Author Topic: PocketSNES based on Snes9x 1.43-dev [2014-08-24 update]  (Read 118340 times)

RupeeClock

  • Posts: 234
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #20 on: January 02, 2014, 09:01:09 am »
Oh sweet, a new PocketSNES release! I have got to test this ASAP. :)

TimeDevouncer

  • Posts: 231
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #21 on: January 02, 2014, 09:53:14 am »
I've fixed the saved state trouble, but am not about to reimplement the L+R+Left and L+R+Right in-memory saved states, because the Snes9x core doesn't accept redirecting saved states to memory anymore.

For the saved state menu, I chose to save a state at /tmp/.svt so the emulator can back out if you don't choose a saved state to load. Creating a preview for the UI requires loading the state, emulating one frame and backing out to the state before entering the menu -- unfortunately I couldn't redirect that to memory anymore, so the state was not saved, so I couldn't back out and the previewed state stayed loaded. That's why you appeared to save copies of the same state over and over.

Some more fixups are required. I'll then make another release and update the OP.

Thank you so much for your work ;)
Look behind you! A three-headed monkey!

caiolreboucas

  • Posts: 5
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #22 on: January 02, 2014, 09:55:29 pm »
Nebuleon, thanks for your hard work.

You already gave us a GBA and SNES emulator!

What's next? A PSX emulator?  ;D

Scoobysnaxx

  • Posts: 128
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #23 on: January 03, 2014, 02:25:04 am »
What's next? A PSX emulator?  ;D

I hope developers don't waste any time on that one. Not when so many other systems have a much better chance of performing well. I know an official TurboGrafx-16 / PC Engine emulator would be well received.

At the end of the day though I am sure anything Nebuleon works on would be well received  ;D. The community is certainly lucky to have this many talented people given the relatively small number of units sold.

Seph817

  • Posts: 127
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #24 on: January 03, 2014, 04:35:16 am »
PSX would definitely not be a waste of time. Especially if any of the developers here are working on it. It's already running a few games decently on a very unoptimized build of psx4all. It definitely has the power for it.

As for TurboGrafx, I know it's not a final release but, I've had Temper on my Zero for a while and it plays very well. It plays TG-CD games, too.

Nebuleon

  • Guest
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #25 on: January 03, 2014, 04:36:42 am »
Please do not derail this release thread. For PSX/PS1 discussion, please see /GCW Zero/Emulation/Ps1 emulation,current state? (Sorry if its been said to death).

Seph817

  • Posts: 127
Re: PocketSNES based on Snes9x 1.43-dev
« Reply #26 on: January 03, 2014, 04:41:33 am »
Sorry. Thanks for your work on SNES! I always liked the Mega Man X games, so 2 and 3 working on here is awesome!

Nebuleon

  • Guest
PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #27 on: January 03, 2014, 05:56:40 am »
I took the time to fix some bugs and add some requested features, and add new things created by hi-ban and JohnnyonFlame. This results in the 2014-01-03 build.

Download and test: https://dl.dropboxusercontent.com/u/106475413/gcw-zero/PocketSNES-20140103-1.opk
as well as a pack of SNES game title screens to put into ~/.snes96_snapshots/previews, prepared by hi-ban: https://mega.co.nz/#!c0FiBATZ!Ivngwi7DY2RgQmpPGyvnDwdaDbkYsxOHCNYI3HIq7-c

Features and fixes:
- The full-screen scaler from snes9x4d has been added, and the full-screen user preference has been re-enabled. (d_smagin)
- The audio sampling rate option now accepts 32000 Hz, which is the rate used by the SNES itself for output. (Nebuleon)
- The saved state menu now writes a saved state to /tmp/ so it can back out of temporarily loading another state to preview it. This fixes writing the same saved state multiple times, as well as loading #0 with audio disabled when attempting to load any other state. (Nebuleon)
- Star Fox can now be played by those with photosensitive epilepsy. (gcc team)
- Saved states created for Yoshi's Cookie/US and possibly some European and Japanese titles do not freeze the emulator anymore when previewed. (Nebuleon)
- When playing Yoshi's Cookie/US and possibly some European and Japanese titles, the top 7 pixels of the screen no longer flicker between black and a part of the previous frame at 60 Hz. (Nebuleon)

Graphical changes:

- The PocketSNES icon is now inspired by the Super Famicom, which fits with the icon set started by ReGBA and Gambatte. (hi-ban)
- The background of the menu is now inspired by SNES box art, instead of looking like output from the Virtual Boy. (hi-ban)
- The settings of the Main Menu now have right-aligned values which fit in with the SNES box art theme. (Nebuleon)
- The selection bar is now a blending gradient from red to transparent. (JohnnyonFlame)
- The ROM selection interface can now display a background based on the game under the selection bar. The background must be a PNG file in ~/.snes96_snapshots/previews and be 24bpp, 282x186. (hi-ban, Nebuleon)
- The screenshots shown in the saved state menu are now larger, fitting in 205x154 instead of 160x120. (Nebuleon)
« Last Edit: January 04, 2014, 10:12:25 am by Nebuleon »

Orion4874

  • Posts: 229
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #28 on: January 03, 2014, 06:41:47 am »
Awsome work Nebuleon! The full screen option puts this emu over the top imo.

BTW, Star Fox 2 actually plays pretty decently on this emu while it didn't load at all on the previous version of PocketSNES and was heavily glitched on Snes9x4d.

RupeeClock

  • Posts: 234
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #29 on: January 03, 2014, 12:28:04 pm »
Awesome stuff, digging the new GUI design and all the updates.
Will update as soon as I get the chance, I was going to report the issues I was having with save states but it looks like it has been resolved already.
The new release being based on Snes9x 1.43-dev has definitely improved things, the current build now passes the hardware test on the Snes Test Program.

sparkymark79

  • Posts: 56
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #30 on: January 03, 2014, 01:44:02 pm »
Does anybody know of an easy way to get all the preview files to match my ROM names, perhaps by renaming to the closest match. A windows app maybe? Thanks

thought about this more. So I need a regular expression to match all characters (or a high percentage) from a folder of .png files to a folder full of .zip files. When a match is found, then the .zip should be renamed to the .png name

Easy! haha if I knew anything about writing scripts, etc! Something like this could be used http://regexrenamer.sourceforge.net/

Anybody?? :)
« Last Edit: January 03, 2014, 02:25:13 pm by sparkymark79 »

hi-ban

  • Posts: 881
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #31 on: January 03, 2014, 02:42:53 pm »
There are 2 "main" sets of roms out there.

- The "GoodSNES" romsets, with the names being in the format "Romname (E) [!]". It includes all versions of roms, including hacks, bad dumps, bootleg versions, etc... This makes a total of more than 11000 SNES roms, but most of them are clones and hacks (in other words, mostly rubbish).

- The "No-Intro" romsets, with names being in the format "Romname (Europe)". Most (if not all) preview packs out there, used by emulators with the Hyperspin frontend use the naming from this romsets, as those sets don't include rom hacks or bootlegs, only good dumps. Hence, this naming convention is also called "Hyperspin". This makes a total of about 3500 SNES roms, being most of them "official" roms.

There seems to be tools for renaming roms from GoodSNES sets into the No-Intro naming system, the people from the No-Intro project seems to have the renaming tools available here: http://no-intro.org/

However i don't know if there is any way of doing the opposite. So my recommendation is to convert your GoodSNES romset into a No-Intro romset, or download a No-Intro romset from the internet.
« Last Edit: January 03, 2014, 02:45:42 pm by hi-ban »

sparkymark79

  • Posts: 56
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #32 on: January 03, 2014, 03:07:18 pm »
Taking your last piece of advice :)

hi-ban

  • Posts: 881
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #33 on: January 03, 2014, 03:55:51 pm »
here is an updated PNG preview pack.

I fixed some typos in some files, and added a couple of previews.

Download here: https://mega.co.nz/#!hocEWDJS!DimgnD_5ulKpQy2hNWeqZ0hjpDh09iRJ6yIRnwHVHTw

Scoobysnaxx

  • Posts: 128
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #34 on: January 03, 2014, 04:53:18 pm »
Thank you Nebuleon, hi-ban and JohnnyonFlame! Your work is very much appreciated.  ;D

johnnyonflame

  • Posts: 212
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #35 on: January 03, 2014, 05:27:56 pm »
Thank you Nebuleon, hi-ban and JohnnyonFlame! Your work is very much appreciated.  ;D

Nebuleon and the Snes9x 1.43 core developers are the ones to be thankful for, I only coded this piece of UI:


Hi-ban actually did the design, while Nebuleon adapted the UI to follow suit. I only chimed in with a single gradient algorithm.

patrick81

  • Posts: 30
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #36 on: January 03, 2014, 06:13:26 pm »
I updated this but it cannot read my load states anymore.   :o  Am i missing something?  Did it move to somewhere? 
« Last Edit: January 03, 2014, 06:15:47 pm by patrick81 »

Awakened

  • Posts: 96
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #37 on: January 03, 2014, 08:29:42 pm »
Really awesome update, I'll be much more likely to play SNES stuff on the Zero thanks to this  :)

Being nitpicky here, but would it be possible to bring over the bilinear scaler from ReGBA? It should look more "even" compared to the one from SNES9x4D (lifebars from Mega Man games seem to be an easy way to compare):





I can understand if there's not enough CPU power left over for that type of scaling in this case (until the IPU driver is done anyways).

Surkow

  • * Administrator
  • Posts: 666
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #38 on: January 03, 2014, 09:02:43 pm »
Scaling will be free the moment the IPU is supported. So it's probably not a very pressing issue.

Nebuleon

  • Guest
Re: PocketSNES based on Snes9x 1.43-dev [2014-01-03 update]
« Reply #39 on: January 03, 2014, 10:42:17 pm »
I updated this but it cannot read my load states anymore.   :o  Am i missing something?  Did it move to somewhere?
As the saved state format is very much tied to the core, later versions of Snes9x -- the core PocketSNES uses --, lose saved state backwards compatibility with every new version.

In the meanwhile, please hold on to your PocketSNES-1.39 build from August, load one saved state from 1.39 and let it save SRAM. 1.43 will then be able to load SRAM along with your game and you can save a new state with it.

 

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