Homebrew Snes9x GX 4.4.0 Beta - Feedback requested

Tanooki16

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You told me that the 576p mode was not planned on GC

I'm definitely not a GameCube expert.

So you mean I can still leave the 576p mode enabled on this one? (and just don't force it on startup?)
 

Extrems

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Not planned doesn't mean it can't do it.
not-planned-576p.png


I don't think this one was planned either.
not-planned-960x720i.png
 
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Tanooki16

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Ok thanks Extrems, so I edited my post with new files.

By the way, I really want to test your GBI with my Game Boy Player (it was highly recommended to me). It will motivate me to bring out my GameCube ^^
 

SaulFabre

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Reliving this Snes9x GX thread :v

Anyways, i just worked for improve a bit the handling of Snes9x GX with Super FX games.

I have removed the nasty "hack" that Snes9xGX had ever with SuperFX games, added instead the one from upstream Snes9x, added a more neat Super FX GSU revision routine, support for Super FX 8MB ROMs, and merge the emulator hacks database to match the one with upstream Snes9x.

Changes made here: https://github.com/saulfabregwiivc/snes9xgx/commits/snes9x-merge-fx-emu-rom-hacks

Please test this build, please? Thanks! :)

(PREFERABLY test Super FX games for see if this is going well)

EDIT: Sorry i deleted the old build posted in this post cause i forgot to make a change. I'll put a new build in a few hours.

EDIT 2: I ended also using the FxEmulate command from Snes9x RX by @niuus in order for correct the SuperFX emulation timings, since Snes9x GX/TX heredated a stupid issue with FX timings which it's still unresolved even in the PC version, but RX doesn't have this issue.

@niuus: Snes9xGX inherited an unresolved timing bug from the PC code, so the SuperFX games run "accelerated" at an incorrect pace...
However RX doesn't suffer of this, so i'll better merge this piece of code instead.
Post automatically merged:

Reliving this Snes9x GX thread :v

Anyways, i just worked for improve a bit the handling of Snes9x GX with Super FX games.

I have removed the nasty "hack" that Snes9xGX had ever with SuperFX games, added instead the one from upstream Snes9x, added a more neat Super FX GSU revision routine, support for Super FX 8MB ROMs, and merge the emulator hacks database to match the one with upstream Snes9x.

Changes made here: https://github.com/saulfabregwiivc/snes9xgx/commits/snes9x-merge-fx-emu-rom-hacks

Please test this build, please? Thanks! :)

(PREFERABLY test Super FX games for see if this is going well)

EDIT: Sorry i deleted the old build posted in this post cause i forgot to make a change. I'll put a new build in a few hours.

EDIT 2: I ended also using the FxEmulate command from Snes9x RX by @niuus in order for correct the SuperFX emulation timings, since Snes9x GX/TX heredated a stupid issue with FX timings which it's still unresolved even in the PC version, but RX doesn't have this issue.

@niuus: Snes9xGX inherited an unresolved timing bug from the PC code, so the SuperFX games run "accelerated" at an incorrect pace...
However RX doesn't suffer of this, so i'll better merge this piece of code instead.
New build posted here.
 

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Last edited by SaulFabre,

clandestine

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I'm not sure if it's a bug in USB Loader GX or SNES 9x GX, but the app doesn't appear within the USB loaders homebrew launcher screen. Every other app I have does. Anyone know what can cause this? If I click the Wii Titles screen and select my forwarder it works that way, but that requires extra clicks. Haha.
 
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SaulFabre

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I'm not sure if it's a bug in USB Loader GX or SNES 9x GX, but the app doesn't appear within the USB loaders homebrew launcher screen. Every other app I have does. Anyone know what can cause this? If I click the Wii Titles screen and select my forwarder it works that way, but that requires extra clicks. Haha.
Maybe you could ask @blackb0x, @jeannotte or someone else that could help you with that? :v

Reliving this Snes9x GX thread :v

Anyways, i just worked for improve a bit the handling of Snes9x GX with Super FX games.

I have removed the nasty "hack" that Snes9xGX had ever with SuperFX games, added instead the one from upstream Snes9x, added a more neat Super FX GSU revision routine, support for Super FX 8MB ROMs, and merge the emulator hacks database to match the one with upstream Snes9x.

Changes made here: https://github.com/saulfabregwiivc/snes9xgx/commits/snes9x-merge-fx-emu-rom-hacks

Please test this build, please? Thanks! :)

(PREFERABLY test Super FX games for see if this is going well)

EDIT: Sorry i deleted the old build posted in this post cause i forgot to make a change. I'll put a new build in a few hours.

EDIT 2: I ended also using the FxEmulate command from Snes9x RX by @niuus in order for correct the SuperFX emulation timings, since Snes9x GX/TX heredated a stupid issue with FX timings which it's still unresolved even in the PC version, but RX doesn't have this issue.

@niuus: Snes9xGX inherited an unresolved timing bug from the PC code, so the SuperFX games run "accelerated" at an incorrect pace...
However RX doesn't suffer of this, so i'll better merge this piece of code instead.
Post automatically merged:


New build posted here.
Updated build with latest changes.
 
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Hyllian

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Reliving this Snes9x GX thread :v

Anyways, i just worked for improve a bit the handling of Snes9x GX with Super FX games.

I have removed the nasty "hack" that Snes9xGX had ever with SuperFX games, added instead the one from upstream Snes9x, added a more neat Super FX GSU revision routine, support for Super FX 8MB ROMs, and merge the emulator hacks database to match the one with upstream Snes9x.

Changes made here: https://github.com/saulfabregwiivc/snes9xgx/commits/snes9x-merge-fx-emu-rom-hacks

Please test this build, please? Thanks! :)

(PREFERABLY test Super FX games for see if this is going well)

EDIT: Sorry i deleted the old build posted in this post cause i forgot to make a change. I'll put a new build in a few hours.

EDIT 2: I ended also using the FxEmulate command from Snes9x RX by @niuus in order for correct the SuperFX emulation timings, since Snes9x GX/TX heredated a stupid issue with FX timings which it's still unresolved even in the PC version, but RX doesn't have this issue.

@niuus: Snes9xGX inherited an unresolved timing bug from the PC code, so the SuperFX games run "accelerated" at an incorrect pace...
However RX doesn't suffer of this, so i'll better merge this piece of code instead.
Post automatically merged:


New build posted here.
I just tested this build and maybe something is wrong because it's at least 50% slower than the last build I made (with the filters I implemented). You can compare getting the old build here: https://github.com/dborth/snes9xgx/actions/runs/6284311903

Sorry, I didn't tested the new MSU feature, though. I tested some games with the heaviest filters like HQ2x. In some games it run at 30fps and before it ran at 45~50fps in games like DKC.
 

SaulFabre

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I just tested this build and maybe something is wrong because it's at least 50% slower than the last build I made (with the filters I implemented). You can compare getting the old build here: https://github.com/dborth/snes9xgx/actions/runs/6284311903

Sorry, I didn't tested the new MSU feature, though. I tested some games with the heaviest filters like HQ2x. In some games it run at 30fps and before it ran at 45~50fps in games like DKC.
Have you deleted your old config files before testing? :/
 
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SaulFabre

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I tested again today after deleting all settings. Same results. I can confirm it's running much slower than before.
Are you referring to these speeds mentioned here in this screenshots?:
(i'm using normal HQ2X, which is far high-consumpting resources)

1697720061073.png

1697720073028.png

1697720112086.png

1697720341908.png


So i think because of the actual GSU detection routine i implemented and the new ROM size limit, along with the improvement of Super FX emulation and adding other games to the current hacks? :v

Does this same "slowdown" happen in previous builds?

If you want to tell me what i could change for not to affect actual speed of emulation, you can comment to my commits i made here: https://github.com/saulfabregwiivc/snes9xgx/tree/snes9x-merge-fx-emu-rom-hacks

EDIT: You can also try the previous builds of each commit i made and tell in which exact commit caused this "slowdown": https://github.com/saulfabregwiivc/snes9xgx/actions
 
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Hyllian

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Are you referring to these speeds mentioned here in this screenshots?:
(i'm using normal HQ2X, which is far high-consumpting resources)

View attachment 400062
View attachment 400063
View attachment 400064
View attachment 400065

So i think because of the actual GSU detection routine i implemented and the new ROM size limit, along with the improvement of Super FX emulation and adding other games to the current hacks? :v

Does this same "slowdown" happen in previous builds?

If you want to tell me what i could change for not to affect actual speed of emulation, you can comment to my commits i made here: https://github.com/saulfabregwiivc/snes9xgx/tree/snes9x-merge-fx-emu-rom-hacks

EDIT: You can also try the previous builds of each commit i made and tell in which exact commit caused this "slowdown": https://github.com/saulfabregwiivc/snes9xgx/actions

The problem happens exactly from this commit and upwards: https://github.com/saulfabregwiivc/snes9xgx/actions/runs/6551339926

It isn't reproducible on Dolphin, because it probably use the same phisical RAM for any memory expansion. On Wii, probably you're exceeding the fast RAM (1MB?) and allocating memory from some slow RAM.

After some more tests, on average the hit on FPS is about ~15%. Enough to make most filters run below 60FPS.

Well, I don't have more time for more tests. This is my contribution.
 

SaulFabre

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The problem happens exactly from this commit and upwards: https://github.com/saulfabregwiivc/snes9xgx/actions/runs/6551339926

It isn't reproducible on Dolphin, because it probably use the same phisical RAM for any memory expansion. On Wii, probably you're exceeding the fast RAM (1MB?) and allocating memory from some slow RAM.

After some more tests, on average the hit on FPS is about ~15%. Enough to make most filters run below 60FPS.

Well, I don't have more time for more tests. This is my contribution.
@Hyllian
Could you test this new build i've made?
I reverted temporally the GSU revision detection and the Super FX 8MB ROM support here.
Tell me if the slowdowns were gone by removing these.

Greetings!
https://github.com/saulfabregwiivc/snes9xgx/actions/runs/6576629284
 
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Hyllian

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SaulFabre

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Yes, I just tested here and it fixed the slowdown.
thanks for the tests.

I think for Wii for avoid those "slowdowns" we'll also need to implement VM (virtual memory) for not overload the RAM (MEM1/MEM2) memory, resulting in slowdown.
But... who can help implementing this? :v
(more for the support for Super FX 8MB ROMs)
Post automatically merged:

@Hyllian

Could you test this build where i only integrated the improved SuperFX GSU revision detection? (but not the SuperFX 8MB ROM support)

I would lik to see if with this only commit it also slowdowns other simple games with filters and if the SuperFX emulation here is working as should with the correct GSU revision detection.

https://github.com/saulfabregwiivc/snes9xgx/actions/runs/6577131441
 
Last edited by SaulFabre,

SaulFabre

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Could you test this build where i only integrated the improved SuperFX GSU revision detection? (but not the SuperFX 8MB ROM support)

I would lik to see if with this only commit it also slowdowns other simple games with filters and if the SuperFX emulation here is working as should with the correct GSU revision detection.

https://github.com/saulfabregwiivc/snes9xgx/actions/runs/6577131441
Bump to @Hyllian cause i tried to put a new message yesterday but i couldn't :v
 

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