I hate being the one to bring bad news, but some games still do not start :(
Originally Posted by ragnarok2040
The good news is that, if this version means the speed games will run with sound enabled, we are in a very good shape.
And about that, are you using some sort of frameskiping in code?
The big problem in snes-station wasn't actually speed, but how we perceived speed throught choppy sound and gameplay. I remember I've playied a lot of snes games in my old pentium 233MMX, I've just had to use frameskipping wizely for that, sure, but it playied without those choppy sound like snes-station.
Just a note: Transparency does not seem to be fully working, I've just saw it working (and badly and partialy) once, in Seiken 3 opening (the sun effect).
All by all, alfa3 looks great for a short period of work, congratulations and thanks ragnarok :)
Perhaps it might be an architecture issue as it could be some weird method they're using that's resulting in an overflow somewhere that works on x86 and other cpus. I'll need to comb through the startup process to see what's happening. The crashing that was occurring before was from some funky math/shifting all being done in a single step which could have been precalculated, probably other areas that do something similar.
The porting instructions did say some games needed to have the emulator's setting set manually, but the win32/linux ports don't do this. Transparency is still disabled, since it requires double buffering, because I have to change the way I render the browser in order to support it. I'll probably change to double buffering on FCEUltra afterward as well which should reduce that screen tearing a bit. For frameskipping, it's set to AUTO_FRAMERATE, but only the win32/unix ports implement skipping. It seems there are a few settings that is just for the win32/linux ports.
For the PAL/Interlacing issue, could you explain it in more detail? Do you mean that when switching PAL/NTSC inside of the menu the interlacing is turned on and off?
I start the ELF from USB and it flickers on my PC-PAL-TV-Tunercard, so it starts in 60Hz.
I hope you have realized this is a project in alpha stage and you are, in your thinking, taking for granted that the developer let you in on an Release Candidate or Golden Master... please keep up to date with the current level of the project, it states alfa still...
Originally Posted by protomank
Even though snes9x works fine in Linux, porting it might take a while, however progress has been very rapid for this port.
Yeah, if no SNES9X.cnf file is found where Display = 1, it'll start up in PAL for a split second then switch to NTSC mode. You can just push Select to get to the menu and push circle to switch it back to PAL, then save the config so it won't switch back to NTSC when you start it up again. It's for fixing a framebuffer issue where PAL screens wouldn't render the bottom 1/5th of the screen or so, instead showing stuff in vram. I've had to rig quite a few things to support real interlaced/non-interlaced modes, which gskit doesn't seem to support correctly, and pal/ntsc switching support so that things would render correctly after the switch.
I totally agree with you.
Originally Posted by barf
Edit: @ragnarok: I found some,... Erm... "Bug" (not really, but it is annoying).
If I close the menu, it affects the game.
You know, what I mean. ;)
I close the menu with circle and Mario makes a Hoola-Jump.
Is saving supported, or is it in RAM?
The easy games like mario works like a charm, but still bitt some slowdowns and the bug explained 1post before.
I'd like to see an option for showing the Framerate, hope it doesn't take to many hardware. :D *lol*
If you want speed, you're looking at the wrong version. I vaguely remember snes9x running full speed back way before v1.40 on P2 400Mhz machines. Still one would miss out on a lot if an older version were to be made.
Originally Posted by protomank
Still nothing beats Kode54's libopenSPC version of 1.39mk3b++. Well maybe the latest version, which now supposedly uses the libopenSPC sound core. I can't believe it took them that long to go back to it. My ears do not lie.:)
A few years ago, I did make some changes to snes9x codebase to do a few things with my 3dfx based graphics card. However, I never officially released those changes. Before one of the moderators treated me like a kid and proceeded to badger me for some unknown reason on the old snes9x boards. I just moved on to other things.:) Besides I doubt the developers would now care about glide as I believe they supposedly stripped it out of the latest version.
It's looking good so far. I'll have to take a look at it when I get a moment.:) I still haven't had a chance to see how you're latest versions of fceu are doing either.
Is it running in 320x224 or 256x224?
Right now it's at 256x239 stretched to a 640x480 or 640x512 screen size depending on NTSC or PAL. Saving isn't supported as of yet. I have to tie in all the functions that need to save a file to a standard path, like savestates, sram and the like.
I see what you mean about closing the menu, if you want to close it without it doing that, for now, just push L2 again. That menu option was there more or less for people who had some strange button combo in FCEUltra to access the menu and didn't feel like pushing the combo again to exit but since the snes pad uses almost all the buttons, making a button combination for the menu would be kind of awkward.
E P, :D, 1.43/1.51 still uses glide in the unix/linux port but the win32 port seems to have it stripped out. I came across a version of snes9x called opensnes9x, which used the openspc library when I was looking for the psp/gps2 port sources. But, all of the ports, including opensnes9x seemed to be using arm assembly and used pretty old sources from before or at version 1.38. Though, since other ports could do all the spc emulation on an arm processor with limited ram, it's probably possible to put it in another thread and port it to the IOP. I'm not sure how much speed might increase since games need to sync with the APU regularly.