Some Quick Relevant Updates Need Addressing...
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Some Quick Relevant Updates Need Addressing...
Mac x86 is supported.. make note of those involved in said Mac dev thread...
Custom res for S modes is implemented. If I ever get motivated to implement it for the R modes... perhaps that will change.
Some cfg->PSR porting has allowed the old cfg vars to be in zguicfg.dat, and then renamed back to zsnes*.cfg... let's just say zguicfg.dat is now obsolete. This must be noted.
I will post more to this thread.. please feel free to comment.
Custom res for S modes is implemented. If I ever get motivated to implement it for the R modes... perhaps that will change.
Some cfg->PSR porting has allowed the old cfg vars to be in zguicfg.dat, and then renamed back to zsnes*.cfg... let's just say zguicfg.dat is now obsolete. This must be noted.
I will post more to this thread.. please feel free to comment.
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-0 is a DOS only option
-1/-2 has options from 0-6 in DOS only.. 0+1 are the only options for all other ports
-3 is apparently borked (this probably will fixed and changed to DOS+Windows only)
-7 does not exist anymore
-8 is a DOS only option
-9 does not exist anymore
-d is strictly DOS (this will probably change in the near future)
-n can already take 0 as a param to disable scanlines (this will be reflected in the near future)
-r is not "Sound Blaster" related.. it is only for changing the Sound Frequency
-sp is missing, this is strictly for the DOS port for reporting sound detection info
This should be about it.
-1/-2 has options from 0-6 in DOS only.. 0+1 are the only options for all other ports
-3 is apparently borked (this probably will fixed and changed to DOS+Windows only)
-7 does not exist anymore
-8 is a DOS only option
-9 does not exist anymore
-d is strictly DOS (this will probably change in the near future)
-n can already take 0 as a param to disable scanlines (this will be reflected in the near future)
-r is not "Sound Blaster" related.. it is only for changing the Sound Frequency
-sp is missing, this is strictly for the DOS port for reporting sound detection info
This should be about it.
Last edited by Deathlike2 on Sun Jun 18, 2006 8:52 pm, edited 1 time in total.
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No.xamenus wrote:Will zmovie.cfg be merged with zsnes*.cfg?
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There are a few errors.. gimme a moment to do some more code changes first.
-c and -cc are DOS only
-p has a range of 50-150
Windows specific:
-v 37 is removed, it is replaced with CUSTOM D WIN
Also added...
38 is CUSTOM DS FULL
39 is CUSTOM WIN (no, there is no mistake here)
40 is CUSTOM S FULL
SDL specific:
-v 23 is VARIABLE ODS WIN
24 is CUSTOM OD FULL
DOS specific:
-0 Forces black background in 8-bit modes
-c and -cc are DOS only
-p has a range of 50-150
Windows specific:
-v 37 is removed, it is replaced with CUSTOM D WIN
Also added...
38 is CUSTOM DS FULL
39 is CUSTOM WIN (no, there is no mistake here)
40 is CUSTOM S FULL
SDL specific:
-v 23 is VARIABLE ODS WIN
24 is CUSTOM OD FULL
DOS specific:
-0 Forces black background in 8-bit modes
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From zloader.c
Update appropriately...
Code: Select all
#ifdef __WIN32__
#define VIDEO_MODE_COUNT 40
put_line(" 0 = 256x224 R WIN 1 = 256x224 R FULL");
put_line(" 2 = 512x448 R WIN 3 = 512x448 DR WIN");
put_line(" 4 = 640x480 S WIN 5 = 640x480 DS WIN");
put_line(" 6 = 640x480 DR FULL 7 = 640x480 DS FULL");
put_line(" 8 = 640x480 S FULL 9 = 768x672 R WIN");
put_line(" 10 = 768x672 DR WIN 11 = 800x600 S WIN");
put_line(" 12 = 800x600 DS WIN 13 = 800x600 S FULL");
put_line(" 14 = 800x600 DR FULL 15 = 800x600 DS FULL");
put_line(" 16 = 1024x768 S WIN 17 = 1024x768 DS WIN");
put_line(" 18 = 1024x768 S FULL 19 = 1024x768 DR FULL");
put_line(" 20 = 1024x768 DS FULL 21 = 1024x896 R WIN");
put_line(" 22 = 1024x896 DR WIN 23 = 1280x960 S WIN");
put_line(" 24 = 1280x960 DS WIN 25 = 1280x960 S FULL");
put_line(" 26 = 1280x960 DR FULL 27 = 1280x960 DS FULL");
put_line(" 28 = 1280x1024 S WIN 29 = 1280x1024 DS WIN");
put_line(" 30 = 1280x1024 S FULL 31 = 1280x1024 DR FULL");
put_line(" 32 = 1280x1024 DS FULL 33 = 1600x1200 S WIN");
put_line(" 34 = 1600x1200 DS WIN 35 = 1600x1200 DR FULL");
put_line(" 36 = 1600x1200 DS FULL 37 = CUSTOM D WIN");
put_line(" 38 = CUSTOM DS FULL 39 = CUSTOM WIN");
put_line(" 40 = CUSTOM S FULL");
#endif
#ifdef __UNIXSDL__
put_line(" 0 = 256x224 R WIN 1 = 256x224 R FULL");
put_line(" 2 = 512x448 DR WIN 3 = 512x448 DR FULL");
put_line(" 4 = 640x480 DR FULL 5 = 800x600 DR FULL");
#ifndef __OPENGL__
#define VIDEO_MODE_COUNT 5
#else
#define VIDEO_MODE_COUNT 23
put_line(" 6 = 256x224 OR WIN 7 = 512x448 ODR WIN");
put_line(" 8 = 640x480 ODS FULL 9 = 640x480 ODS WIN");
put_line(" 10 = 640x576 ODR WIN 11 = 768x672 ODR WIN");
put_line(" 12 = 800x600 ODS FULL 13 = 800x600 ODS WIN");
put_line(" 14 = 896x784 ODR WIN 15 = 1024x768 ODS FULL");
put_line(" 16 = 1024x768 ODS WIN 17 = 1024x896 ODR WIN");
put_line(" 18 = 1280x960 ODS FULL 19 = 1280x1024 ODR FULL");
put_line(" 20 = 1600x1200 ODS FULL 21 = VARIABLE ODR WIN");
put_line(" 22 = VARIABLE ODS WIN 23 = CUSTOM OD FULL");
#endif
#endif
#ifdef __MSDOS__
#define VIDEO_MODE_COUNT 18
put_line(" 0 = 256x224x8B (MODEQ) 1 = 256x240x8B (MODEQ)");
put_line(" 2 = 256x256x8B (MODEQ) 3 = 320x224x8B (MODEX)");
put_line(" 4 = 320x240x8B (MODEX) 5 = 320x256x8B (MODEX)");
put_line(" 6 = 640x480x16B (VESA1) 7 = 320x240x8B (VESA2)");
put_line(" 8 = 320x240x16B (VESA2) 9 = 320x480x8B (VESA2)");
put_line(" 10 = 320x480x16B (VESA2) 11 = 512x384x8B (VESA2)");
put_line(" 12 = 512x384x16B (VESA2) 13 = 640x400x8B (VESA2)");
put_line(" 14 = 640x400x16B (VESA2) 15 = 640x480x8B (VESA2)");
put_line(" 16 = 640x480x16B (VESA2) 17 = 800x600x8B (VESA2)");
put_line(" 18 = 800x600x16B (VESA2)");
#endif
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-3 is DOS+Windows only (I stated this earlier)
-w is also DOS+Windows only
-g # = is available for ALL ports
-om is not there anymore, it is replaced with -o which disables MMX support
-e has been removed
Ok... that should be it.
...
-o does disable MMX support... but remove the comment (when available) since there's a pretty good chance you have a processor that supports MMX at this point in time (there is a fairly rare chance someone will use a pre-MMX processor).
-w is also DOS+Windows only
-g # = is available for ALL ports
-om is not there anymore, it is replaced with -o which disables MMX support
-e has been removed
Ok... that should be it.
...
-o does disable MMX support... but remove the comment (when available) since there's a pretty good chance you have a processor that supports MMX at this point in time (there is a fairly rare chance someone will use a pre-MMX processor).
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Well, if you were considering adding something to it... I would understand. Disabling MMX option would be useful if MMX detection fails for non-MMX processors (though apparently there was a recent fix for that very feature).... but meh.. it looks good now.
- I've enabled 8-point interpolation and High Quality Low Pass filtering for DOS for the GUI anyways.. (if you were smart enough to edit the PSR file, it would've actually worked it seems). That needs to be added.
- No Menu To Gui -> ESC To Game Menu - When enabled, whenever you see the GUI, the Game Menu is open (same thing occurs when you start up ZSNES). This is what that option does.. and the shortcut key is also fixed. This option is enabled by default.
Also, PNG is now available for all ports, except that you must be using a 16-bit mode to take advantage of it. So now only DOS in an 8-bit mode will not be able to use PNGs (DOS in a 16-bit mode will work fine). PCX as a screenshot format has now been removed.
- I've enabled 8-point interpolation and High Quality Low Pass filtering for DOS for the GUI anyways.. (if you were smart enough to edit the PSR file, it would've actually worked it seems). That needs to be added.
- No Menu To Gui -> ESC To Game Menu - When enabled, whenever you see the GUI, the Game Menu is open (same thing occurs when you start up ZSNES). This is what that option does.. and the shortcut key is also fixed. This option is enabled by default.
Also, PNG is now available for all ports, except that you must be using a 16-bit mode to take advantage of it. So now only DOS in an 8-bit mode will not be able to use PNGs (DOS in a 16-bit mode will work fine). PCX as a screenshot format has now been removed.
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When disabled GUI can't be navigated with keyboard.Deathlike2 wrote:No Menu To Gui -> ESC To Game Menu - When enabled, whenever you see the GUI, the Game Menu is open (same thing occurs when you start up ZSNES). This is what that option does.. and the shortcut key is also fixed. This option is enabled by default.
PNG was always available for all ports.Deathlike2 wrote: Also, PNG is now available for all ports, except that you must be using a 16-bit mode to take advantage of it. So now only DOS in an 8-bit mode will not be able to use PNGs (DOS in a 16-bit mode will work fine). PCX as a screenshot format has now been removed.
I believe you can force Windows into 8 bit mode. If you do like DOS 8 bit mode, only BMPs can be saved.
Doc team: Wherever PCX was used, it now uses BMP instead.
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I'll have to add this info to the PSR. The fact that this extra info is undocumented makes me wonder what I've missed.
- The current description of ESC to Game Menu is still off.
When the option is checked, the Game Menu automatically drops down on startup as well... not off as it is currently written...
- The debugger entry needs slight updating. Currently that IS actually being worked on by SamB mostly. He is currently porting it so that all the other ports (Windows+SDL) can use it. Of course this will change when it is completed.
- I've changed the Force60Hz to ForceRefreshRate... it should be obvious what it does. The only problem with this feature (as did Force60Hz) is that this ONLY works in a fullscreen mode... AND that dxdiag must be set to use the default refresh rate (otherwise this feature is just pointless and doesn't work because dx has the uber override and not ZSNES.. this is also the same problem Force60Hz had). Of course setting refresh rates you cannot use is simply "a stupid idea" and not ZSNES's fault.
Since this option replaces Force60Hz, it will also be using the same parameter, but also takes in a value between 60-180.
- Added Keep4_3Ratio to the config file. This feature is for LCD/laptop users that want to use scale, but don't want to do the stretching for a non 4:3 resolution would cause. This would maximize the use of the res to 4:3 as much as possible. This is a Windows only feature (not sure if I'll able to add it to SDL).
Btw, I believe Kitchensync/KitchensyncPAL+this new feature should probably end up in the FAQ.
- The current description of ESC to Game Menu is still off.
When the option is checked, the Game Menu automatically drops down on startup as well... not off as it is currently written...
- The debugger entry needs slight updating. Currently that IS actually being worked on by SamB mostly. He is currently porting it so that all the other ports (Windows+SDL) can use it. Of course this will change when it is completed.
- I've changed the Force60Hz to ForceRefreshRate... it should be obvious what it does. The only problem with this feature (as did Force60Hz) is that this ONLY works in a fullscreen mode... AND that dxdiag must be set to use the default refresh rate (otherwise this feature is just pointless and doesn't work because dx has the uber override and not ZSNES.. this is also the same problem Force60Hz had). Of course setting refresh rates you cannot use is simply "a stupid idea" and not ZSNES's fault.
Since this option replaces Force60Hz, it will also be using the same parameter, but also takes in a value between 60-180.
- Added Keep4_3Ratio to the config file. This feature is for LCD/laptop users that want to use scale, but don't want to do the stretching for a non 4:3 resolution would cause. This would maximize the use of the res to 4:3 as much as possible. This is a Windows only feature (not sure if I'll able to add it to SDL).
Btw, I believe Kitchensync/KitchensyncPAL+this new feature should probably end up in the FAQ.
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I think I forgot to mention it is only for S/DS Fullscreen modes. In any case.. there will be the classic "black area" for those excess x/y dimensions... (1280x1024 for instance will have 32 pixel height gaps at the top+bottom of the screen).
If you could.. test and make sure I did this correctly (I tested it myself, but I'm not entirely sure it is correct since I have not had feedback from anyone.)
This will be enabled by default. Disabling it will obvious let you use the non-standard ratio.
Minimum (custom) res for this to work is 320x240...
If you could.. test and make sure I did this correctly (I tested it myself, but I'm not entirely sure it is correct since I have not had feedback from anyone.)
This will be enabled by default. Disabling it will obvious let you use the non-standard ratio.
Minimum (custom) res for this to work is 320x240...
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It appears correct on my 1280x800 monitor. However, when I enable triple buffering, the NTSC filter, or one of the HQX filters, the screen will be stretched again. The only way to fix it is to either restart the emulator or enable Interpolation.Deathlike2 wrote:If you could.. test and make sure I did this correctly (I tested it myself, but I'm not entirely sure it is correct since I have not had feedback from anyone.)
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I believe that's just a refresh issue.. just load a game and the screen will properly resize itself.
- I briefly checked up on the FAQ. The Force Refrsh Rate stuff is Windows only... and in order for either/both Kitchensync+Force Refresh Rate to work, in dxdiag (DirectX Diagnostics)... default refresh rate must be selected.
- The description for Kitchensync needs to be updated in the FAQ.. I believe my recent update should explain better (and hopefully correctly) what ZSNES does when Kitchensync is enabled.
1280x1024 ODR Full is incorrect for the SDL listing.. 1280x1024 ODS Full is correct (and will be corrected in the code).
640x576 ODR Win has now changed to 640x560 ODR Win because R does mean 8:7 ratio after all...
I've also implemented Keep4_3Ratio for OpenGL (SDL port). It now will enforce 4:3 ratio when you use the Variable ODS Win mode.
Also, custom res is now implemented for both variable modes. The annoying caveat is that you need to resize the window IF AND ONLY IF the custom res is not a valid 8:7 ratio for R modes (Variable ODR mode) and/or the custom res is not a valid 4:3 ratio and Keep4_3Ratio is enabled (which it is enabled by default) for Variable ODS mode.
- I briefly checked up on the FAQ. The Force Refrsh Rate stuff is Windows only... and in order for either/both Kitchensync+Force Refresh Rate to work, in dxdiag (DirectX Diagnostics)... default refresh rate must be selected.
- The description for Kitchensync needs to be updated in the FAQ.. I believe my recent update should explain better (and hopefully correctly) what ZSNES does when Kitchensync is enabled.
1280x1024 ODR Full is incorrect for the SDL listing.. 1280x1024 ODS Full is correct (and will be corrected in the code).
640x576 ODR Win has now changed to 640x560 ODR Win because R does mean 8:7 ratio after all...
I've also implemented Keep4_3Ratio for OpenGL (SDL port). It now will enforce 4:3 ratio when you use the Variable ODS Win mode.
Also, custom res is now implemented for both variable modes. The annoying caveat is that you need to resize the window IF AND ONLY IF the custom res is not a valid 8:7 ratio for R modes (Variable ODR mode) and/or the custom res is not a valid 4:3 ratio and Keep4_3Ratio is enabled (which it is enabled by default) for Variable ODS mode.
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Silly FAQ question may need to be added.. for Universal Question -> Cheat Codes..
Q: "Why doesn't the Cheat Menu seem to be available"
A: It is because you haven't loaded a game, silly.
Also... the "develop for my port" question has Microsoft spelled wrong...
Q: "Why doesn't the Cheat Menu seem to be available"
A: It is because you haven't loaded a game, silly.
Also... the "develop for my port" question has Microsoft spelled wrong...
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Duplicate that last question for Movie menu too.
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A possible question for Universal Question/Windows/SDL Port -> Video
Q: I'm using an integrated video card... why do some of the filters look odd?
A: Integrated video cards really suck. You are significantly better off buying a real video card. If there are issues preventing you from doing so (lacking an AGP port for instance), there is nothing we can do here. Otherwise, don't use the filters that give you problems.
Q: I'm using an integrated video card... why do some of the filters look odd?
A: Integrated video cards really suck. You are significantly better off buying a real video card. If there are issues preventing you from doing so (lacking an AGP port for instance), there is nothing we can do here. Otherwise, don't use the filters that give you problems.
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Joystick sensitivity has been added to ZSNES for a while via the SDL port.. and now for Windows.
There is a command line parameter for this feature (-js) with limits from 0 to 32767.
This is also available in the cfg file.
There is a command line parameter for this feature (-js) with limits from 0 to 32767.
This is also available in the cfg file.
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Description of Wheel Mouse option in Misc->GUI Options is not descriptinve enough. It should mention how it lets you use the wheel to scroll through the lists (Video Modes, Game Loader, etc.).
Edit:
I've also changed the name of the option "Use Joypad1" in Misc->GUI Options to "Use Gpad1 w/GUI".
Edit:
I've also changed the name of the option "Use Joypad1" in Misc->GUI Options to "Use Gpad1 w/GUI".
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