Homebrew Snes9xGX Cover+ & co

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Personally, I don't have problems with slowdowns, as I said, they are very game-specific and not permanent (i guess when SNES hardware or cartridge extra stuff are being heavily used by the game) that you sometime don't even notice it.
I was actually just clearing your askings, not begging for optimizations... and for record, initial versions of snes9xgx were running much faster, without any speed drop... on Gamecube (i still have the good old 1.43, I loved that Mario spinning logo) ! But it was older versions, faster but also less accurate.

Also, I would beware of hand-made optimizations. Generally, most people would think that standard C code optimizations you can find on many websites are going to speed up things, but in the end, compiler do a better work anyway at optimizing. The only way to actually optimize code is with heavy profiling, which afaik is not possible on Wii. Theorized "optimizations" without any real measurements are no good...
 
Thanks for this Mod Wiimpathy! Thought I'd share some cover collections here.

Game Boy Classic (2D):
http://www.megaupload.com/?d=EREBPL2G
Game Boy Color (2D):
http://www.megaupload.com/?d=C5R9DEKJ
Game Boy Advance (2D):
http://www.megaupload.com/?d=A1BF871M
FceuGX (3D):
http://www.megaupload.com/?d=IECDP72X
FceuGX (3D Cartridge)
http://www.megaupload.com/?d=D3GWARID
FceuGX (2D):
http://www.megaupload.com/?d=5MSKRLB7
Snes9xGX (3D):
http://www.megaupload.com/?d=FLNLFAZW
Snes9xGX (2D):
http://www.megaupload.com/?d=DC3XKA58

Edit 11-17-11:
Added FceuGX 2D, and Snes9xGX.
Also updated the Snes9xGX set to a more high quality set, and updated a handful of the FceuGX 3D covers.
Edit 11-28-11:
Added NES 3D Cartridge Covers.

Mastershoes:
It looks like megaupload is dead.
Is there any chance you can re-upload your covers somewhere else?
I was just about ready to get them, when I found out about MU's demise (great timing).
 
Not sure but he stated it was easy to apply
Ahem... well, easy, everything's relative. For someone who has C programming basics and knows a little devkit, libogc, yeah that's easy. (For me I won't say easy even if it's just copy/paste and compiling after all). The steps to compile are like any other homebrew : - Install DevkitPPC http://wiibrew.org/wiki/DevkitPPC - Take the source code. - Copy or add your in files. - Type/click (depending on the operating system) make to compile. I know it's only blah blah and simplistic. Finding the good libraries is often a pain in the ass specifically on amateur platform. Ok, enough bullshit... Snes9xGX 4.2.9 Cover v1 : http://dommagemais.f...0Cover%20v1.zip Snes9xGX 4.2.9 Cover v1 cios202 : http://dommagemais.f...1%20cios202.zip Now, maybe if you want a challenge, want to learn and share with others, you could try to compile a FCEU-GX version (I can help you).
I'm looking at your source code, but I'm clueless, I haven't compiled anything successfully before (tried doing it with a forwarder, but had all sorts of library related errors).
How do I know what files from you source code need to be added?
I don't want to overwrite Tantrics' newest additions.
 
Ok, for FCEU-GX ios58 there are 2 .cpp files in source/gui : gui_gamegrid.cpp and gui_image_async.cpp. There are also changes in menu.cpp and the pngu library ie pngu.c.
In fact, there may be other changes I don't remember right now.

With Linux, there's a convenient tool called diff used to compare files and directories; you would type something like that: diff -r "original_directory" "modified_directory". With Windows, there's equivalent commands using "comp" but not sure cause I never used this.

The devkit/libogc libraries to compile are not the latest due to issues with my old linux. These versions don't have the new posix standard for files operations but, as I already said, who cares? However, there's no L2Enhance() function (for otpimized memory) either.
If I'm not mistaken, it should devkit r22 and libogc 1.8.6 that are used.

Fortunately, there aren't huge changes compared to snes9xgx cover in which there are more additions.
Good luck and tell if there are other things I didn't think of.
 
Ok, for FCEU-GX ios58 there are 2 .cpp files in source/gui : gui_gamegrid.cpp and gui_image_async.cpp. There are also changes in menu.cpp and the pngu library ie pngu.c.
In fact, there may be other changes I don't remember right now.

With Linux, there's a convenient tool called diff used to compare files and directories; you would type something like that: diff -r "original_directory" "modified_directory". With Windows, there's equivalent commands using "comp" but not sure cause I never used this.

The devkit/libogc libraries to compile are not the latest due to issues with my old linux. These versions don't have the new posix standard for files operations but, as I already said, who cares? However, there's no L2Enhance() function (for otpimized memory) either.
If I'm not mistaken, it should devkit r22 and libogc 1.8.6 that are used.

Fortunately, there aren't huge changes compared to snes9xgx cover in which there are more additions.
Good luck and tell if there are other things I didn't think of.
Err... I appreciate the help but I'm definitely in over my head on this one.
I'll keep an eye on this post in case you decide to update FCEUGx.
Regards.
 
oh, as you want. Did you try to compile fceu-gx cover as it is? If you succeed, you just have to copy the few changes of the original version from googlecode. I thought it would be good some users participate more, I'm just a user too but no problem. We"ll see that later.
 
oh, as you want. Did you try to compile fceu-gx cover as it is? If you succeed, you just have to copy the few changes of the original version from googlecode. I thought it would be good some users participate more, I'm just a user too but no problem. We"ll see that later.
I understand. It's just hard to contribute about something I have no clue about.
Thanks.
 
By the way, where can I find this info.xml file?
All I see in the no-intro and tosec websites are clmmamepro dat files.
My GBA rom set is no-intro.
I think I'll have more trouble with the GB/GBx set, as it is goodx.
 
Games descriptions is only implemented in Snes9xGX and the info.xml was generated using databases found here and there. I made this file using some scripts, so you won't find it anywhere for FCEU-GX or VBA-GX.
Implementing it for nes and gb/gba isn't worth the effort. The only interest (for me) was for SuperNes. Moreover, the feature is rather slow, and of course won't work for customed rom names.
 
Thanks again for the update. I was testing yesterday the new snesgx feature, it is just enabled by default when setting video to unfiltered right? In the meanwhile I realised that the snesgx emulator GUI is OK for 16:9 TVs, it's just VBAGX which is locked to 4:3 aspect ratio. Can't tell about fcenes as I almost never use it.

I was also testing the VBAGX workaround for pixel perfect rendering, it's very very cool. My concern was for the TV resize setting, I have it normally for "Automatic Wide" and this shows the gba screen window around a 16:9 format, is this ok? what is the aspect ratio of the original GBA screen whoever owns one?
 
Games descriptions is only implemented in Snes9xGX and the info.xml was generated using databases found here and there. I made this file using some scripts, so you won't find it anywhere for FCEU-GX or VBA-GX.
Implementing it for nes and gb/gba isn't worth the effort. The only interest (for me) was for SuperNes. Moreover, the feature is rather slow, and of course won't work for customed rom names.
OK. Thanks.

Thanks again for the update. I was testing yesterday the new snesgx feature, it is just enabled by default when setting video to unfiltered right? In the meanwhile I realised that the snesgx emulator GUI is OK for 16:9 TVs, it's just VBAGX which is locked to 4:3 aspect ratio. Can't tell about fcenes as I almost never use it.

I was also testing the VBAGX workaround for pixel perfect rendering, it's very very cool. My concern was for the TV resize setting, I have it normally for "Automatic Wide" and this shows the gba screen window around a 16:9 format, is this ok? what is the aspect ratio of the original GBA screen whoever owns one?
What is locked to 4:3, the actual GUI or the games themselves? I'm not sure I understand the issue.
As for the aspect ratio, the GBA screen is 240 by 160 (1.5:1), so it looks way too distorted when you set your TV to "wide".
When I set mine to 4:3 (TV adds gray bars on the sides), then I get an aspect ratio that is close. VBAGx is set up for 4:3 screens, and does not have SNES9x and FCEUGx's 16:9 correction feature, which adds black side bars (is this what you meant before?).
What you can do is measure the width and height of the game image with a measuring tape and dividing the width by the height, to see how close you get it. I'll be interested to know what you get.
Saludos.
 
Mastershoes:
It looks like megaupload is dead.
Is there any chance you can re-upload your covers somewhere else?
I was just about ready to get them, when I found out about MU's demise (great timing).

Cover Set Update!

Update 03-11-12: Added an SNES 3D Cartridge Set, and an NES 2D Cartridge Set. Also added links to preview all of the files on Photobucket.

Update 03-07-12: Updated snes9xgx sets (Added some Covers). The 2D set was mostly replaced by a more vibrant set and looks a little more alive. See spoiler for example.

Old 2D Set
AdventuresofBatmanRobinThe.png

New 2D Set
AdventuresofBatmanRobinThe.png

Update 03-05-12: Updated all fceugx cover sets.

Update 03-03-12: Soo.... I've been updating my VbaGX Coversets. Have not only added to them, but have fixed the perspective on the 3D covers to display the proper aspect ration instead of bieng stretched. From here on out, everything will be of the proper aspect ratio. See the spoiler below to see what I'm talking about. I also adjusted and updated the Snes9xGx Cart Covers. Although they weren't off much being stretched, the corrected aspect ration definately makes a difference.

Stretched: Prior Sets
007-EverythingorNothingUSAEuropeEnFrDe.png

Proper Aspect Ratio: Current Sets
007-EverythingorNothingUM3.png

Also, I've added GBC and GBA cartridge sets! GB set will be coming in the next few weeks.

And FYI, the newer sets are named to my roms, sorry.. but not really, because the majority of the covers (especially GBA) needed to be renamed to not exceed the character limit anyways, so if you name your roms to match these covers, you'll be all good and everything will display correctly.

Preview the updated files on Photobucket here:
Gameboy 2D Covers:
http://photobucket.com/vbaGXGB2D
Gameboy 3D Covers:
http://photobucket.com/vbaGXGB3D

Gameboy (J) 2D Covers:
http://photobucket.com/vbaGXGBJ2D
Gameboy (J) 3D Covers:
http://photobucket.com/vbaGXGBJ3D

Gameboy Color 2D Covers:
http://photobucket.com/vbaGXGBC2D
Gameboy Color 3D Covers:
http://photobucket.com/vbaGXGBC3D
Gameboy Color Cart Covers:
http://photobucket.com/vbaGXGBCCart

Gameboy Advance 2D Covers:
http://photobucket.com/vbaGXGBA2D
Gameboy Advance 3D Covers:
http://photobucket.com/vbaGXGBA3D
Gameboy Advance Cart Covers:
http://photobucket.com/vbaGXGBACart

NES 2D Covers
http://photobucket.com/FCEUGX2D
NES 3D Covers
http://photobucket.com/FCEUGX3D
NES 2D Cartridge Covers
http://photobucket.com/FCEUGXCart2D
NES 3D Cartridge Covers
http://photobucket.com/FCEUGXCart

SNES 2D Covers
http://photobucket.com/SNES9XGX2D
SNES 3D Covers
http://photobucket.com/SNES9XGX3D
SNES 2D Cart Covers
http://photobucket.com/SNES9XGXCart
SNES 3D Cart Covers
http://photobucket.com/SNES9XGXCart3D
Download Everything here:
vbaGX

3D Sets
Game Boy Classic (3D): Updated 03-03-12
http://www.mediafire...9q64jf2q2uxe05l
Game Boy Color (3D): Updated 03-03-12
http://www.mediafire...krbs39ksgu9mlv0
Game Boy Advance (3D): Updated 03-03-12
http://www.mediafire...dvmhbwq3r9d13r8

2D Sets
Game Boy Classic (2D): Updated 03-03-12
http://www.mediafire...djvtwplilgmvp28
Game Boy Color (2D): Updated 03-03-12
http://www.mediafire...9g08ilmj7do88cc
Game Boy Advance (2D): Updated 03-03-12
http://www.mediafire...2yyili5f722bo9c

Cartridge Sets
Game Boy Color (Cart): Updated 03-03-12
http://www.mediafire...6jn9z3hycof53d5
Game Boy Advance (Cart): Updated 03-03-12
http://www.mediafire...c4w81fkaoikja9o

FceuGX

FceuGX (3D): Updated 03-05-12
http://www.mediafire...d3sov1r3qvzoai1
FceuGX (2D): Updated 03-05-12
http://www.mediafire...yft0vi1rhh2dp23
FceuGX (2D Cartridge): Added 03-11-12
http://www.mediafire...6t3fjqhomg5i976
FceuGX (3D Cartridge): Updated 03-05-12
http://www.mediafire...wfavqwkgluu5hjl

Snes9xGX

Snes9xGX (3D): Updated 03-07-12
http://www.mediafire...b6l3mh9e03n64a9
Snes9xGX (2D): Updated 03-07-12
http://www.mediafire...k38x2ql49bugxa4
Snes9xGX (2D Cartridge): Updated 03-07-12
http://www.mediafire...4sxb08tm6vpv5pz
Snes9xGX (3D Cartridge): Added 03-11-12
http://www.mediafire...syg1900f0zrsvyl
Snes9xGX(Cartridge PAL): Updated 03-03-12
http://www.mediafire...ku39brg5ykbya38

Here ya go buddeh!
 
There is a combination of zoom parameters someone found, that delivers correct pixels shapes for GBA, but forces the screen size (89% x 70%, maintain aspect ratio) and your 16:9 TV has to be set to 4:3, in order to get the overall 1.5:1 aspect ratio approximately correct.
What is locked to 4:3, the actual GUI or the games themselves? I'm not sure I understand the issue.

As for the aspect ratio, the GBA screen is 240 by 160 (1.5:1), so it looks way too distorted when you set your TV to "wide".

When I set mine to 4:3 (TV adds gray bars on the sides), then I get an aspect ratio that is close. VBAGx is set up for 4:3 screens, and does not have SNES9x and FCEUGx's 16:9 correction feature, which adds black side bars (is this what you meant before?).

What you can do is measure the width and height of the game image with a measuring tape and dividing the width by the height, to see how close you get it. I'll be interested to know what you get.

Saludos.

I read your link but forgot about your note later =_= yes, I made some tests which just proves what you said, that guide for VBAGX pixel perfect rendering is ONLY when you set your 16:9 TV to 4:3.

In my post I was refering to a previous post of mine 2 pages back talking about the GUI itself. I had assumed all Tantric emulator GUIs were designed and locked for 4:3 display mode, which explained why the covers were distorted, but no Snesgx is OK, it's 16:9, it's only VBAGX GUI which is locked to 4:3, and now that you say it game mode too.
It seems VBAGX was ported without never having in mind 16:9 LCD TV's, I don't know why or why so many differences between VBAGX and the other 2 emulators, even tantric didn't care for implementing the last update in this emulator :S
 
do you have the gba 3d cover and snes cartridge 3d cover packs?
My GBA 3D Pack is only about 200 covers... didn't think it was worth uploading, as it's nowhere near as complete as the 2d set.. and i do not yet have an snes 3d cart pack.
Thanks a lot, mastershoes!
I have a mini-pack of about 270 3Dcovers for GBA. I'll upload later to MF (I'm on my way out right now). It's probably the same as mastershoes' but if it's not, they could combined to make a bigger one after duplicates are accounted for.

I read your link but forgot about your note later =_= yes, I made some tests which just proves what you said, that guide for VBAGX pixel perfect rendering is ONLY when you set your 16:9 TV to 4:3.

In my post I was refering to a previous post of mine 2 pages back talking about the GUI itself. I had assumed all Tantric emulator GUIs were designed and locked for 4:3 display mode, which explained why the covers were distorted, but no Snesgx is OK, it's 16:9, it's only VBAGX GUI which is locked to 4:3, and now that you say it game mode too.
It seems VBAGX was ported without never having in mind 16:9 LCD TV's, I don't know why or why so many differences between VBAGX and the other 2 emulators, even tantric didn't care for implementing the last update in this emulator :S
Oh, I see.
I had noticed but will go back and check tonight. So when you set your display to 16:9 on both, SNES9xGx and FCEUltra, it affects both the GUI and the games?
Maybe Tantric did not bother with 16:9 on VBAGx because the zoom controls allow you to set the image to your liking but you are right, that would leave the GUI itself hanging. He might have figured it was not important but it becomes so with covers which is an unsupported feature.

-- Edited to thank mastershoes. I had done it by PM but don't want other peeps thinking I'm an ungrateful bastard. --
 
Uhmm It's more complicated than I fear, I was fooled by the covers themselves, let's see:


I think its like this:
Code:
TV 16:9 display
SNES9xGx: GUI (Wrong),	   Covers(OK),	 Game (OK in 16:9 game mode in emu settings
FCEUltra: GUI (?)	,  Covers(?),	 Game (OK in 16:9 game mode in emu settings)
VBAGx:	GUI (Wrong),   Covers (Wrong),	 Game (OK if correctly manually zoomed (unkown values), also unkown if pixel perfect rendering can be attained in this display mode)


TV 4:3 display (CRT or LCD 4:3 mode)
SNES9xGx: GUI (OK),	Covers(Wrong),	 Game (OK)
FCEUltra: GUI (?),	  Covers(?),	 Game (OK)
VBAGx:	GUI (OK),	 Covers (OK),	 Game (OK, pixel perfect with the Mr. Reaper's guide)

I will confirm and complete the list tonight. It's hard to tell because while the GUI seems 4:3, settings text seems to be 16:9 always.

Maybe Tantric did not bother with 16:9 on VBAGx because the zoom controls allow you to set the image to your liking...
That's understandable, but I wonder then why he didn't implement the same with the other emulators
 
Your list is helpful. I think it shows that the GUI does not have a 16:9 settings, but it doesn't really need (aside from cover mods), because there is no visual reference to tell you that any elements have a "wrong" aspect ratio. In other words, it works for both.

As for the other emulators not supporting zoom functions, that is because they are not necessary. NES and SNES games were meant to be played on 4:3 TV's, so there is no point in having zoom settings that do anything but fill the whole screen, like the original games did. It's good to have the 16:9 option so that the emulators adds the vertical bars instead of the user having to set their TV's to 4:3.

Finally, when it comes to the covers, it's up to us to make it look correct. The cover mod requires a specific cover size 224x224, so the images have to be built with this restriction and the final intended aspect ratio in mind.


do you have the gba 3d cover and snes cartridge 3d cover packs?
My GBA 3D Pack is only about 200 covers... didn't think it was worth uploading, as it's nowhere near as complete as the 2d set.. and i do not yet have an snes 3d cart pack.
I have a mini-pack of about 270 3Dcovers for GBA. I'll upload later to MF (I'm on my way out right now). It's probably the same as mastershoes' but if it's not, they could combined to make a bigger one after duplicates are accounted for.
Here are the covers, if anyone is interested.
I have included fuzzyrename, an app that allows you to rename your image files to match your rom folder, by using fuzzy logic to find matches.
It allows you to visually scan the rename list to make corrections by hand before finally copying the renamed files to a new folder. Very nifty.
Fuzzyrename homepage.
 

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