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Thread: SNES9x PS3 4.4.9 (FW 1.92+/FW 3.15/FW 3.41/CFW 3.55) Released
  

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  1. #41  
    squarepusher2 is offline Developer
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    Quote Originally Posted by Jararaca View Post
    Snes9x 1.53 for PC was released some days ago (it even can use cg shaders!) with many fixes.

    Some of the fixes you've already applied to Snes9x PS3. Do you think it's worth to update the core to the PC 1.53 Version?
    You don't have to tell me about new versions of SNES9x - needless to say, I'm well on top of that.

    The core I use in SNES9x PS3 is as near to 1.53 as you can get - in fact, it has some bleeding-edge fixes right now that 1.53 doesn't currently have (such as the last fix that fixes the echo noise bug in Mortal Kombat - that's a fix OV2 gave me that has not yet been committed to the github trunk for instance) - but - in short - NO.

    There is just one patch that forms part of 1.53 that I don't commit to the SNES9x PS3 core - and that is zones' IRQ/SA-1 improvements. That gives at least a 10fps framerate decrease - for this reason, the Wii/PS3/Xbox 1 ports have chosen not to use this specific patch - therefore, all of the console ports are really '1.52 and a half'. We can't use that patch that would make it really 'based' on the 1.53 core - because the speed/performance cost is just too high.

    The improvements are barely noticeable to the end user though - so it's probably not worth the huge speed downgrade - and the only games it fixes are games that most people don't care about.

    The SNES9x team has recognized this is a problem and is probably going to take some steps to make up for the performance gulf that exists now inbetween each new version of SNES9x.
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  2. #42  
    squarepusher2 is offline Developer
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    Quote Originally Posted by egger View Post
    @ squarepusher

    the new Build Helped. No Freezes so far. Thx!! ;]

    You made me real happy ;]
    Yep - I let it run for over 2 hours and I couldn't really get a freeze. So I'm hopeful it's a thing of the past now.
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  3. #43  
    squarepusher2 is offline Developer
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    Quote Originally Posted by dingoo View Post
    Nice work squarepusher, something for my bluetooth stereo headset, wasn't getting used.
    So i tested the custom music and my bluetooth, the snes audio is being relayed to the bluetooth but the custom music is going to the tv, is that a bug or is there a setting i missed? i'd prefer the other way round snes bleeps bit annoying depending on game on headphone haha, i do like my modulated 8 bit music though
    Nope, that's the current way it is - I would have to find a way to relay the custom music to the secondary stream as well, and I can't seem to be able to do that. Perhaps this is a limitation of the PS3 audioserver, and you need Multistream for that. I dunno really - I would have to research it more.

    BTW - does the volume control knob work on your headset - as in - is the volume too low? The volume is too low on my headset - the Logitech Clearchat USB headset - but that might just be a hardware issue since the volume knob doesn't work on the PS3 period.
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  4. #44  
    squarepusher2 is offline Developer
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    Quote Originally Posted by ovhaum View Post
    First, thanks for the great emulator squarepusher2.

    I'm having a problem with Megaman-X2. Early in the Bubble Crab stage (where a large yellow fish out of a door) he should go to the right and open up a big red door.
    but the fish goes down, inside the earth, and you cant play any further inside the stage.

    This happens with version 4.4.9 (official) did not test other builds.

    Snes9x tested in windows and this problem does not happen.

    Sorry for my bad english, still learning.

    Edit: roms tested: NTSC/J, PAL, NTSC-US same problem.

    Edit2: tried last Subcon's PKG an nothing changes, and im using Wuta???za+geohot FW.
    Yep, I can confirm this - damn, isel bugs can create some funny (and sucky) side-effects, huh?

    Anyway - will be rectified soon.
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  5. #45  
    squarepusher2 is offline Developer
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    OK, the Mega Man X2 issue has been fixed - hopefully somebody produces a daily build of this soon with this bug fixed - quite embarrassing on my part that I didn't catch this one sooner.
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  6. #46  
    squarepusher2 is offline Developer
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    Quote Originally Posted by ovhaum View Post
    What?!
    ALREADY!??

    You are fast for sure.

    Thank you. And maybe i'll get myself a ps3sdk and build it myself... errrr... make && make install? haha...

    Thanks again.
    Subcon works as fast as me these days - the new version is already up.

    PS3 3.55KM EMULATORs & HOMEBREW - Home
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  7. #47  
    squarepusher2 is offline Developer
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    Quote Originally Posted by AS692 View Post
    Any chance of a 3.41 version?
    There has always been a 3.41 version. In fact, until early April of this year, I was still using 3.41 jailbreak.
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  8. #48  
    squarepusher2 is offline Developer
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    Quote Originally Posted by AS692 View Post
    Sorry I did'nt explain very well, I mean't with the updates?
    My bad. It should be trivially easy to package a 3.41 PKG along with it though - in fact, pkg-signed should make you an PKG that works on 3.41 and 3.55 CFWs like Rebug and Kmeaw alike - pkg-signed-cfw should work on Geohot CFW.

    Who knows, perhaps the current PKG also works on 3.41 jailbreak - I can't test it on my machine, but if he did 'make pkg-signed', it should work on 3.41 jailbreak.
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  9. #49  
    squarepusher2 is offline Developer
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    Quote Originally Posted by SNEA View Post
    The most recent version snes9x-ps3-1169f breaks Super Metroid (JU) getting an error screen after the Nintendo logo. Something about copying games being illegal in both english and Japanese.The rom fails to load past this screen and it had always worked before.
    I'm not getting that problem with the following ROMs:

    Super Metroid (Europe) (En,Fr,De).sfc
    Super Metroid (Japan, USA) (En, Ja).sfc

    Can you confirm this didn't happen in the last official release (v4.4.9)? Looks like there might be an issue with the specific SMC ROM.
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  10. #50  
    squarepusher2 is offline Developer
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    Quote Originally Posted by tisurame View Post
    If I'm not mistaken, Squarepusher said that a fancier GUI could be detrimental to the performance. The PS3 PPU is already working on the edge, and without a good developer environment, it's hard to improve this situation.

    So, he decided to focus on the performance.

    The GUI looks a bit crude, but you will get used to it.
    I might be willing to look at some of Multiman's GUIs and implement that if possible. Only problem I've just ran into - looking at the source - is that it is libGCM - so will need to be converted to PSGL.
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