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OK, I promised Netplay was going to be in the next release - but it's going to have to wait until the next release. Sorry about that.
BTW - check out the HD version this time - try it out in combination with 4xSoft and I think you'll be pleasantly surprised.
EDIT: Updated links.
SNES9x PS3 4.4.5 (FW 1.92+/FW 3.15/FW 3.41/CFW 3.55)
LINKS (23.09 MB - Includes both HD and Normal Versions)
#1 snes9x-ps3-hd-v4.4.5.zip (23.09 MB)
#2 UploadBud.com - Download - snes9x-ps3-v4.4.5.zip
LINK for the bandwidth-deprived (11.54MB - Normal version-only)
#1 snes9x-ps3-normal-v4.4.5.zip (11.54 MB)
================================================== =============================
Build 4.4.5 (14-02-2010)
================================================== =============================
- New HD Version - every game runs at the SNES' high-resolution mode (512x448
interlaced mode). Try this with the right shader on (4xSoft) and this can make
the games look beautiful. Both progressive (1080p/720p/480p/576p) and interlaced
modes (480i/576i/1080i) work with this - try interlaced for best results.
4xSoft combined with this HD version also beautifies the pseudo hi-res
transparent background layers in Kirby's Dreamland 3.
- Triple Buffering option added - enabled by default. Faster graphics/shader
performance with triple buffering turned on - some potential input lag with
triple buffering on - turn it off in case you experience problems of this
nature.
- USB/Bluetooth mouse can be used now for Mouse/Super Scope games.
- Primal Rage works again.
Only thing I can imagine that could cause the crash is if you started up some syscall app prior to running SNES9x - SNES9x PS3 is a userland app and doesn't do any syscalls - so I'd advise that you not start any syscall apps prior to booting it - back when CFW 3.55 first happened, I read reports of Multiman and other apps being unstable due to these syscall apps for some reason.
That being said, I'm not too knowledgeable on this so I'm just hazarding a guess here.
That's because this graphics mode (512x448) is interlaced - try setting your PS3 to 1080i in the Display Settings (XMB) and untick 1080p - the 'blurring' (interlacing) should be gone (mostly).
That's good to hear - looks like the new input code really made a difference then.Other than that it seems to be WAY more responsive and smoother than before. It has always played good but for some reason now it just feels like it plays better.
Yup, it's broken. Version 4.4.6 is going to be released today or tomorrow - there's going to be one version (for both normal and HD graphics modes) - and the HD modes will now no longer be 'interlaced' - so just stay tuned - multiplayer and any type of two player support is broken at the moment.
SNES9x PS3 4.4.6 (FW 1.92+/FW 3.15/FW 3.41/CFW 3.55)
Multiupload.com - snes9x-ps3-v4.4.6.zip (11.65 MB)
Uploadbud.com - snes9x-ps3-v4.4.6.zip
================================================== =============================
Build 4.4.6 (16-02-2010)
================================================== =============================
- HD version and Normal version merged into one - there are now HD shaders that
do the same as the previous HD version.
* HD shaders (which upscale the resolution to 512x448) instead of hacked
HD version. '4xSoft-HD' is currently the best out of the HD shaders - more to
come.
* The HD version in version 4.4.5 ran in interlaced mode - with the HD
shaders, you can run in either progressive or interlaced mode.
- Fixed PAL50/PAL60 automatic activation in 576i/p mode.
- Fixed Rise Of The Robots interlacing issues - other games which use
interlaced mode also corrected.
- Fixed Multiplayer controls - only player 1 worked.
Re: L2 - yes, that line is hooked up wrong in the input loop ATM - so when you press L2 at the moment, what you actually get is R2. This is a one-second fix but unfortunately I'm not going to release another version unless I've got something more substantial to go along with.
Re: fast forward - I might revert back to the old way of doing fast-forward - I might also have a look at this specific request of yours - what you want basically is for L2 and R2 to be 'held' rather than 'pressed' - basically, I want the input loop as fast as possible - so I don't want too many conditionals in there, but I could have a look and see if we can have some kind of 'button mapping type' for each button - ie. 'was button pressed' or 'is button pressed'.
It seems many people are confused by my implementation of the button mapping code.
I set it up so that you cannot change any of the button settings if you have either 'Default' or 'New' control schemes selected. You can only change them if you have selected the 'Custom' control scheme. Perhaps I should do away with those restrictions - I dunno.
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