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 .

RunningSnakes

Well-Known Member
Member
Joined
Jun 21, 2018
Messages
904
Trophies
1
Age
49
XP
2,800
Country
United States
Personally, i try to avoid using the Wii pointer whenever possible and always use horizontal navigation because it just feels more natural to me.

When backing out, i feel using the Wiimote 1 or Classic B button is the obvious (Quick Go Back) solution for that other than the normal scrolling to Go Back and pressing the Wiimote 2 or Classic A button.

I am totally fine with whatever you decide since after using for a short while picking up the navigation will most likely become second nature.
 
  • Like
Reactions: Magus29

InfiniteBlue

Well-Known Member
Newcomer
Joined
Apr 26, 2016
Messages
62
Trophies
0
Age
28
XP
222
Country
United States
I'm also very used to this by now, but I'm open to the changes.
And yeah, the Go Back button will never see a press bt myself anymore if that's the case.
If I can point something, what about the Home button? Can't it be changed to always cycle between the Menu/Game at any time? Or is this nonsense?
Again, Thank you guys for your time and work
In all the GX emulators, the Home button press to return to the game is simply a trigger tied to the Close button, if there's one present on screen. So, that button press only works when the menu you're on has a Close button.

Adding more Close buttons is definitely possible, and was something I was considering during implementing these latest UI changes. If Home button press anywhere was the goal however, I'd probably want to try to divorce the functionality from the Close button so as to reduce UI bloat. The Close buttons have the side effect of always being the default UI button selected (see the "Game Settings" menu), requiring extra inputs to navigate into submenus, down and away from the Close button every time.
 

Muliro

Well-Known Member
Member
Joined
Sep 4, 2019
Messages
144
Trophies
0
Age
30
XP
560
Country
Brazil
The Close buttons have the side effect of always being the default UI button selected (see the "Game Settings" menu), requiring extra inputs to navigate into submenus, down and away from the Close button every time.
This was hard to adapt for me in the beginning.

Adding more Close buttons is definitely possible, and was something I was considering during implementing these latest UI changes. If Home button press anywhere was the goal however, I'd probably want to try to divorce the functionality from the Close button so as to reduce UI bloat

The button could stay only as a image in the UI, with the symbol of the Home Button and "Close" write to it, so it would not be a real button but it could stay where we are used to it ?
 
Last edited by Muliro,

SaulFabre

Wii scene/hacking & Wii VC well-known guy
Member
Joined
Feb 6, 2019
Messages
2,010
Trophies
1
Age
23
Location
Ecuador
Website
saulfabreg-wiivc.blogspot.com
XP
4,181
Country
Ecuador
Tested!

I liked the speedy navigation. But i'm kinda torn on this one. The reason is because of the custom.

When I enter sub-menus (except Button Mappings), I am used to quickly press B to put the focus on the "Go Back" button and immediately press 'A' button, once if I want to change something else inside "Game Settings", or twice to just go back to the game. Now I find myself suddenly going back to the previous menu. :lol:

In a sense, it mimics most video game inventory page or RPG menus, though that behavior is mostly reserved for when you are inside the gameplay area. I guess this could lead to the symbolic death of the "Go Back" GUI button, as you can't press it now unless you are pointing it with the Wiimote cursor.

Now, I got curious and made a quick research by revisiting "Options" menus inside a bunch of SNES games, just to check what's the most common way to exit out of the principal settings. Whether or not an Exit button is offered among the selection, they use 'Start' to get back to the "Main Menu", as 'A / B' can change or toggle some of the options offered: Street Fighter II, Street Fighter Alpha 2, Killer Instinct, Mortal Kombat I - II - 3 - Ultimate, Samurai Shodown, Earthworm Jim 1 - 2, Power Rangers Zeo, Jurassic Park II, Clay Fighter 1 - 2, NBA Jam T.E., Castlevania - Dracula X, Captain Commando, Tuff E Nuff, Toy Story, Beavis & Butt-head, Batman Returns, TMNT IV Turtles in Time, TMNT Tournament Fighters, Jim Power.

The only one I could randomly find (so far) that uses 'B' to go back to the "Main Menu": Primal Rage.

Paging @Muliro @johw @Maeson @RunningSnakes @Tanooki16 @A29 @SaulFabre @hug0-a7x . What do you guys think/feel about this navigation tweak? Taking into account the explanation above, feel free to express all your thoughts about it as users.


Unrelated to the change above, just found another bug (RX/TX/GX) while checking all the menus: the "Delete" option inside "Game Settings" does not show any SRAM which isn't numbered or has Auto in the filename.
@niuus

I get used to use the Wii Remote for point and click in the buttons on Snes9x RX and other emus, but since it's a huge improvement in the UI (including the "easter egg" on the Snes9x RX logo that i can access the credits), i could accept this change for upcoming 5.1.0.

About the games with known issues, here:
Changelog:
[4.8.0 - March 10, 2020]
* Language updates for Spanish, French, Portuguese.
* .bs file extension support.
* Classify region id 18 as PAL. [Tantric]
* Set default calibration values, fix controllers that return invalid data.
* Quick fixes for Rendering Ranger R2 and Targa (50/60Hz).

Experimental support for Mad Catz SE FightStick for Xbox 360! Tested and working, separate binary available.
Experimental support for Logitech F510 Controller (Xinput mode). Untested, separate binary available.

[4.7.0 - February 02, 2020]
* Kirby Super Star GCN performance fix.
30+ FPS boost for this game, should make it enjoyable again on the Cube.

* Add Show Local Time option. [bladeoner/Tantric]
* Optimize USB controllers handling. [revvv]
Only open device if VID+PID match.

* ios version up [revvv]
* GCN build fixes (thanks emukidid!)
* Revamped README.

* Create missing folders.
In case one or more of the "\snes9xgx" folders are absent, they will be
created on the second run of the emulator, after a settingsRX.xml has been
generated by pressing Exit on first run.

* Experimental DualShock 3 (wired) support.
Based on libsickaxis 1.0 by Xerpi. As of now, it controls the 2-4 players
at the same time. Could and should be upgraded in the future to polish up
this implementation, any help on this task will be welcome.

[4.6.0 - December 24, 2019]
* Minor cosmetic tweaks.
* Retrode 2 code cleanup.
* Xbox 360 Controller code cleanup.
* LED fix for different X360 Controller revision.
* Fix GCN build.

Now available in various skins/colors, choose the one you like the most:
* Cosmo Black (Default)
* SNS Mini Edition (USA)
* SNS Mini Edition (EUR)
* Midnight Purple
* Aqua Blue

[4.5.0 - November 22, 2019]
* Xbox 360 wired controller support! (thanks revvv!)
Before loading Snes9x RX, connect your Xbox 360 wired controller. When
you're at the main screen (Choose a game), click on the emulator logo at the
corner of the screen and read the status info at the bottom, just to make
sure it was properly detected. In some cases you won't need to do this,
it will just work. Remember, the controller only works when in-game.
You can swap your player/port number by simply pressing on the
Xbox Guide button. Enjoy!
Right stick is configured as YXBA (essentially duplicating your buttons),
specially useful for Smash TV fans like me =D
* Xbox 360 wired controller code improvements. [revvv]

[4.4.0 - November 07, 2019]
* Fixed Funaki Masakatsu Hybrid Wrestler – Tougi Denshou graphical glitch.
* Retrode 2 support tweaks.

[4.3.0 - August 14, 2019]
* Fixed "PowerFest 94 - Super Mario Kart" black screen.
* Fixed Kat's Run - Zen-Nihon K-Car Senshuken graphic bg corruption during
demo. Phalanx random black screen is fixed too.
* Fixed Clayfighter blue clown face when selecting a player.
* Fixed Stunt Race FX graphical glitch on the course selection screen.
* Fixed Light Fantasy SRAM saving issues.
* Fix out-of-bounds memory access. [bearoso]
* Working buttons for all SNES peripherals.
Mouse, SuperScope and the Konami's Justifier trigger/buttons never worked in
any other controllers except the GCN pad and Wiimote. Now you can use the
Wii Classic Controller, Wii U Pro Controller and Wii U Gamepad to
fully emulate the peripherals.

Now with experimental wired-DualShock 3 support (thanks to libsickaxis by xerpi!): connect your DS3 to your Wii's USB port prior to opening the emulator. When in the Snes9x RX's "Choose Game" screen, press Minus and Plus on your Wiimote/Wii U Pro Controller (DS3 led # 1 should lit) after that press the PS button. You should now be able to use it when in-game. Led might turn off but it's okey. Use the special labeled build.

KNOWN BUGS FOR THE EXPERIMENTAL DUALSHOCK 3 VERSION:

  • May crash sometimes when changing games, or when syncing the DS3 if you're in-game, your mileage may vary.
  • DS3 input mirrors to all controllers at the same time.
  • No menues navigation yet.

[4.2.0 - August 07, 2019]
* Avoid USB call if there's no Retrode. [revvv]
* Fix M.A.C.S. Basic Rifle Marksmanship. [ghost - OV2]
The flickering was because game thinks joypad2 is constantly firing on/off.
* Cleanup time.
* Spanish language translation update.
* JoJo no Kimyō na Bōken and Kick Off graphical glitches fixed. [bearoso]
* Fixed Speedy Gonzales - Los Gatos Bandidos game freeze. [bearoso]
* Fixed Doom graphical garbage. [twinaphex]

[4.1.0 - August 01, 2019]
* Backport+adjust the refactored APU Resampler. [bladeoner]
* Adjust default input rate.
* Retrode 2 USB adapter support (thank revvv!)
The Retrode 2 cartridge reader offers USB mass storage access for your SNES
cartridges, besides 4 ports for original controllers, more specifically:
two SuperNES and two Genesis gamepads. 2-4 players are supported!
Some notes from revvv:
"- If the Retrode does not react, you just have to restart Snes9x GX.
I never had to restart HBC or the Wii. This happens with my fork, too.
But not very often.
- Doom is a good testcase: My first build had a huge lag, but only with
this game. After polling the Retrode only for player 1, the lag disappeared.
(Doom is a single player game, so it's strange that they poll player 2.)"


[4.0.0 - July 28, 2019]
* Add Wii U GamePad support. [Fix94 - Tantric]
* Allow "Original" render mode to be selectable when using the Wii Options
TV Resolution setting for "EDTV or HDTV (480p)" over component cables:
- This caters specifically to LCD / LED users with 240p supported displays,
since the option was previously hidden. Users with CRT / PVM / BVM displays
with supported 480p Progressive Scan mode will also benefit, since no Wii
setting change will be needed for the "Original" 240p mode to be used.
* Restore MSU1 playback position correctly. [bearoso]
* Restore MSU1_AUDIO_POS. [bearoso]

[3.9.0 - July 26, 2019]
* Korean language update, minor cleanup. [DDinghoya]
* GFX.DoInterlace-- should occur even if we don't render frame. [bearoso]
* Move interlace flags to S9xSoftResetPPU. [bearoso]
* Fix PPU blending with unoptimized change. [bearoso]
* Use a lookup table. A little faster. [bearoso]
* Fix color add for non-GFX_MULTI_FORMAT. [bearoso]
* Make blending work with RGB555. [bearoso]
* Proper 16-bit color conversion. [bearoso]
* Use for loops for DRAW_TILE. 3-4% speed benefit. [bearoso]

[3.8.0 - July 24, 2019]
* Cleanup screenshot memory management [Tantric]
This fixes the preview image not displaying on Gamecube.
* Tenshi No Uta (Japan) compatibility hack.

[3.7.0 - March 19, 2019]
* Fix issue with on-screen keyboard. [Tantric]
* Fix crash on launch when using network shares. [Tantric]
* Various settings fixes.
* Updated spanish language translation.

[3.6.0 - February 21, 2019]
* Remove wiiupc since libogc wiiuse supports WiiU Pro controller. [Tantric]
* Re-add explicit Wii U Pro controller mappings. [Tantric]
* Fix joystick calculations and controllers with no analog sticks. [Tantric]
* Simplify logic for controller analog sticks. [Tantric]
* Fix crash for Wiiflow plugin mode. (thanks, fledge68!)

[3.5.0 - February 02, 2019]
* Add Interpolation option and add Gamemenu Audio. [bladeoner]
This adds the following:
- A new "Audio" menu inside "Game". Now you can choose between:
Gaussian Interpolation (Accurate), Linear, or None.
* Restore GUI sounds and BG music.
* Add ability to externally load fonts and activate Japanese/Korean. [Tantric]
Put the jp.ttf and ko.ttf inside the Apps > Snes9xRX folder.
You can download them from the Snes9X RX GitHub "hbc" folder.
* Add support to load external background music. [Tantric]
Put your bg_music.ogg inside the Apps > Snes9xRX folder.

[3.4.0 - February 01, 2019]
* Quick and dirty attempt to prevent reading and writing
from/to the same audio buffer. [Tantric]
* Avoid using file stat when possible. It's slow. [Tantric]
* Fixed black screen: Tengai Makyou Zero. [bladeoner]

[3.3.0 - January 28, 2019]
* Remove two asserts in SPC.
* Rewritten audio code. WIP. [Tantric]
* Add logic to update the playback rate dynamically. [Tantric]

[3.2.0 - January 26, 2019]
* We only use the HermiteResampler. [Tantric]
* SwitchAudioMode update.
* Update hermite resampler to support dynamic rate control.
Fixes audio blips. Remove some asserts in APU. [Tantric]

[3.1.0 - January 24, 2019]
* Kirby Super Star intro fix. (thanks, bladeoner!)
* Reorder init to init snes9x memory earlier so it goes into MEM1. [Tantric]
* Mute sound when in turbo mode, otherwise the APU buffer can get messed up. [Tantric]
* Fix sound crackling. [Tantric]
* Change audio playback to 48khz. this should fix the tinny sound problem. [Tantric]
* Try to improve audio sync & reduce sound input rate slightly. [Tantric]
* Disable sound sync (if enabled) when using turbo mode.
Fixes sound cutting off when using turbo. [Tantric]
* Also break out of S9xMainLoop in original location. [bearoso]
* Invoke Menu with Start+A+B+Z, special for NES-SNES to GCN adapters.

[3.0.0 - January 08, 2019]
* Gamecube Virtual Memory implementation. [emukidid]
- Adds ARAM usage via the TLB.
* Add toggle to enable/disable virtual memory info.
* Miscellaneous fixes.

[2.9.0 - January 07, 2019]
* Port option to not append "Auto" from vbagx. [libertyernie]
* Correct the default aspect ratio if the Wii has 16:9 set up. [Tantric]

[2.8.0 - January 06, 2019]
* Credits crash fix and minor update.
* Removed ImageFolder from GCSettings because it can always be retrieved
from GCSettings.PreviewImage, added function to get its value. [cebolleto]
* Changing image preview with plus button. [cebolleto]

[2.7.0 - January 03, 2019]
* Remove GUI Sounds and BG Music. A bit more resources available now. [bladeoner]
* Change settings.xml to settingsRX.xml [bladeoner]
* Remove rumble in GUI function. [bladeoner]
* Rollback scanline filter fix. Makes it crash when loading a ROM on the GCN port.
* Backport fix GC build with scanline filter. [Tantric/bladeoner]
* Forgotten cleanup for remove rumble function. [bladeoner]

[2.6.0 - December 29, 2018]
* Settings saving fix. (thanks, Askot!)
* New video filters / Fix for HQ2X-Scanlines change. [Tantric]
* Minor menu optimizations. [Tantric]
* Rollback graphic fix that broke StarFox graphics.

[2.5.0 - December 24, 2018]
* Remove some debugger code in cpuexec.
* Fix Mario's Time Machine. [bearoso]
* Fix tile selection in mosaic offset-per-tile mode. Fixes first Contra 3 boss. [bearoso]

[2.4.0 - December 22, 2018]
* Use a license stub everywhere [bladeoner]

[2.3.0 - December 20, 2018]
* Remove some debugger code.
* Remove some movie code from logger.
* Change where we break S9xMainLoopScan for input (Brunnis lag fix) [bearoso]
* Don't break interlace syncopation on frame skip. [bearoso]
* Add DMA timing hack for Koryu no Mimi translation by rpgone. [OV2]

[2.2.0 - December 7, 2018]
* Update ko.lang [DDinghoya]
* Automatically create preview image dirs if they don't exist. [Tantric]
* Remove update check completely. [Tantric]
* Reorder init to init snes9x memory earlier so it goes into MEM1. [Tantric]
* Disable multi pixel format support. [Tantric]
* Code cleanup and fix include references. [bladeoner]
* Change some defaults ("Artworks" to "Artwork"). [Tantric]
* Prevent overrunning the file buffer, increase buffer size to load larger IPS/UPS files. [Tantric]

[2.1.0 - November 26, 2018]
* Add BPS soft-patching support. [qwertymodo]
* MSU1 fixes backported. [bladeoner, qwertymodo]
* Compile fixes for Linux. [bladeoner]
* Allow loader (e.g. Homebrew Channel) to pass two arguments instead of three for autoload. [libertyernie]
* Check argc. [libertyernie]

[2.0.0 - October 21, 2017]
* Compatible with the new english translation for "Tengai Makyou Zero - FeoE".

[1.9.0 - October 10, 2017]
* Remove things and tidy up.

[1.8.0 - September 29, 2017]
* Partially remove movie code (part 6).
* Update mouse handling.
* Partially remove NETPLAY code.

[1.7.2 - September 27, 2017]
* Partially remove movie code (part 5).

[1.7.1 - September 26, 2017]
* Partially remove movie code (part 4).

[1.7.0 - September 25, 2017]
* Partially remove movie code (part 3).

[1.6.0 - September 05, 2017]
* Partially remove movie code (part 2).
* Fix MSU-1 file loading after saving/loading snapshots. [qwertymodo]
* Sync MSU-1 code with upstream (sync 2). [qwertymodo]

[1.5.0 - September 01, 2017]
* Partially remove movie code (part 1).
* New attempt to fix RAM mapping for Light Fantasy (matches Higan). [qwertymodo]

[1.4.0 - August 31, 2017]
* SuperFX fixes and improvements, some from snes9x2010. [jamsilva]

[1.3.0 - August 30, 2017]
* Added 20 MHz overclock option for the SuperFX chip.
* Remove movie code. [twinaphex]
* Sync MSU-1 code with upstream (sync 1). [qwertymodo]
* Circuit USA timing hack. [bearoso]

[1.2.0 - July 03, 2017]
* Copied VLDC9 fix from snes9x_3ds. [jamsilva]
* Support for more SA1 char conversion modes. [jamsilva]
* Still cleaning things up... [jamsilva]

[1.1.0 - January 14, 2017]
* Remove unnecessary msu1 reset. [OV2]
* Pack status registers before snapshotting so they're not lost. [GregorR]

[1.0.0 - December 27, 2016]
* New color scheme.
* Changed references to bapu/dsp
* Revisited and updated spanish translation.
* Revisited and updated italian translation.
* Removed unused files.
* Fixed GC build.
* Fast-Forward on the right stick is enabled again.
* MSU-1 fixes from the qwertymodo branch.
* The minimum file size for a ROM is now 30KB.
* Fixed typos.
Experimental builds:
* Snes9xRX-4.3.0-NoTurboMode.zip

Fast-Forward / Turbo Mode button is disabled.
* Snes9xRX-4.8.0-LogitechF510Xinput.zip
Support for the Logitech F510 in Xinput mode.

Games with known issues:
* A.S.P. Air Strike Patrol (U) / Desert Fighter (E) / Desert Fighter: Suna no Arashi Sakusen (J) (デザートファイター:砂の嵐作戦)
Interlace draw bug in briefing screens, doesn't seem to affect when in gameplay.
* Madden NFL 96 (U) [Affected on GX/RX]
Not working.
* Marko's Magic Football (E)
Hangs Wii at black screen after the Akklaim logo.
* Lobo (U) [Prototype] [Affected on GX/RX]
Not working.
* Robocop vs. Terminator (U)
Black strobe effect on gameplay.

The rom Lobo (USA) (Proto) when it doesn't load on Snes9x GX/RX/TX oddly it loads on the snes9x_libretro core on RetroArch Wii (i've tested on RA-HEXAeco Snes9x 1.60 core and RA Wii 1.10.3 Snes9x 1.60).

I was thinking if from libretro you could backport the code that ignores the header of the "bad dumps" or "prototype" games to Snes9x RX or even GX/TX? :P
(Sorry since i'm still beginner on coding i can't help with that)
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
1,680
Trophies
1
XP
3,209
Country
Venezuela
Cool discussion and points of view, people.

BTW, anyone knows the UI navigation behavior on the Genesis Classic / SNES Classic, for comparison?

The rom Lobo (USA) (Proto) when it doesn't load on Snes9x GX/RX/TX oddly it loads on the snes9x_libretro core on RetroArch Wii (i've tested on RA-HEXAeco Snes9x 1.60 core and RA Wii 1.10.3 Snes9x 1.60).

I was thinking if from libretro you could backport the code that ignores the header of the "bad dumps" or "prototype" games to Snes9x RX or even GX/TX? :P
(Sorry since i'm still beginner on coding i can't help with that)
"Hexaeco" builds are not a different emulator, it's just a tweaked Retroarch Wii, so the comparison between those is not necessary. So, if you want to fix Lobo (very mediocre fighter, sadly), the first thing you have to do is find the specific commit that broke it in GX/TX, then compile a build without it to confirm. The game already worked in GX at some point as I personally tested it years ago, can't say at which point it stopped working, never played it more than once. I'd rather play Shaq-Fu than that, lol.
 

InfiniteBlue

Well-Known Member
Newcomer
Joined
Apr 26, 2016
Messages
62
Trophies
0
Age
28
XP
222
Country
United States
Snes9xGX just released a new version for the first time in over a year! Many of the changes were brought over from RX.

https://github.com/dborth/snes9xgx/releases/tag/4.5.3

Has there been any consensus on those UI changes I put up a pull request for a few weeks ago? I can make adjustments to them based on feedback.
 

SaulFabre

Wii scene/hacking & Wii VC well-known guy
Member
Joined
Feb 6, 2019
Messages
2,010
Trophies
1
Age
23
Location
Ecuador
Website
saulfabreg-wiivc.blogspot.com
XP
4,181
Country
Ecuador
Snes9xGX just released a new version for the first time in over a year! Many of the changes were brought over from RX.

https://github.com/dborth/snes9xgx/releases/tag/4.5.3

Has there been any consensus on those UI changes I put up a pull request for a few weeks ago? I can make adjustments to them based on feedback.
Well, not just Snes9x GX updated to 4.5.3 :)
https://github.com/dborth/snes9xgx/releases/tag/4.5.3

Also FCE Ultra GX and Visual Boy Advance GX got updated.
https://github.com/dborth/fceugx/releases/tag/3.5.2
https://github.com/dborth/vbagx/releases/tag/2.4.6

Thanks @Tantric! :)
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
1,680
Trophies
1
XP
3,209
Country
Venezuela
Snes9xGX just released a new version for the first time in over a year! Many of the changes were brought over from RX.

https://github.com/dborth/snes9xgx/releases/tag/4.5.3

Has there been any consensus on those UI changes I put up a pull request for a few weeks ago? I can make adjustments to them based on feedback.
Hi @InfiniteBlue! Haven't been able to participate much with this discussion, as the neighbor that lent me internet access can't do it anymore, so I check every once in a while with mobile data, which is a bit expensive and drains ultra fast here. I couldn't even drop 5.1.0 the same day I uploaded my last commit, which is ready to drop. I'll try to resolve the upload with a friend later. While offline, i've been working mostly in the "Ultimate" Satellaview compatibility list that I talked about before, preparing the future NeoCD RX releases, toying a bit with WiiSX RX and other emulators that I got curious about like Wii2600, and RL work stuff. Hope to get back soon with the same regularity as before.

Happy gaming.
 

Tanooki16

Well-Known Member
Member
Joined
Jul 21, 2009
Messages
179
Trophies
0
Age
41
XP
944
Country
France
Hi niuus, if you are interested I enclose a file to integrate two new video options.

The first one is to disable the high resolution of the games that use this mode to make them compatible with the video filters.

The second one is to disable the sprite limit.

With (original)
CPVhyyc.png

Without
89jXniE.png
 

Attachments

  • Snes9xRX-Update.zip
    48.2 KB · Views: 8

Brand Newman

Well-Known Member
Member
Joined
Apr 29, 2014
Messages
399
Trophies
0
Age
41
Website
twitter.com
XP
2,309
Country
France
Hi niuus, if you are interested I enclose a file to integrate two new video options.

The first one is to disable the high resolution of the games that use this mode to make them compatible with the video filters.

The second one is to disable the sprite limit.

With (original)
CPVhyyc.png

Without
89jXniE.png

We gotta try the "disable sprite limit" setting with game that were plagued with missing sprites. I think Magic Sword did that a lot?
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
1,680
Trophies
1
XP
3,209
Country
Venezuela
Hi niuus, if you are interested I enclose a file to integrate two new video options.

The first one is to disable the high resolution of the games that use this mode to make them compatible with the video filters.

The second one is to disable the sprite limit.

With (original)
CPVhyyc.png

Without
89jXniE.png
Ah! Such a great addition to have that useful setting back! Thanks @Tanooki16!

We gotta try the "disable sprite limit" setting with game that were plagued with missing sprites. I think Magic Sword did that a lot?
If you want a quick recommendation that popped into my mind to try with this sprite flicker setting, check Final Fight 2 Readjusted, with its 5 enemies on screen at once that CAPCOM was holding out.
 

Charco

Well-Known Member
Member
Joined
Nov 5, 2012
Messages
264
Trophies
0
XP
608
Country
If you want a quick recommendation that popped into my mind to try with this sprite flicker setting, check Final Fight 2 Readjusted, with its 5 enemies on screen at once that CAPCOM was holding out.
This looks like a cool hack, I must check it out with the sprite limit option for the next release! Thanks for sharing 😀
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
1,680
Trophies
1
XP
3,209
Country
Venezuela
This looks like a cool hack, I must check it out with the sprite limit option for the next release! Thanks for sharing 😀
Couldn't sleep without testing the new Sprite Limit Off setting, lol.

It works wonders, the hack really shines with it. I'm curious to see people's tests with games that benefit from this.
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
1,680
Trophies
1
XP
3,209
Country
Venezuela
New release is up! (5.1.0)

[5.1.0 - June 26, 2022]
* Reset settings if an older config file is found
Preferences XML file will be reset if it is older than 5.1.0, in order to
start clean and avoid possible conflicts.
* Korean language update, minor cleanup. [DDinghoya]
* Remove unused logger.cpp and logger.h. [bladeoner]
* Fix the logic for the Display Virtual Memory toggle. [InfiniteBlueGX]
* Cleanups backported from the Libretro cores.
* dsp: Fix assignment of Op11Xr. [jonathan-teh]
* apu/dsp: Mark function-scope const arrays as static. [jSTE0]
* Fix some memory leaks. [jdgleaver]
* Remove OpenGL options. Not needed here.
* Remap Turbo Mode and add a submenu. (Thanks InfiniteBlueGX!)
* Fix an edge case where Turbo Mode could be activated on Dpad Up/Left
when Nunchuk's Z/C button is mapped. [InfiniteBlueGX]
* Some renaming for TurboMode. [InfiniteBlueGX]
* Add an enumeration for the remappable buttons
for Turbo Mode. [InfiniteBlueGX]
* SuperFX OC value will properly load on next boot. [InfiniteBlueGX]
* Fix some formatting. [InfiniteBlueGX]
* Add a toggle to hide/show the SRAM save button
in the save menu UI. [InfiniteBlueGX]
* Remove an unused variable? [InfiniteBlueGX]
* New audio filters (CUBIC/SINC) taken from Snes9x 1.61.
* Invert L/R audio channels, save more settings. [Tanooki16]
You can now swap Left and Right audio channels with a toggle.
* New speeds for Super FX overclocking, Wii U recommended.
Added 80 MHz / 100 MHz / 120 MHz. These will stay hidden on the
Gamecube port's GUI, as the CPU is not powerful enough.
* SNES Hi-Res Mode ON/OFF and Sprite Limit ON/OFF (thanks Tanooki16!)
* Important readme updates.
* Updates for the Spanish language.
* Other tweaks.

Updated official Wii U Channel and the other 5.1.0 versions will follow.
 
Last edited by niuus,
General chit-chat
Help Users
    Dark_Phoras @ Dark_Phoras: Of course, I only know a couple of people there, so I'm judging them by the looks and apparel themes