Snes9x PS3 4.3.1


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squarepusher propose une nouvelle version du portage de Snes9x (émulateur Super Nintendo) sur PS3.

250px-PAL-SNES.png

Nouveautés/corrections :

- Version 720p et 480p dissociée en attendant de trouver une méthode permettant de passer d'une résolution à une autre manuellement.

- Suppression du doublon de la fonction cellGcmFlush() qui agit sur la synchro verticale.

- 1éres étapes pour corriger les problèmes avec les ROMs PAL. Pour le moment vous pouvez forcer le mode PAL 50Hz en démarrant la rom avec la touche triangle. Squarepusher espère pouvoir utiliser par la suite une fonction de Snes9x qui permet de vérifier la région d'une ROM sans avoir à la lancer.

download.gif Snes9x PS3 4.3.1

homesite.gif  Site officiel : http://www.elotrolado.net

Merci à cedni pour l'information.

Lien vers article original : http://ps3.gx-mod.com/modules/news/article.php?storyid=1994

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***** SNES9x PS3 **************************************************************

*******************************************************************************

CHANGELOG

=========

Build 4.3.3 (2-10-2010):

------------------------

* Multitap support. Start a ROM with the Triangle button inside the ROM browser menu.

- This works on all controllers - PS3/USB joypads - you name it. You can hotswap them on the fly - you don't have to have them all inserted

at the start of the game - you can insert them later and it will instantly recognize the second/third/fourth pad as that controller

* Changed SoundInputRate from 31942 to 31960 - I heard a lot of static/distortion with games like Demon's Crest and Super Metroid at 31942,

and 31960 seems to be a huge improvement to that end. 31942 was a SoundInputRate that I had decided upon back when the emulator was still

running at a 60Hz refresh rate instead of 59.94Hz - now that we're at 59.94Hz, we can increase the SoundInputRate and get better sound/video

synchronization overall. Might increase this even more in the future - have to do some more tests.

- In any case, as a result of changing this, most games should have improved sound now.

Build 4.3.2 (1-10-2010):

------------------------

* Totally rewritten controller/input code (check cellpad.cpp/cellpadutil.h). Theoretically, input lag should be less now since the read_pad

loop was previously hardcoded to do a pass at least two times - now it will check how many controllers are actually connected. So for instance,

if only one controller is connected, it will only go through this loop where it checks for button input one time instead of twice - thus reducing

clock cycles.

Also there are now function calls available such as cellPadUtilButtonPressed and cellPadUtilButtonReleased, which could be used in various ways.

* The left analog stick is now mapped to the directional pad.

* The left analog stick now works at the ROM browser menu and is a lot faster than the D-pad - so use this for browsing in case you have a big ROM

list and the D-pad takes a while to browse through it.

* Files in ROM directories are now alphabetically sorted (cmonkey69)

* ROM browser will return to the last entered directory after quitting ROM

* 'Quit ROM' shortcut changed to R3+L3

* The 480p build in the last version (4.3.1) did not output at 480p but at 576p, because the 576p mode was ticked in the PARAM.SFO. The 480p build

will now display at 480p like it's supposed to.

* Removed the 'Load PAL ROM' option by pressing Triangle at the ROM browser menu since it serves no purpose at the moment and doesn't do what it's

supposed to.

Build 4.3.1 (27-9-2010):

------------------------

* There's now a 720p build and a 480p one. This is only temporary until I find a way to manually set resolutions without the PS3 making its own

inferences as to what resolution I would like based on the display settings toggled in PARAM.SFO.

* Got rid of a duplicate cellGcmFlush(); at the very start of the flip function - it should not be at the start of the function according to

examples shown. cellGcmFlush basically forces the RSX to process all the GCM commands buffered in the command buffer - however, in the

same method, this function is already called after resetting the flip status. Since all of this has to do with V-syncing, if this should have any

detrimental effects, I should have noticed it already since I'm very pedantic about screen tearing - doesn't seem to be the case.

* Made preliminary steps to sort out the PAL problems by allowing the user to load a ROM with the Triangle button that sets ForcePAL and the refresh

rate to 50Hz. However, there should be a way to get at the region of the ROM using some sort of Snes9x function call without having to start the

actual ROM that has been loaded. This way, I could set this automatically.

Build 4.3 (26-9-2010)

---------------------

* Aspect ratio set to 4:3 - doesn't yet output at 4:3 though - still big borders at left and right of the screen

* Better colors

* Runs now at native 480p resolution @ 59.94Hz refresh rate - together with SoundInputrate (31942), takes care of all audio/video glitches. Basically

runs and performs like a native SNES now - or at least close.

Build 4.2.2

-----------

* Exits the emulator and returns back to the XMB after having loaded the fourth ROM to prevent known crashing bug/black screen upon trying to load the

fifth ROM from the ROM browser menu.

Build 4.2.1

-----------

* Added a 'Quit ROM' shortcut - press R2 + L2 simultaneously in-game to go back to the ROM browser menu.

Build 4.2

---------

* Set SoundInputRate at 31942 (previous setting was 31968), seems to remove the sound pops. Sound seems to be pretty much perfect now - perhaps later

on return to this and find the ideal value somewhere inbetween 31942 - 31950.

Build 4

-------

* Started from scratch - redownloaded 1.52, took everything from eisz to make it compile for PS3

* Set SoundSync to TRUE

* Set AutoSaveDelay to 0

* Applied the following patches from snes9x-gtk:

- Revision r258 - Add a fixed-point linear resampler option.

- Revision r259 - Use the APU_DEFAULT_RESAMPLER macro.

- Revision r260 - Optimize the linear interpolation macro.

- Revision r272 - Merge zones' timing stuff.

- Revision r282 - Use APU clock that yields 32040hz output instead of 32000.

- Revision r283 - Integrate timing hack variables into the clock ratios to allow integers in all cases.

- Revision r287 - Don't push samples if there aren't any.

* Finally, the sound scratching is gone as a result of applying all the patches one after another. People will still want to fiddle around with the

SoundInputRate to get it totally perfect - the crackling is gone, that is no longer a problem, but if you focus really hard, you will hear a slight

pop - SoundInputRate is now set at 31968 - try lowering it, subtract by 10.

In case this writeup makes it sound like the sound is bad, you will probably not even notice what I'm talking about here - the sound is pretty much

perfect now.

Build 3

-------

* Patch r287 from snes9x-gtk - 'Don't push samples if there aren't any'

* Patch r260 from snes9x-gtk - 'Optimize the linear interpolation macro'

* Patch r272 from snes9x-gtk - 'Merge zones' timing stuff' (bSNES' SA-1 core integrated in SNES9x + Seiken Densetsu 2/Secret of Mana gamehack)

Build 2

* Patch r283 from snes9x-gtk - 'Integrate timing hack variables into the clock ratios to allow integers in all cases.'

* Patch r282 from snes9x-gtk - 'Use APU clock that yields 32040hz output instead of 32000.' - Together, these two patches seem to fix the sound lag

and pops (but crackling remains).

* Settings.AutoSaveDelay changed from 5 to 0 - SRAM lag fix.

* Settings.SyncSound set to TRUE.

* SFC file support in rudimentary file browser.

Build 2

-------

* Patch r283 from snes9x-gtk - 'Integrate timing hack variables into the clock ratios to allow integers in all cases.'

* Patch r282 from snes9x-gtk - 'Use APU clock that yields 32040hz output instead of 32000.' - Together, these two patches seem to fix the sound lag

and pops (but crackling remains).

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