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 .

Magus29

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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.
I'll install it tomorrow. :)
 
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SaulFabre

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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
i can't recall the exact game name of these images.
What game is it for test the Sprite Limit OFF option?
 
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Charco

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I patched the Final Fight 2 rom with the Readjustment hack and tried it with the sprite limit off. It works great! This actually improves the game quite a bit as I always found it a bit of a walkover. You are more likely to be flanked by enemies now and have to rely on your special and throws for crowd control. I think this may be one of my favourite beat 'em ups on the system now!
 

niuus

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I patched the Final Fight 2 rom with the Readjustment hack and tried it with the sprite limit off. It works great! This actually improves the game quite a bit as I always found it a bit of a walkover. You are more likely to be flanked by enemies now and have to rely on your special and throws for crowd control. I think this may be one of my favourite beat 'em ups on the system now!
Glad you enjoyed the discovery, it is indeed very good for the overall flow of the original game.

@SaulFabre Looks like Super Aleste or Space Megaforce in the US.
Correct!
 

Charco

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Off topic but can you combine hacks with MSU-1 hacks? I'd like to combine the Final Fight 2 Readjusted and MSU-1 hacks if possible.

EDIT: I tried it out and it worked. The MSU-1 hack audio is very loud though and you can barely hear the sound effects. I'll probably just stick with the standard SNES music.
 
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niuus

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Off topic but can you combine hacks with MSU-1 hacks? I'd like to combine the Final Fight 2 Readjusted and MSU-1 hacks if possible.

EDIT: I tried it out and it worked. The MSU-1 hack audio is very loud though and you can barely hear the sound effects. I'll probably just stick with the standard SNES music.
I combine patches a lot. The vast majority of the times it works pretty fine.

Your MSU-1 hack probably wasn't updated to the new db standards years ago so that's why it sounds too loud. You have one immediate option here, as I did with the TMNT IV one a long time ago: adjust the volume for all the PCM tracks with Audacity. Second option, if you're lucky: look for an updated version of the patch.
 
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niuus

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Thank you so much!!! Would it be able to be with the SNES Classic EU theme as well if possible?
I was in fact going to guess and randomly pick one, but yeah, i'll tag you later in the day when I post the SnesClassicEU build here.

BTW, those builds never had the previously used font, as I specifically used the one from the Classic Consoles.
 

SaulFabre

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@niuus

Hey there niuus, i don't know if you have the time or maybe the interest for test this, but would you be able to help to test my Single ROM Loaders of SNES games (using your Snes9x RX of course) that i did some tinkering for boot them directly from the Wii U Menu (with overclock), without taking the extra step of going to the vWii menu?

https://gbatemp.net/threads/wii-vwi...aunched-from-wii-u-forwarders-project.615090/

EDIT: I mean, launch the game autolauncher (using Snes9xRX as emulator base for that) from the Wii U Menu (via a Wii U Channel Forwarder made for the SRL, can be overclocked or not), which inside has a DOL file (i used Nintendont autoboot forwarder for this) which will load a file called "wiiu2wii_boot.dol" (a normal Wii DOL Forwarder with meta.xml support) inside the SRL folder that then once loaded will load the emulator DOL and read the meta.xml arguments. But since we're launching the SRL from Wii U Menu and not from vWii Menu, you are able to use the Wii U GamePad and enjoy the full speed of Wii U in the SRL (specially on SA-1 games and when some games require a Super FX overclock).
 
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niuus

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@niuus

Hey there niuus, i don't know if you have the time or maybe the interest for test this, but would you be able to help to test my Single ROM Loaders of SNES games (using your Snes9x RX of course) that i did some tinkering for boot them directly from the Wii U Menu (with overclock), without taking the extra step of going to the vWii menu?

https://gbatemp.net/threads/wii-vwi...aunched-from-wii-u-forwarders-project.615090/

EDIT: I mean, launch the game autolauncher (using Snes9xRX as emulator base for that) from the Wii U Menu (via a Wii U Channel Forwarder made for the SRL, can be overclocked or not), which inside has a DOL file (i used Nintendont autoboot forwarder for this) which will load a file called "wiiu2wii_boot.dol" (a normal Wii DOL Forwarder with meta.xml support) inside the SRL folder that then once loaded will load the emulator DOL and read the meta.xml arguments. But since we're launching the SRL from Wii U Menu and not from vWii Menu, you are able to use the Wii U GamePad and enjoy the full speed of Wii U in the SRL (specially on SA-1 games and when some games require a Super FX overclock).
SNES Super FX games do not require the emulator's chip overclock if you're using Wii U "overclock mode". They already run at full speed.

But sure, what test do you want to know about?
 

SaulFabre

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SNES Super FX games do not require the emulator's chip overclock if you're using Wii U "overclock mode". They already run at full speed.

But sure, what test do you want to know about?
@niuus

Thanks for your answer.

Specifically i wanted to see if the custom Single ROM Loaders can be loaded directly from the Wii U Menu, using a Wii U forwarder, without having to manually go to the vWii menu (this i've done with some tinkering with very few dol forwarders).

Also I wanted to see if Wii U speed affects performance on Snes9x RX, specially on Super FX games.
Specifically, Stunt Race FX with FX Overclock at 20 MHz has some FPS skipping (some frames are skipped, specifically at the start of stage 2 of the Novice Cup) on Wii hardware, but on Wii U this shouldn't happen.

If you're interested, i will send you a PM ;)
 
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niuus

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Also I wanted to see if Wii U speed affects performance on Snes9x RX, specially on Super FX games.
Specifically, Stunt Race FX with FX Overclock at 20 MHz has some FPS skipping (some frames are skipped, specifically at the start of stage 2 of the Novice Cup) on Wii hardware, but on Wii U this shouldn't happen.
What I can't quite understand is what do you want to test that isn't known already, other than if the forwarder works or not.

Wii U's vWii is just like the original Wii console: same limitations, same speed. All FX games are playable, some with some mild frame skipping, which is handled very well by the emulator, specially if you add some "FX overclock". I'm a super Star Fox fan and have played it to death on every single console that can be emulated, just for fun, to check how tolerable the experience is.

Wii U's vWii "overclocking" is just a "Wii" with the full Wii U CPU speed. Everyone using it already knows it gives more room for emulators to reach full speed on heavy games. In this case I purposefully added new FX speed options (which you should know as you already copy-pasted those into Snes9x GX's commits) because the Wii U can handle it without problems. Doom is specially benefited from this, giving it a much fluid experience, not accurate to the original of course since you're altering the game, but a new way to play it indeed. Those were personally tested before I even committed the changes to my GitHub.

So, other than testing if the forwarder works, is there any new or not known info that you really need? Send me the installer plus all the files configured that you want to know if they work, to drop them in the SD.
 
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