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 .

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,454
Country
Venezuela
Hi people. Almost exactly 2 years ago, i began this fun coding exercise as a little effort to backport interesting and useful changes present in other releases of Snes9x, mainly the ones related to libretro and the official Snes9x. I am no expert, but thought i could learn a little bit, and in the process make some personal updates to keep enjoying my favorite console on my favorite homebrew system. 240p FTW!

Seeing that the GX emulators got some new updates in 2017-2018 and that there's still public interest in the Wii scene, i believe this is a good time to finally release it, since i couldn't do it last year (RL stuff).

This fork will stay on Snes9x core version 1.52, and be focused primarily in maintaining full speed for all games, or as far as the Wii can push performance. Commits will still be cherry picked from the libretro/snes9x/snes9x gx as long as they do not degrade performance.

Any help, feedback, or comments, will be always welcome.

And last, but no least, thanks to Tantric, Zopenko, and more recently, Bladeoner, for maintaining the great GX emulator series.

Merry christmas to y'all!

bqImHbY.jpg

BF0v51K.jpg

gnIN32I.jpg


More skins/styles available:
SNES Classic Mini (USA)
lubD0iX.jpg


Metallic Red
OCAeaYH.jpg


Midnight Purple
yWJ9IvD.jpg


Aqua Blue
6dkHUGc.jpg


SNES Classic Mini (EUR)
LBHNlMk.jpg

Notes:

Some of the highlights are:

  • Minus 1 frame input lag difference.
  • SuperFX and SA1 chip games play closer to full speed and have less framedrops.
  • Quick boot straight into Satellaview games, no need for BIOS.
  • Top Gear 3000 is playable without graphical glitches.
  • Tengai Makyou Zero - Far East of Eden english translation is fully playable.
  • MSU-1 enhancement chip support.
  • Revisited and updated translations.
  • Raphnet adapter and HORI Digital Controller for GameCube users can now exit to the emulator Menu with Start+B+A+Select (Z button) combo.
  • NES Mini and SNES Mini classic controllers are fully supported.
  • Xbox 360 Controller (wired) support! Swap between controller ports 1-4 on multiplayer games with the Xbox Guide button!
  • Experimental Dualshock 3 Controller (wired) support.
  • Retrode 2 USB adapter support!
  • Wii Classic Controller, Wii Classic Controller Pro support.
  • Wii U Pro Controller support, for both Wii and Wii U.
  • Wii U Gamepad controller support through VC injects.
  • Screenshot/Cover/Artwork display.
    Swap between them with the +/Z button!
  • Wiiflow plugin mode.
Check the README for more details.


Links:

Newest/Latest release at:
https://github.com/niuus/Snes9xRX/releases
Readme available at:
https://github.com/niuus/Snes9xRX/blob/master/README.md
A Channel Forwarder is attached to this post (made by RunningSnakes).

Enjoy!
 

Attachments

  • Snes9x-RX-Channel-SNRX-IOS58.zip
    1.1 MB · Views: 765
Last edited by niuus,

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,454
Country
Venezuela
The whole focus of RX, and the very big reason why I started work on it, was to learn a bit on how to improve the emulators to my liking, and also to specifically not use changes that affected speed, specially for the weaker brother of the Nintendo's PowerPC processor consoles, which is the Gamecube, the very first console that started myself on the path of homebrew, compiling minor changes 15+ years ago.

RX uses a different, previous core to keep up with full speed, same situation as with Retroarch cores (Snes9x 2005, Snes9x 2005+, Snes9x 2010, Snes9x). RX being kind of a hybrid of all, as I use everything I can from each. This is exactly what I wanted from the very beginning. All the cores separated are complementary.

You improve emulation accuracy, speed is going to get hit somewhere between. It's the rule for emulation on all platforms. Consoles can't be upgraded in specs, hence why we can't always upgrade accuracy indefinitely.

You use what your needs dictate, there is no best for everyone. Be it the UI, the options displayed, or the features. The point of having options is to encourage the user to use the one(s) that fit their needs.

Paraphrasing and expanding the words from a fellow coder, you have:

  • 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 previous 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. Lots of options for the user, and different skins/themes available for it. The original gameplay/pacing of the FX games is here, so games like Star Fox won't miss musical cues or kinda look like being fast-forward all the time on 1.5x velocity. You can of course add FX overclock if you want to improve smoothness or introduce more speed to the game as you desire.
  • TX - Fork of GX which also uses the latest core and devkitPPC as GX. Brings in various features from RX (but not RX's speed improvements, as TX uses the newer core), and some more menu options on top of what GX offers.


Changelog:
[5.6.0 - April 04, 2023]

[5.5.0 - December 25, 2022]

* Add B/1 cancel trigger to WindowPrompts. [InfiniteBlueGX]
* Fix initial game selection menu "jump" when using Wii Classic Controller
or Wii U Pro Classic Controller. [InfiniteBlueGX]
* Fix a crash when selecting Cancel after removing a SD/USB device and
re-opening the app. [InfiniteBlueGX]
* Add B/1 button press to cancel button remapping. [InfiniteBlueGX]
* Remove an unused variable since screenshot button
was moved. [InfiniteBlueGX]
* Upgraded the Cheat engine to newer version. [InfiniteBlueGX]
Previous one still works.
* Languages update: korean, spanish.

[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".

[5.3.0 - September 28, 2022]

* Upgraded Satellaview (BS-X) engine to latest Snes9x to date.
This furthers up the game compatibility, by making use of the Satellaview
BIOS. Though the file is optional, you'll want to use it for titles that
make exclusive use of its functions. Some of the titles now playable are:
- BS Fire Emblem: Akaneia Saga (Episodes 1 to 4)
- Chou Aniki - Bakuretsu Rantou Hen
- Konae-chan no Dokidoki Penguin Kazoku Event-ban

And a lot of the digital magazines available that were distributed through
the Satellite's service can be read in its original language now,
as the BIOS embedded font is mostly used for these.

Check the instructions on where to place the BIOS file by reading the new
Satellaview section, in the readme.

* MSU-1 refinements.
* Fix for compiling error.
* Updates for the Spanish language.
* Other tweaks.

Notes:

* The Wii U Channel is now a forwarder, which means you install it, and then use whatever special build suits your preference, by unzipping it to your SD card.
* Special Logitech F510 Controller for Xbox 360 (use XInput mode) separate build.
* Special Mad Catz SE FightStick for Xbox 360 separate build.

[5.2.0 - June 18, 2022]
* SNES CPU overclock setting exposed (thanks Tanooki16!)
Inside the "Video" section, you can now choose three settings to overclock
the virtual SNES CPU, to improve or smooth the framerate in games that
originally struggled (i.e.: cutscenes in Flashback). It may also change the
flow of the game entirely (i.e.: Skulljagger - Revolt of the Westicans).
Experiment with the setting on your favorite games or other uncommon titles
in your library.
* Updates for the Spanish language.
* Other tweaks.

[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.

[5.0.0 - Abril 22, 2022]
* Use I4 instead of RGBA8 for fonts (much less memory). [Daryl]
* When unable to load the default rom directory, just drop into device
root. Don't show an error when unable to find a load device. [Daryl]
* Silence a few warnings. [Daryl]
* Remove S9xChooseMovieFilename. [bearoso]
* Remove S9xSetPalette. [bearoso]
* Remove S9xChooseFilename. [bearoso]
This is integration of the frontend with the core. Disable
the snapshot button mappings that use it. Any frontend should
implement those port commands its own.
* Load cover images directly from file instead of an
intermediary buffer. [Daryl]
* Correct aspect ratio by changing viWidth to 644. [vaguerant]
* Add ability to change the player mapped to a
connected (Wireless) controller. [Tantric]
* Change max game image dimensions to 640x480, fix bug
in png loading. [Tantric]
* Add support for Mayflash 2-port SNES USB adapter. [EthanArmbrust]
* New scanlines filter setting. (thanks Tanooki16!)
Now nicknamed 50% and 25% for RX, I added the option to select between both,
so you can choose whether you like darker scanlines (old method)
or subtler ones (new method).
* Add A+B+SELECT+START for back to menu on Wiimote controller extensions.
Based on the similar commit by Tantric for Snes9xGX.
* If arguments are passed to the emu to autoboot a game, then the main
menu button should be labelled Exit, and leave the emu instead of going
back to the main menu. Cleanup autoboot code. [Tantric]
* Add support for mapping more than 128KByte SRAM. [cout/qwertymodo]
* Add 128KByte SRAM support in cheats. [qwertymodo]
* New Scale2x filter added. (thanks Tanooki16!)
Originally developed by Andrea Mazzoleni for the AdvanceMAME project.
http://www.scale2x.it/
* Add support for Speedlink Hornet Gamepad USB. (thanks revvv!)
* Prevent cheat name overflow. [Daryl]
* Support forwarders that pass in sd1:/ [Tantric]
* Add ability of FastROM hacks to use SuperFX. [bladeoner]
* Set SRAM initialization to set whole buffer. [bearoso]
...not just a few bytes. Add a TODO comment at allocation.
These never change, so they should ideally be static.
* Add heuristic to detect 6MB Earthbound hack.
Makes "Mother 2 Deluxe" romhack playable.
* UStealth support.
* Wii 480p video fix. [Extrems]
* More 3rd party controllers support. [Tantric]
Fix 3rd party classic controllers that don't send calibration data.
For those controllers, use default values.
* Important readme updates.

[4.9.0 - July 15, 2020]
* Reduce save buffer size on GCN. Should fix preview glitch. [Tantric]
* Snes9x - Increase SRAM size to 512KB. [cout]
* Wii U widescreen patch, report whether Wii U CPU is full speed. [Daryl]
Use the Credits section to see it (press the Snes9xRX logo on the main menu)
* Fix some warnings. [bearoso]

[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.

Sprite Limit option:
When turned off, the Sprite Limit setting is very enjoyable in games like:
* BioMetal
* Final Fight 2 with the Readjusted hack, for 5 enemies on-screen action.
* Gradius III. You can complement it with slidelljohn's FastROM patch, or the SA-1 patch.
* Space Megaforce / Super Aleste
* Super Ghouls 'n Ghosts. You can complement it with Restoration patch to remove original slowdowns.
* Thunder Spirits

Experimental builds:
* Snes9xRX-4.3.0-NoTurboMode.zip

Fast-Forward / Turbo Mode button is disabled.
* Snes9xRX-5.5.0-LogitechF530Xinput.zip
Support for the Logitech F510 in Xinput mode.
* Snes9xRX-5.5.0-MadcatzSEFightStick.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. [Affected on RX / GX / TX]
* College Football USA 97 (U) [Affected on RX / GX / TX]
Not working.
* Emmitt Smith Football (U) [Affected on RX / GX / TX]
Not working.
* Hayazashi Nidan Morita Shougi 2 (J) [Affected on RX / GX / TX]
Not working. Hangs when you start a game.
* Madden NFL 96 (U) [Affected on RX / GX / TX]
Not working.
* Lobo (U) [Prototype] [Affected on RX / GX / TX]
Not working.

* Marko's Magic Football (E)
Hangs Wii at black screen after the Akklaim logo.
FIX: use the Canoe emulator patch.
* Robocop vs. Terminator (U)
Black strobe effect on gameplay.
FIX: set the SNES CPU Overclock to Medium or Max, then reset the game.
 

Attachments

  • Puggsy (SNES Prototype fix) (NiuuS).zip
    257 bytes · Views: 110
  • Snes9xGX Cheats.zip
    75.9 KB · Views: 104
Last edited by niuus,

Maeson

Well-Known Member
Member
Joined
Apr 3, 2013
Messages
1,167
Trophies
1
XP
3,355
Country
Spain
This sounds great!

One question, though: Does this share the same settings as the normal Snes9x GX? Would you be able to use both without problems?
 

CMDreamer

Well-Known Member
Member
Joined
Oct 29, 2014
Messages
1,655
Trophies
1
Age
38
XP
3,412
Country
Mexico
This sounds great!

One question, though: Does this share the same settings as the normal Snes9x GX? Would you be able to use both without problems?

Just downloaded the file from Github. Telling by the file structure of it, I'd say it shares the same configuration of SNES9xGX, but haven't tested it yet, so don't quote me on that.

On topic.
Thanks for the updates and upgrades of this. I'm a huge fan of SNES games!
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,454
Country
Venezuela
This sounds great!

One question, though: Does this share the same settings as the normal Snes9x GX? Would you be able to use both without problems?
Yes! I did not changed that, so that it would be more convenient to share games and previews between both versions.

Merry X-Mas.
Same for you!
 
Last edited by niuus,

rayabusa

Member
Newcomer
Joined
Feb 22, 2018
Messages
18
Trophies
0
Age
34
XP
138
Country
Brazil
Thanks for this awesome job niuus!

Ive been testing this emulator and it seems to be sharing the same configs with Snes9X GX(if you have both on your SD), even with Snes9X RX creating its proper settings.xml. The problem is that one emulator is disconfiguring the other, you have to configure all again when changing emulator. Is there a way to avoid this?
 

The Real Jdbye

*is birb*
Member
Joined
Mar 17, 2010
Messages
23,207
Trophies
4
Location
Space
XP
13,733
Country
Norway
Hi people. Almost exactly 2 years ago, i began this fun coding exercise as a little effort to roll back interesting and useful changes present in other releases of Snes9x, mainly the ones related to libretro and the official Snes9x. I am no expert, but thought i could learn a little bit, and in the process make some personal updates to keep enjoying my favorite console on my favorite homebrew system. 240p FTW!

Seeing that the GX emulators got some new updates in 2017-2018 and that there's still public interest in the Wii scene, i believe this is a good time to finally release it, since i couldn't do it last year (moving to another country and other RL stuff).

This fork will stay on Snes9x core version 1.52, and be focused primarily in maintaining full speed for all games, or as far as the Wii can push performance. Commits will still be cherry picked from the libretro/snes9x/snes9x gx as long as they do not degrade performance.

Any help, feedback, or comments, will be always welcome.

And last, but no least, thanks to Tantric, Zopenko, and more recently, Bladeoner, for maintaining the great GX emulator series.

Merry christmas to y'all!

8KLw5vC.jpg



Notes:

Some of the highlights are:

  • You can now play Super Mario World Central 9th Annual VLDC #9.
  • -1 frame input lag difference.
  • Kouryuu no Mimi english translation is playable.
  • Tengai Makyou Zero - Far East of Eden english translation is playable.
  • MSU-1 chip support.
  • Revisited and updated spanish/italian translation.
Check the changelog for details.


Links:

Newest/Latest release at:
https://github.com/niuus/Snes9xRX/releases
Readme available at:
https://github.com/niuus/Snes9xRX/blob/master/README.txt

Enjoy!
I think the word you are looking for is backport. Rollback would be removing features already present.
But nice work nonetheless :)
Didn't think people were still interested in the Wii.
 

niuus

Well-Known Member
OP
Member
Joined
Mar 4, 2016
Messages
2,023
Trophies
1
XP
4,454
Country
Venezuela
Thanks for this awesome job niuus!

Ive been testing this emulator and it seems to be sharing the same configs with Snes9X GX(if you have both on your SD), even with Snes9X RX creating its proper settings.xml. The problem is that one emulator is disconfiguring the other, you have to configure all again when changing emulator. Is there a way to avoid this?
Hmm, i'm not sure why you are encountering that error, seeing that both emulators just saves its settings in their own folder, and since you can't have both boot.dol in one place for the Homebrew Channel to launch, i fail to see how this could happen. Any more details you can share?

I think the word you are looking for is backport. Rollback would be removing features already present.
But nice work nonetheless :)
Didn't think people were still interested in the Wii.
That's correct! Thanks for the term. Fixed :yayps3:

And yeah, i really do love the Wii as a powerful and versatile retrogaming machine, specially since i use it on CRTs and a PVM.
 

cebolleto

Well-Known Member
Member
Joined
Mar 5, 2010
Messages
203
Trophies
1
Age
43
XP
2,496
Country
Hmm, i'm not sure why you are encountering that error, seeing that both emulators just saves its settings in their own folder, and since you can't have both boot.dol in one place for the Homebrew Channel to launch, i fail to see how this could happen. Any more details you can share?

Had the same problem here... I think there is a problem on how you are saving your settings file: Place the roms in a different folder than the default one, then load any rom and restart... The program complains about not being able to find the folder and all settings are lost
 

Askot

Well-Known Member
Newcomer
Joined
Sep 13, 2015
Messages
86
Trophies
0
Age
42
XP
1,687
Country
Mexico
Nice update, it doesnt have input issue with classic controller like snes9xgx 4.3.9 has, a question: which libogc, devkitpro ppc version are you using? I think newest version had some issues, that' s why I am asking and this one is close to perfect
 
Last edited by Askot,

Edu64

Well-Known Member
Member
Joined
Jan 25, 2015
Messages
124
Trophies
0
Age
39
XP
1,289
Country
Cote d'Ivoire
Nice update, it doesnt have input issue with classic controller like snes9xgx 4.3.9 has, a question: which libogc, devkitpro ppc version are you using? I think newest version had some issues, that' s why I am asking and this one is close to perfect

What is the problem with version 4.3.9 with the classic control?
I've played quite that version and I have not noticed any problems.
 

Askot

Well-Known Member
Newcomer
Joined
Sep 13, 2015
Messages
86
Trophies
0
Age
42
XP
1,687
Country
Mexico
What is the problem with version 4.3.9 with the classic control?
I've played quite that version and I have not noticed any problems.
If you are using Classic Controller Pro no issue, but if it's a Classic Controller original, left stick get stucked, even using a wii super famicom controller official from club nintendo has this issue and you cant move any direction in-game neither moving across emu options. Tested in latest emus fceugx 3.4.0, vbagx 2.3.7, snes9xgx 4.3.9 & 4.4.0 and usbloader gx rev 1268, have you updated and tested? This version was my last hope and it worked very well.
 

rayabusa

Member
Newcomer
Joined
Feb 22, 2018
Messages
18
Trophies
0
Age
34
XP
138
Country
Brazil
Hmm, i'm not sure why you are encountering that error, seeing that both emulators just saves its settings in their own folder, and since you can't have both boot.dol in one place for the Homebrew Channel to launch, i fail to see how this could happen. Any more details you can share?

Yes, and there each on their own folder, with their own settings, but one is still using the settings from the other and when changing emulators the settings are resetted and you have to configure all again, it's weird.

Had the same problem here... I think there is a problem on how you are saving your settings file: Place the roms in a different folder than the default one, then load any rom and restart... The program complains about not being able to find the folder and all settings are lost

Exactly, this is what's happening to me, so this isn't a personal problem.
 

Edu64

Well-Known Member
Member
Joined
Jan 25, 2015
Messages
124
Trophies
0
Age
39
XP
1,289
Country
Cote d'Ivoire
If you are using Classic Controller Pro no issue, but if it's a Classic Controller original, left stick get stucked, even using a wii super famicom controller official from club nintendo has this issue and you cant move any direction in-game neither moving across emu options. Tested in latest emus fceugx 3.4.0, vbagx 2.3.7, snes9xgx 4.3.9 & 4.4.0 and usbloader gx rev 1268, have you updated and tested? This version was my last hope and it worked very well.

That explains why I have not had problems, I have occupied the classic pro controller and the controller of snes mini (the official).
Question, does the nintendo club control have analog sticks?
 
Last edited by Edu64,

Edu64

Well-Known Member
Member
Joined
Jan 25, 2015
Messages
124
Trophies
0
Age
39
XP
1,289
Country
Cote d'Ivoire
No analogs, it's just like super famicom -snes- controller
Strange that it does not work and the control of "snes classic mini" if it works, maybe that control came out before the pro controls and recognizes it as classic control of the first model.
 

Askot

Well-Known Member
Newcomer
Joined
Sep 13, 2015
Messages
86
Trophies
0
Age
42
XP
1,687
Country
Mexico
Strange that it does not work and the control of "snes classic mini" if it works, maybe that control came out before the pro controls and recognizes it as classic control of the first model.
Right but that's why I asked for used libraries, I think they were the culprit in this issue not in this fork.
 

Edu64

Well-Known Member
Member
Joined
Jan 25, 2015
Messages
124
Trophies
0
Age
39
XP
1,289
Country
Cote d'Ivoire
Right but that's why I asked for used libraries, I think they were the culprit in this issue not in this fork.
Talking about libraries, maybe this is also affecting a game in specific "top gear 3000", even using retroarch in "snes classic mini" ,serious problems appear.
It should be mentioned that this is the only game that occupies the dsp4 chip.
In this version of the emulator does the game work ?, the last version that worked was 4.3.7
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    Xdqwerty @ Xdqwerty: @realtimesave, explain the process