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Josiah Hernandez
Josiah Hernandez

Snes9x



Hi, is it possible to add a GTK2 package or option? I noticed GTK3 does have a small impact on performance. GTK2 would only require the build line to be:'arch-meson snes9x/gtk build -D gtk2=true -D gtk3=false -D wayland=false'




Snes9x



I am trying to play snes9x-gtk with two players using PS3 Dualshock.My problem is the input configuration for player 2. It will not register my button presses for js1. js0 works fine. Jtest for joystick calibrating shows both controllers working.


and I saved the xml file, and reopened snes9x-gtk, lo and behold under joypad 2, it showed for the button left "Joystick 2 Button 7", which 7 is 2 more than button 5!I was able to edit the rest of the buttons I needed under js1. Hopefully I explained it well enough, not sure if the bindings are universal for all dualshocks.


By default, cheats are loaded from "/snes9xgx/cheats/". Cheat files must be placed in the cheats folder and named identically to the ROM name, except with a CHT extension. After putting the cheat file in the proper place and naming it correctly, you can access cheats in-game by pressing 'Home' after loading a game. A Cheats menu option should be available.


Covers should be placed in SD:\snes9xgx\Covers , but this can be configured.Covers MUST be 316X224 and in PNG format.Covers MUST have same name as game (minus the "[" , anything after it, and the space immediately before it) , but with a .png file extension.


I prefer snes9x-gtk over the original package. It allows for easy configuration and might just be what you are looking for, as it has some features I miss from the original snes9x (for example fullscreen as non-root).


I definitely like snes9x-gtk, thanks for the recommendation. It does everything I want it to. Unfortunately, I'm not quite comfortable enough to compile it myself, but the AUR version will work until it updates.


I like snes9x-gtk so far, but I'm having a couply minor issues playing Zelda. First, the sound seems somewhat off (perhaps I'm just spoiled by the 100% emulation of the VC version), is there any way to improve that? I'm using the default settings on an eee PC. Second, when I'm hit, I will often either not flash at all or completely disappear until I become solid again. Any fix?


set the audio playback rate to 48000 hz and make sure gaussian interpolation and echo effects are turned on. if you still have problems try a different sound driver, sdl sound seems to work best for me.the current snes9x sound core isn't as accurate as other emulators, such as zsnes, but bearoso (author of the snes9x gtk port) is in the process of converting it to use blargg's cycle accurate spc700 sound core. although it won't be able to be used in a cycle accurate way with snes9x, sound quality should still be much improved over the current implementation.


shouldn't happen, try adjusting your graphic settings. set snes9x-gtk to use opengl under hardware acceleration and make sure you have scaling filters disabled (at least until you determine the problem). note you'll need to have hardware acceleration enabled in x for this to work properly, otherwise it use opengl via software which is even slower than the emulators software scalers.


are you sure you're not just misinterpreting what you're seeing on screen? when link gets hit the sprite flashes on and off each frame, when displayed properly it is supposed to appear as if it's transparent. it could be that you weren't noticing the correct effect before due to software scalers not being fast enough to refresh with each video frame or before the vertical retrace. like most emulators snes9x generates graphics per scan line and then copies the entire video frame to memory for each update (at 60 fps). using opengl to render the frame improves performance by allowing the graphics chip to handle the scaling and transfer which frees up the cpu. in other words what method you use to output the graphics, either opengl or software, shouldn't affect how the sprites the snes uses are being rendered on screen.


Snes9x Does not have a setting to rotate the display so you must specify a vertical resolution in the video settings of the emulator. This resolution must match the resolution of your desktop and your desktop must be rotated(videocard must support native desktop rotation). You can specify Snes9x to stretch to fit the given resolution, the distortion is unnoticeable. The vertical display modes can be set manually via the .cfg if you are using snes9x v1.51,. Else the display modes do not appear in the video setting of Snes9x until your desktop display is at a vertical resolution.


  • This wrapper makes Snes9x API compatible with libretro, thus allowing its usewith libretro frontends, such as RetroArch.Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES)emulator written in C++. It basically allows you to play most games designedfor the SNES and Super Famicom Nintendo game systems on your PC or Workstation.Super Nintendo Entertainment System, SNES and Super Famicom are trademarks ofNintendo of America Inc. Snes9x is not affiliated with or endorsed by any ofthe companies mentioned. Other Packages Related to libretro-snes9x depends

  • recommends

  • suggests

  • enhances

dep:libc6 (>= 2.14) GNU C Library: Shared libraries also a virtual package provided by libc6-udeb dep:libgcc1 (>= 1:3.0) GCC support library dep:libstdc++6 (>= 5.2) GNU Standard C++ Library v3 dep:retroarch Simple frontend for the libretro library or libretro-frontend Package not available Download libretro-snes9x Download for all available architectures ArchitecturePackage SizeInstalled SizeFiles amd64602.3 kB2,509.0 kB [list of files] This page is also available in the following languages (How to set the default document language):


As the title of this thread implies, this version is only playable on Windows or Windows emulators (such as Wine), with use of the snes9x-rr emulator. This is because snes9x-rr supports Lua scripting, which is the tool of choice I used to manipulate the game as it is running to have the game display specific text at specific times. Other emulators, such as Bizhawk, do support Lua scripting, but they don't support the functions necessary to perform this kind of task. Snes9x-rr is only available for Windows, so you won't be able to play this on your (non-Windows) phone, Game Boy Advance, or other device that doesn't support Windows, unless it's able to emulate the OS, such as Wine for Linux.


Q: My controller won't work!A: Start or restart snes9x-rr after plugging in your controller - the Detect Gamepad Changes option doesn't always work. Make sure that "use SNES joypad(s)" is selected in the Input menu and that Joypad #1 is enabled in [Input => Input Configuration]. Check your "Joypad Swap" button as well - [6] by default will switch your main input between player 1 and 2, but it can be changed on page 2 of [Input => Customize Hotkeys].


Q: What's this about Wine for Linux?A: A user has reported that Wine, an Windows emulator running on Linux, runs snes9x-rr just fine, albeit with some ignorable warnings in the log. However, as I don't use Linux, I'm unable to offer any support with setting up or using Wine, sorry!


1.1a: Minor fixes, support for T-Edition 2.9.3 - item 0x117 (Experience Egg). 1.1: == The Quality of Life Update == ++ Fixed T-Edition's bug where using an item past 256 may have the wrong effect (can be disabled with setting*). ++ Fixed T-Edition's bug where sorting puts items past 256 near the top (can be disabled with setting*). Fix was also implemented into the basic ROM, so this will only do anything if you're not updated. ++ Fixed T-Edition's bug where the wrong music track would play in the coliseum (can be disabled with setting*). ++ Fixed Lua's rewind bug. You should now be able to use snes9x-rr's rewind feature without breaking things. * If anything does break after rewinding, you can fix it by, as before, rewinding past the text box. * Now stores dialog info to Cyan's stored Iaido names, which are irrelevant since.. + Fixed Cyan's Iaido names in menu being gibberish by using hardcoded ones (due to no rename function). + Speaking to the auction house doorman while missing its magicite will force the auctioneer to likely offer a magicite. Missing one will offer magicite at 1/2 chance, missing both will be 2/3 chance for a magicite. If you want to reroll the chance, simply speak to him again without starting an auction. * You cannot get magicite in the second half of the game if you haven't bought key items from auction. Even if he says "we have magicite", he will auction the key items. Buy the key items, first. * It's possible, even if he says "we don't have magicite right now", to randomly get magicite anyways. * This rigging will not come into play if you have both magicite already. * This option can be disabled with a setting*. + Added the option in the config menu to toggle sprint by pushing [Y] (can be disabled with setting*). * This option saves to save states, but not to hard saves, so you may occasionally need to toggle this. * Holding B while this option is enabled returns you to normal movespeed. * The sprinting tutorial man in Beginner's School will comment on this if the option is available. + Moved item descriptions from overlay to in-game display, except in equipment menu (no UI there). Rewrote almost all item descriptions to fit within game's 79 character limit. Also rewrote almost all item descriptions to have a "short" version for shops' 59 character limit. This "short" description actually goes fairly in-depth of the item's capabilities, such as resists, immunities, what the item teaches.. whereas the full description has often mostly fluff or flavor text. * When in shops, the in-game interface will display the short description due to memory limitations. Everywhere else (except equipment), the in-game interface will display the full description. * When in shops, the overlay will display the full description, so you still get all the info. Everywhere else, the overlay will display the short description. - In-game display not supported in EX, though overlay still is. - In-game descriptions can be disabled/reverted to previous overlay with a setting*. - Overlay and in-game descriptions can be entirely disabled with a setting* if ips fixes them. + Added rage effect preview when hovering over a rage in battle (can be disabled with setting*). + Added dance effect preview when hovering over a dance in battle and pressing [Y] (can be disabled with setting*). + Added bet preview to Coliseum (can be disabled with setting*). Also warns you if bet is slot 257+. + Added BGM name display when track changes, default 4 seconds (can be disabled/changed with setting*). + Added ability to select random track in music player with [Y] (can be disabled with setting*). + Added ability to specify a default battle or boss music track in the music player (can be disabled with setting*). * Use [X] to specify a track instead of "Battle Theme" or [Start] to replace "The Decisive Battle". * You can revert the track back to normal by pressing [X] or [Start] on the same song it's set to. * Battle tracks besides these two will still play as normal. * The specific combination [Battle:FF7:Ahead on Our Way]+[Boss:FF8:Man with the Machine Gun] is blocked, since those are the default values of part of Cyan's SwdTech names so it will assume you don't have anything configured. Overlay, Previews, and BGM may require 'display message before filters' enabled. Check TROUBLESHOOTING above for more details. + Added runic/retort/defend stance display to the battle UI (can be disabled with setting*). * Replaces the end of the ATB meter, or gets placed after maxHP if ATB is off. * Has an additional, independent default-off "cheat" option to display reraise status on battle UI. + Added elemental weakness/resists/null/absorptions to status menu (can be disabled with setting*). * + = absorb, X = null, up arrow = resist, down arrow = weakness + Added item favorite feature. Favorite up to eight items to sort to top of inventory (can be disabled with setting*). * Only consumables, weapons and shields can be favorited. * Favorited items are still subject to normal sorting order rules within their group (consumables first). + Added achievement tracking to the Status menus (can be disabled with setting*). This information won't display if you haven't made achievement progress, to prevent showing for Moogles. The late-game old man north of Narshe will comment on it being in Status, if the setting is enabled. + Sorted relics in the equipping menu by name instead of defense (can be disabled with setting*). + Sorts weapons before shields in main/offhand equip menu (can be disabled with setting*). + Added eidolon display to the "all equipment" menu (can be disabled with setting*). * This is the menu reached when you press LEFT while selecting a character to view EQUIP or RELIC for. + Added the required Magic AP to master each eidolon in the eidolon menu (can be disabled with setting*). * If the above 'eidolon display in "all equipment" menu' setting is also enabled, it will display in that menu as well. * This does take worn equipment into account, so wearing a shield that teaches Blizzara will have a lower Shiva requirement. * In the eidolon menu only, if any worn equipment is boosting an unlearned spell's rate, the item will show an icon here. + Added the required Magic AP to master the equipped eidolon to main menu (can be disabled with setting*). * If you've acquired eidolons, but don't have one equipped, it will say "None", as a reminder to equip one. * Umaro and Gogo will display "---%" if they have eidolons equipped and can use them, since they can't learn magic. * Gogo will display no text if he has no eidolon and no Magic/Dualcast command. * Gogo will display "xxxx" if he has an eidolon equipped but is lacking a Magic/Dualcast command. * This does take worn equipment into account, so wearing a shield that teaches Blizzara will have a lower Shiva requirement. * For eidolons that require 100ap to master, it will only show 99ap here due to space limitations. + Added rare item descriptions. + Fixed Eidolon names in battle Magic menu (can be disabled with setting* if ips fixes). Fix was also implemented into the basic ROM, so this will only do anything if you're not updated. + Changed descriptions mentioning 'Bless' to 'Spirit'. Battle name is 'Spirit Rejuvenation'. + Added a hint to the Cursed/Bloodstained Shield's description (can be disabled with setting*). + Updated various texts and the Beginner School. Locke suggests visiting it in the intro. School now has other details that weren't there before such as how to remove Berserk! + Updated costume room text to display STR/SPD/STA/MAG values for each costume. + Updated Ebot's Rock dialogue to show how many coral you have at any given moment. + A certain character in a certain disguise will have slightly altered dialogue if a certain character has a certain name. This is just an easter egg I added for fun and isn't part of T-Edition normally. * Settings can be configured as per step (bg5) in the installation instructions. 041b061a72


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