.7. It may break some things and fix others. Perfection will never be reached. I just need to know people's opinions of whether or not the current build is worth a release. Otherwise I just won't put out a release.
Thanks for all the feedback.
I'll look at the chrono trigger sound issue. I can reproduce it.
No idea about the super mario rpg issue. Perhaps a snapshot at this point showing the performance issue would help.
I noticed the chrono trigger music stopping, there was an assert in SNES_SPC.cpp that fails and then the emulator shuts down completely. I commented out the assert so it doesn't "crash" the game but I'm not sure why it's firing.
Regarding the superfx overclock, snes9x changed this setting to a %, and limited it 50% - 400%. I've reimplemented the setting and limited it to 100% - 200%. No idea if that makes sense without knowing what impact changing this setting actually has. But it seemed a reasonable starting point to me. Do you have a snapshot you can post of Yoshi's island at the point of experiencing the performance issue where turning this setting up is supposed to fix? If I get this I can try to figure out if the superfx overclock setting is getting applied.
Regarding recompiling 4.3.7. I could. But that version was released 2 years ago and compiled with a devkitppc from 2012. A lot has changed since then:
This presents a predicament. What's the best devkitppc? portlibs? libogc? Snes9x? Or is it some franken-build combination of them?
- other changes from other people have been merged into the codebase
- 6 years worth of changes to the toolchain, including devkitppc, libogc, newlib, gcc, and portlibs.
- changes to Snes9x upstream
The choice has been made to just go with the newest for everything, except the current byuu sound core, which is known to be significantly slower (and more accurate).
I don't have unlimited time to spend on this project - in the past 2 weeks I've sunk probably 40 hours. And over the past 10 years I'm sure it's in the thousands of hours. Perhaps I'm reaching the point of diminishing returns. I'm definitely reaching the limit of the time I'm going to spend.
It comes down to this - I'm hoping to put out a 4.3.8 release that's on the whole "better" than 4.3.7. It may break some things and fix others. Perfection will never be reached. I just need to know people's opinions of whether or not the current build is worth a release. Otherwise I just won't put out a release.
Hello! I send a saved "yoshi island" at a point where you can do performance tests, it's on the first level, inside the pipe, especially pushing the rock to the red plant.
Using 40mhz in 4.3.7 goes almost 100%.
With respect to this, in 4.3.7, when changing the configuration of the fx chip, the game is restarted, indicating that you have applied the changes.
The problem of "super mario rpg" I remember that it appeared in an old version, maybe the 4.2.6, I can not send the saved, because I occupy a rom in Spanish, but the problem reminds me of this:
https://github.com/dborth/snes9xgx/commit/fd8a742cd95a685fd663726278dd782f6146de3b
On that occasion the problem was solved thanks to that.
In my personal opinion, version 4.3.7 was very well, tested for a long time with more than 100 games, the only big problem was the sound issue.
It would be a dream come true if that problem were solved and perhaps, implement the ideas of filters and image settings of my previous comment.
Thank you very much for your dedication and work!
Here's two more betas, with beta6 having most of the older 4.3.7 core.
https://github.com/dborth/snes9xgx/files/2291668/Snes9xGX-4.3.8-Beta5-156-core.zip
https://github.com/dborth/snes9xgx/files/2291670/Snes9xGX-4.3.8-Beta6-hybrid-core.zip
@Tantric
I have tested the games that are broken or having other Issues in SNES 9X GX 4.3.7.
I used SNES 9X GX 4.3.8 Beta 6 - hybrid core for testing. I highlighted the games with audio issues.
A small blue arrow(?) on the upper left side of the screen appears when the rendering is set to original.
I know you have limited time and your plate is already full, but could you please look into Tenshi no Uta - Shiroki Tsubasa no Inori? The english translation patch is almost ready for release!
Broken games:
- Bass Master Classic - Pro Edition PAL and US - Black Screen.
- Chou Aniki - Bakuretsu Rantouden JAP - Black Screen.
- College Football USA 97 - The Road to New Orleans USA - The game freezes during the EA Logo Screen.
- Earthworm Jim JAP - The game freezes during the first Level.
- Emmitt Smith Football USA - The game freezes after the licensed by Screen.
- FIFA 98 - Road to World Cup PAL - Black Screen after the EA Logo.
- Ganso Pachinko Ou JAP - Game won´t boot.
- Hayazashi Nidan Morita Shougi 2 JAP - The Game freezes after you start a game.
- Laser Birdie - Get in the Hole JAP - The game is stuck on the Yellow Caution Screen.
- M.A.C.S. Basic Rifle Simulator US - Lightgun game. The game appears to be broken.
- Madden NFL 96 & Madden NFL 96 Reviewer Version US - Black Screen. The game won´t boot.
- Marko´s Magic Football PAL - The Wii console freezes after the Acclaim presents Screen.
- Momotarou Dentetsu Happy JAP - Can´t get past the S-Ram Check.
- Sankyo Fever! Fever! JAP - Black Screen after the developer logo.
- Tenshi no Uta - Shiroki Tsubasa no Inori JAP - Black screen after pressing start on the Titlescreen.
- Xardion PAL - To many glitchtes on screen to be playable.
Games with Issues:
- Adventures of Dr Franken PAL - Glitches on the Titlescreen.
- Brett Hull Hockey PAL and US - The Audio is broken in the pal version and only works when you fast forward the game. The audio commentary during a match is
- broken in both the Pal and US version.
- Chibi Maruko-chan - Harikiri 365-Nichi no Maki JAP - Glitched File Select Screen. You need to reboot the game a second time to recreate the issue.
- F1 Grand Prix JAP - Glitches/flicker on screen during a race.
- F1 Grand Prix Part 3 JAP - Glitches/flicker on the International Grand Prix Racing Course screen.
- Kick Off 3 - European Challenge PAL - Glitches on screen during a match.
- Robocop Versus The Terminator PAL and US - Heavy flicker on Screen. Set Filtering to hq2 soft or hq2 bold to reduce the flicker! (Helps only in the US version!)
- Shin Nippon Pro Wrestling - Chou Senshi in Tokyo Dome JAP - Glitched up Titlescreen.
- Street Combat PAL - The Audio is missing during a fight.
Here's another beta:
https://github.com/dborth/snes9xgx/files/2295228/Snes9xGX-4.3.8-Beta7.zip
- fixed joystick calculations...for me at least the classic controller was making me move left when the joystick was 100% to the right
- mute sound when in turbo mode. Fixes audio buffers going crazy. Still doesn't fix the problem reported by Emu64 above. If you jiggle the turbo stick a little the sound comes back. Not sure how to fix this...
- add soft and sharp video filtering options from VBAGX
- re-add explicit Wii U Pro controller mappings



