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Snes9X v1.52 released 
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Post Snes9X v1.52 released
Downloads:
http://sites.google.com/site/bearoso/

Changelog:
http://snes9x.com/phpBB2/viewtopic.php?t=4542

Contains blargg's S-DSP core, abolishment of graphics packs, and UPS support.


Wed Jan 13, 2010 4:02 am
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Post Re: Snes9X v1.52 released
its alive! its alive!!

ehm, *downloading*


Wed Jan 13, 2010 5:45 am
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For whatever reason, the configure file isn't recognizing my OpenGL dev libraries in my 32 bit Linux.


It compiled fine in my 64 bit installation. The sound is very nice. I also love the new GTK interface, it is much better than the sloppy GTK frontend that existed before. However for some reason after I hit pause emulation, and the emulator ran very slowly. Subsequent loads also ran slowly. I imagine it was because it installed a kernel update during that time and I didn't restart.

I will try it again later.

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Wed Jan 13, 2010 6:45 am
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Sir Robin the Not-Quite-So-Brave-As-Sir-Lancelot

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I must say, I'm really surprised to see that Snes9x is still alive and kicking!

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Wed Jan 13, 2010 9:20 am
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The original team abandoned it, and then the replacement team that took it over also abandoned it. Three unofficial porters got together to make this one possible. zones in particular really pulled it all together.

But it's quite reflective that despite talking about this for weeks and having the release planned out, nobody can even update the frontpage of the website to reflect the release. Hell it hasn't been touched since 2006.

It almost may as well be considered a fork. But I'm extremely grateful for it -- now people without super-computers can enjoy proper sound emulation at long last. I have no reason to recommend SNESGT anymore with an open-source alternative.


Wed Jan 13, 2010 4:49 pm
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byuu wrote:
nobody can even update the frontpage of the website to reflect the release. Hell it hasn't been touched since 2006.

which domain registrar & hosting whose that cheap-o ?


Wed Jan 13, 2010 4:55 pm
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EDIT: or not, holy shit fuck. Do not try and play Earthworm Jim 2 on this. Wow. I almost went deaf. It stops at a 130dB note on the title screen.


Wed Jan 13, 2010 5:08 pm
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which is better zsnes or snes9x?


Wed Jan 13, 2010 5:40 pm
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Sir Robin the Not-Quite-So-Brave-As-Sir-Lancelot

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Inzane wrote:
which is better zsnes or snes9x?
If a new Snes9x was never released, I'd recommend SnesGT. But this is no longer the case; I highly recommend Snes9x 1.52 (spc emulation tied w/Bsnes), but for better compatibility (like playing Earthworm Jim 2), use Zsnes. Snes9x has a major bug that renders people like byuu and me temporarily deaf at the title screen.

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Wed Jan 13, 2010 6:10 pm
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byuu wrote:
EDIT: or not, holy shit fuck. Do not try and play Earthworm Jim 2 on this. Wow. I almost went deaf. It stops at a 130dB note on the title screen.


After all these years, Earthworm Jim 2 still doesn't work. I originally signed up to the Zsnes and Snes9x forums to ask when it would work! I eventually re-purchased the cart.

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Wed Jan 13, 2010 6:11 pm
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Quote:
Snes9x has a major bug that renders people like byuu and me temporarily deaf at the title screen.


Oh god, you went and tried it? D:
Imagine that sound as an alarm clock.

Quote:
If a new Snes9x was never released, I'd recommend SnesGT.


Indeed, my main reason for mentioning it. It's great to have an open alternative.

Quote:
After all these years, Earthworm Jim 2 still doesn't work. I originally signed up to the Zsnes and Snes9x forums to ask when it would work!


Yeah, I've still got a list of things I reported back in '98 that are still broken in one or both of them :(


Wed Jan 13, 2010 7:28 pm
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What's breaking earthworm Jim 2 now?


Wed Jan 13, 2010 8:20 pm
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I was playing some StarFox 2 and Jikkyou Oshaberi Pardius, both worked great!

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Wed Jan 13, 2010 11:59 pm
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Loving this since Zsnes gives me some very crackly sound on every game. Thanks for the time spent on releasing this! :D


Thu Jan 14, 2010 3:49 am
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Yeah really, I think that with this new sound core and a great GTK gui, I would choose snes9x 1.52 over zsnes 1.51. This is a great release. :D

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Thu Jan 14, 2010 8:23 am
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Buzzkill Gil

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I.S.T. wrote:
What's breaking earthworm Jim 2 now?

Probably the fact that it hates humanity.

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You have your 2s, 4s, 8s, 16s, 32s, 64s, and 128s(crash course in binary counting!). But no 1s.
DirectInput represents all bits, not just powers of 2 in an axis.


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Thu Jan 14, 2010 8:44 am
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I.S.T. wrote:
What's breaking earthworm Jim 2 now?


fkd sound.

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Thu Jan 14, 2010 6:09 pm
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Squall_Leonhart wrote:
I.S.T. wrote:
What's breaking earthworm Jim 2 now?


fkd sound.


._. I meant what is breaking its sound now...


Thu Jan 14, 2010 6:21 pm
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S-CPU timing. It's getting stuck in a loop waiting for S-SMP responses that come in at the wrong time. It never gets the right values because they are out of sync, and it breaks.

It wasn't anything in the Snes9X code that broke it, it was using blargg's more accurate S-SMP core that misaligned it. The usual timings hacks don't appear to be helping in this case so far. Still looking into it ...


Thu Jan 14, 2010 7:43 pm
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Talking about blargg's more accurate core, emulators using it but still aiming at full determinism (a requisite for all games to replay inputs without desyncs) should implement a controllable source of random for the tntarget glitch instead of a timer-dependant srand().

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Thu Jan 14, 2010 9:10 pm
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I spoke to blargg about this very issue. Our conclusion was to use a pseudo-random number generator (based on the CRC32 magic number) that is purposely re-seeded to a constant value at every power-on event.

He came up with the following:

Code:
  inline unsigned prng() {
    static unsigned n = 0;  //you would need to globalize this; reset it on power-on
    return n = (n >> 1) ^ (((n & 1) - 1) & 0xedb88320);
  }


Perhaps we discussed this after his core was completed.

Also, the TnTARGET glitch only occurs on certain revisions of the hardware. It does not occur on the SNES-mini, and possibly not on other revisions.


Thu Jan 14, 2010 10:47 pm
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