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Nach
ZSNES Developer
Joined: Tue Jul 27, 2004 10:54 pm Posts: 3902 Location: Solar powered park bench
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 ZSNES 1.51 Released!
Wake your children up, it's here!
Please read: http://www.zsnes.com/index.php?page=news
The release is r4490.
If the homepage download links aren't updated by the time you read this, go directly to our page on Source Forge.
_________________ May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it. _____________ Insane Coding
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Thu Jan 25, 2007 2:40 am |
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snkcube
Hero of Time
Joined: Fri Jul 30, 2004 2:49 am Posts: 2646 Location: In front of the monitor
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Congrats once again.
_________________ Try out CCleaner and other free software at Piriform
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Thu Jan 25, 2007 3:01 am |
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DEFIANT
Joystick Jedi
Joined: Wed Jul 28, 2004 3:43 am Posts: 228 Location: Portland, Oregon - USA
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_________________
E=mc²
"People should not be afraid of their governments, governments should be afraid of their people." -V
The Ur-Quan Masters
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Thu Jan 25, 2007 3:22 am |
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creaothceann
Seen it all
Joined: Mon Jan 03, 2005 5:04 pm Posts: 2302 Location: Germany
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*downloads* 
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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Thu Jan 25, 2007 8:02 am |
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pagefault
ZSNES Developer
Joined: Tue Aug 17, 2004 5:24 am Posts: 812 Location: In your garden
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As usual, post bugs here.
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Thu Jan 25, 2007 9:05 am |
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Firon
Trooper
Joined: Fri May 05, 2006 4:37 pm Posts: 361
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Congrats on 1.51.
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Thu Jan 25, 2007 9:23 am |
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ShadowFX
Regular
Joined: Thu Jul 29, 2004 8:55 am Posts: 265 Location: The Netherlands
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Excellent job on the new release!!
Here's my first small bug reports for 1.51:
- The last line (224) remains visible when in the menu
- 2xSai, Super 2xSai, Super Eagle and Interpolation prevent the last line from showing (although Interpolation shows it a little).
I ask myself, is the menu also updated with all the recent video changes? I tested this with Super Mario World (last line is in blue).
Thanks again 
_________________ "Change is inevitable; progress is optional"
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Thu Jan 25, 2007 12:22 pm |
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Stifu
Regular
Joined: Fri Dec 10, 2004 10:02 pm Posts: 245
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Don't you mean v1.50 the second time ?
Can't find a v1.51 link anywhere on the site, too...
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Thu Jan 25, 2007 3:53 pm |
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creaothceann
Seen it all
Joined: Mon Jan 03, 2005 5:04 pm Posts: 2302 Location: Germany
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http://sourceforge.net/projects/zsnes/
EDIT: The "about" window still says that there's a "license.txt", but it's not in the release...  [ complaint]
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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Thu Jan 25, 2007 4:40 pm |
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Deathlike2
ZSNES Developer
Joined: Tue Dec 28, 2004 6:47 am Posts: 6747
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Intentional I think. Working on that and related things.
Yes. SMW's last line is supposed to be blue.
_________________ Continuing FF4 Research...
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Thu Jan 25, 2007 5:28 pm |
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pagefault
ZSNES Developer
Joined: Tue Aug 17, 2004 5:24 am Posts: 812 Location: In your garden
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I appologize for the issues people are having with 1.51 we will have a follow up release soon.
Not a bug:
224 lines are now displayed, so you may see strange lines displayed at the bottom of your screen, this is completely normal and the SNES did this as well.
Bug:
Some lines are not being rendered properly in some games, I'm currently looking into it.
Thanks again for your support.
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Thu Jan 25, 2007 5:51 pm |
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ShadowFX
Regular
Joined: Thu Jul 29, 2004 8:55 am Posts: 265 Location: The Netherlands
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I hope pagefault can quote on this one, I hardly believe this could be intentional.
If I look at how bsnes renders this, it should be brown... and I'm fairly sure bsnes does it accurate. Killer Instinct for example shows only a purple line, while in bsnes, the line is an actual continuation of the whole screen.
_________________ "Change is inevitable; progress is optional"
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Thu Jan 25, 2007 7:16 pm |
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Jipcy
Veteran
Joined: Thu Feb 03, 2005 8:18 pm Posts: 768
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Quick question: Is there a reason why BMP is the default screenshot output format? Shouldn't it be PNG (for space-saving reasons)?
_________________ Official ZSNES Docs | NSRT Guide | Using a Wiimote w/ emulators
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Thu Jan 25, 2007 7:32 pm |
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Deathlike2
ZSNES Developer
Joined: Tue Dec 28, 2004 6:47 am Posts: 6747
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Jipcy, you cannot assume that PNG is usable under every condition. DOS 8-bit modes and/or disabling PNG support (SDL) forbids the use of PNG. Although, I think that could be addressed somewhat.
_________________ Continuing FF4 Research...
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Thu Jan 25, 2007 7:38 pm |
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byuu
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SMW's last line is indeed brown. It matches the ground right above the yellow wood border. We've seen this brown line on a TV capture card screenshot, but I don't care to dig that up right now. Most likely there's still some glitches with drawing that last line, however I applaud the ZSNES devs for working on this.
Anyway, many games will show garble there. The reason I render it is because it is there, and the real SNES does draw it. RTO flags still get set if there's too many sprites there, HDMA still runs during line 224's hblank period, and the PPU still outputs pixels to the TV, so I may as well show it.
For all emulators, it would be nice to add a clipping tool to chop off a few pixels (configurable by the user) from each side of the screen as a TV would. I don't know of any that have such a feature right now.
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Thu Jan 25, 2007 10:27 pm |
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franpa
Gecko snack
Joined: Sun Aug 21, 2005 11:06 am Posts: 2372 Location: Australia, QLD
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if such a thing was added to zsnes id remove the last line... however since you brought up the issue that the last line doesn't show the correct stuff for some games in zsnes... that may be why i never noticed it before on a real tv o_O
BUT i use a pal tv and a simple av cable for it... i've never encountered a strange line at the bottom.
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Thu Jan 25, 2007 10:56 pm |
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pagefault
ZSNES Developer
Joined: Tue Aug 17, 2004 5:24 am Posts: 812 Location: In your garden
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Using the old gfx engine displays the correct output. We are working on a fix right now.
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Thu Jan 25, 2007 11:43 pm |
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Nach
ZSNES Developer
Joined: Tue Jul 27, 2004 10:54 pm Posts: 3902 Location: Solar powered park bench
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Dumping an AVI has SMW showing a brown line on the bottom, I don't get it.
_________________ May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it. _____________ Insane Coding
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Fri Jan 26, 2007 12:00 am |
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jsnake
Rookie
Joined: Thu Oct 20, 2005 2:13 am Posts: 39
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The smoke GUI effect has a few graphical glitches. It's kinda hard to describe... It should be easily noticeable though. Other than that, 1.51 seems solid. Great job, devs!
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Fri Jan 26, 2007 12:27 am |
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creaothceann
Seen it all
Joined: Mon Jan 03, 2005 5:04 pm Posts: 2302 Location: Germany
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There're some free pixels occuring when you move the mouse cursor a bit while alt-tabbing in & out of a windowed ZSNES. Happens not always.
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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Fri Jan 26, 2007 12:50 am |
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jsnake
Rookie
Joined: Thu Oct 20, 2005 2:13 am Posts: 39
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Well, I don't even have to do that and it sometimes happens.
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Fri Jan 26, 2007 1:12 am |
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Firon
Trooper
Joined: Fri May 05, 2006 4:37 pm Posts: 361
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PNG is kinda slow. Taking BMP screenshots, on the other hand, is lightning fast.
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Fri Jan 26, 2007 1:25 am |
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franpa
Gecko snack
Joined: Sun Aug 21, 2005 11:06 am Posts: 2372 Location: Australia, QLD
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thank you very much... this makes me happy 
_________________ Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
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Fri Jan 26, 2007 2:04 am |
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FitzRoy
Veteran
Joined: Wed Aug 04, 2004 5:43 pm Posts: 861 Location: Sloop
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While testing bsnes, I noticed that most games actually use the last line to display information and very few show garbage there. And it's very, very rare that the garbage will actually prove annoying during gameplay or be a permanent neon fixation. That's simply a bug in zsnes. In my opinion, a cut off feature or anything that tries to simulate overscan is totally unnecessary. Not only because of the fact that so few games have these so called border issues, but because CRT tv technology has absolutely nothing to do with actual SNES output. Most developers were smart enough to realize that overscan varied GREATLY depending on the tv, so it was smarter to simply draw the entire area and eliminate any chance of a crt tv displaying a black border beside the image.
If people are so bothered by this crt crap in general, how about buying a tv with a composite input and running the video card to a tube? Or how about getting one of those really old crt monitors with the curved screens and manually inflating the display area to effectuate overscan? Trying to simulate this stuff on a modern flat screen, progressive computer monitor always ends up looking like shit in comparison. I don't know when this fad got started in emulation, but it's getting out of hand. Just look at the two biggest sega emulators with their annoying RF signal bullshit. The gaming experience just wouldn't be complete without emulating the most notoriously annoying tv signal, would it? And how about these emulators with the "Machine" in the menu. An emulator is not a machine. There are processes that can and should be simplified. It's just silly to have to turn on "the machine" after loading a rom. Is clicking a computer mouse twice as much somehow more nostalgic? I'm sorry, but I don't have the imagination of a six year old to pretend that I am operating a real system. Instead, I feel like I'm being faced with an "are you sure?" pop-up every time I load a rom, because I load every rom with the obvious intention of running it.
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Fri Jan 26, 2007 4:09 am |
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franpa
Gecko snack
Joined: Sun Aug 21, 2005 11:06 am Posts: 2372 Location: Australia, QLD
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maybe when they do fix the output of the bottom line in ZSNES i might not clip it.
_________________ Core i7 920 @ 2.66GHZ | ASUS P6T Motherboard | 8GB DDR3 1600 RAM | Gigabyte Geforce 760 4GB | Windows 10 Pro x64
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Fri Jan 26, 2007 4:18 am |
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