Homebrew Snes9xGX-Mushroom

Askot

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@SaulFabre As I said, there is no problem with MSU1 games, including the official Snes9x GX (normally, it is the same with the RX).

For the update, I'm just waiting for PacBunny's confirmation for the filter.

Eddit @PacBunny Here is a test version ;) At home, it's 3 am, if I make the connections on my hd tv now, my wife will kill me :lol:
Using filters, has any drop in framerate?
 

PacBunny

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@Zorg1996 No compatibility problem with MSU (thanks to Tantic and Bladeoner)

@UWUyamilUWU For the overlays I do not promise anything, but why not ^^

@PacBunny I will release a small update very soon because the UI is 100% finished. So I thought about your question, so what do you think about this filter? Is it the way you want it? For me who usually does not like this kind of filter, I must say that on a hd tv it is not so bad (you can still see the pixels)

AdvMame2x filter:
VkWpALw.png

NSoE7pa.png

k4glTAZ.png
Quick question, why AdMame2x tho?
 

Tanooki16

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@Askot I still have to test (all members can do it with the test version) with the big games like Kirby 3 and Yoshi's Island.

Anyway, the Scale2x filter is much less resource intensive than hq2x

@PacBunny The name is temporary (although this filter can also be called that). In the final version it will be called Scale2x ;)
 
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MikaDubbz

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Probably a pretty pointless question, but I love your modern forks of these GX emulators, and I'm curious, is there any chance you could give the emulators native ports to the Wii U? I know we don't need it at all as we can forward to them from the Wii U menu and even allow for use of Pro Controllers and the Wii U Gamepad itself, but it would be nice all the same to cut out the load time of the Wii U switching to vWii mode. I know, ultimately pretty stupid, but I still think it'd be cool, plus for light gun games, you could theoretically allow for the GamePad to be moved around to aim kinda like a wiimote.
 

Tanooki16

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@MikaDubbz For that, I'd have to get my Wii U out of the closet (the poor thing has been replaced by a Switch ^^) and motivate myself to hack it.

So yes, why not, it would be quite possible ;)
 
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PacBunny

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@Askot I still have to test (all members can do it with the test version) with the big games like Kirby 3 and Yoshi's Island.

Anyway, the Scale2x filter is much less resource intensive than hq2x

@PacBunny The name is temporary (although this filter can also be called that). In the final version it will be called Scale2x ;)
Ok, tried it with Yoshi's Island and it runs good but the way the sprite moves are kinda off. I like for you to look into Scale2xex. For reference I use Scale2xex in EmGBA Wii and it smooths out the pixel and it doesn't oversaturate the colors or text. I suggest testing that out for comparison. Also this probably won't mean anything but in Trials of Mana, everytime a text box pops up it reverts back to the Filtered/Unfiltered rendering.
 
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Askot

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I hadn't tested this version and now, I can say: I prefer full 60 fps on Yoshi's Island over a filter, very good job!! Awesome!!
 
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PacBunny

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SaulFabre

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Hows progress?

Look at this quote from this post https://gbatemp.net/threads/snes9xgx-with-scale2x-filter.593951/ :
Hi @PacBunny

A few days ago, official Snes9x GX by @Tantric have added Scale2x filter.
It is based in code from @Tanooki16, it was successfully merged to source code by @Bladeoner.
The Scale2x filter is now integrated in Snes9x GX v4.5.2 r25-11-2021.

Download links:
Wii/Wii U vWii:
https://gbatemp.net/download/snes9x-gx.37246/
GameCube: https://gbatemp.net/download/snes9x-gx.37248/


EDIT: If you're interested in see the code used for Scale2x on Snes9x GX, here's a link with what was changed in the Scale2x commit: https://github.com/dborth/snes9xgx/commit/97dbf6caa08dfc21ffb3cfe35fe1e6488ecb3edf

Greetings ;)
 

klaudio5

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Hi guys.

I've already left a comment about this in the noobie question section, but I decided to comment again here hoping that anyone can help me out. Here goes:

When using Snes9x TX, I notice diagonal banding in Earthbound and compositve video artifacts in some games – especially around text – and I find it ugly and distracting. I imagine this happens because the emulator uses trap filtering by default and there's no way to change this in the emulator's UI or directly in the config file AFAIK. If I use RetroArch's Snes9x Next core without trap filtering on, this issue doesn't occur, but I generally prefer using Snes9x TX because it renders FF6 more accurately and also supports Super Scope games, and ultimately, I really would prefer to stick with a single emulator per system.

Here are a few pictures for reference. Please note how there's diagonal banding in the background when using both Snes9x TX and RA with trap filtering on, but not when I disable trap filtering in RA. If anyone knows what I could change in order to solve the banding problem in Snes9x TX, please let me know. Even though I don't have any programming experience, I'd still appreciate any pointers regarding what I could change in the source code to solve this!

Thank you all in advance.
 

SaulFabre

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Hi guys.

I've already left a comment about this in the noobie question section, but I decided to comment again here hoping that anyone can help me out. Here goes:

When using Snes9x TX, I notice diagonal banding in Earthbound and compositve video artifacts in some games – especially around text – and I find it ugly and distracting. I imagine this happens because the emulator uses trap filtering by default and there's no way to change this in the emulator's UI or directly in the config file AFAIK. If I use RetroArch's Snes9x Next core without trap filtering on, this issue doesn't occur, but I generally prefer using Snes9x TX because it renders FF6 more accurately and also supports Super Scope games, and ultimately, I really would prefer to stick with a single emulator per system.

Here are a few pictures for reference. Please note how there's diagonal banding in the background when using both Snes9x TX and RA with trap filtering on, but not when I disable trap filtering in RA. If anyone knows what I could change in order to solve the banding problem in Snes9x TX, please let me know. Even though I don't have any programming experience, I'd still appreciate any pointers regarding what I could change in the source code to solve this!

Thank you all in advance.
Have you tried enabling the Crosshair option?

1638485717223.png


And are you using the latest Snes9x TX (1.0.8)?
 

SaulFabre

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Hi @Tanooki16, sorry for necrobumping again this official thread for Snes9x TX :P

But maybe for the next version can add this code i'm trying to add to main Snes9x GX? It's for allow us to select the "Original" (240p) render option when the TV Resolution setting (from Wii Settings) is set to "EDTV or HDTV (480p)" over component cables.

This was taken from @niuus' Snes9x RX, which he says:
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 switch will be needed for the "Original" 240p mode to be used.

Here https://github.com/dborth/snes9xgx/pull/982

Also can you add this Spanish translation update? https://github.com/dborth/snes9xgx/pull/983

Also will be adding the new commits made to Snes9x GX?
Keep working on these, your forks of FCEUGX and Snes9xGX are great for keep enjoying NES and SNES on Wii :)

Greetings :D
 
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