Snes9x 1.6

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Miss Ruhnke

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Aug 3, 2024, 4:10:49 PM8/3/24
to glumarwebchie

Second, whenever I stretch the window, the game screen completely fills the new window with no regard for maintaining aspect ratio. Is there a way to force it to maintain its aspect ratio? Or even just assign it a larger screen size to begin with?

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.

How can I make sure that hardware acceleration is enabled in X? The AIGLX Wiki just says to "configure Xorg to enable X." How do I go about doing that? It does seem to run a little better with hardware acceleration on, but I want to make sure.

i think the eee pc's use intel graphics chips, i've never used one so i don't know how exactly they should be configured in x for optimal usage. i know a lot of changes are going on in the linux graphics stack right now so i'm guessing in terms of performance YMMV considerably in either a good or bad direction over the next several months or so.

glxinfo shows direct rendering enabled. I was using X without an xorg.conf, I just wasn't sure if it would have configured properly. I had some bad experiences with an old laptop not having its hardware detected properly.

Edit: With hardware acceleration on, it now just makes Link transparent for the entire time when he should be flashing. Not a huge deal, but if it's a simple configuration error I'd love to know. I have Enable Transparency, Sync to V-blank, and Use Pixel Buffer Objects checked.

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.

if you want to be sure you can go into the settings shortcuts tab and assign pause a key, such as p on your keyboard (note this pause is not the same as the one you're using as your start button). when link gets hit press the pause key you just assigned and it will freeze the emulator in place leaving the last frame displayed on the screen, from there you should see if link is either displayed fully opaque, or not at all.

Okay, here's one new problem. I'm now having issues with keyboard input. The input itself works fine, but it causes lag. If I stand still and don't do anything, or if I use a joypad, the game runs fine. If I use the keyboard, I get a lot of lag and stuttering. Any idea what I could do to fix that, or figure out what the problem is? I've played Cave Story in Wine with no lag on my keyboard fine...

I am using Emustation as my dash and was playing a A Link to the Past which worked pretty well for the most part, until I got to the Skull Woods where there was an overlay of fog, then my FPS dropped from 50/50 to 35/50. I noticed it again when I was in Gargoyle Dungeon and the first area was a large area with several sprites running at once, again dropping to 35/50. The lag for me seems to coincide with higher demanding effects or more sprites running on a single screen. Does anyone have a suggestion to get better fps? I was running on the "fastest, okay sound" global setting in Snes9x.

As a test I played to the same locations on my PC and noticed my PC gets 60/60 fps, and did not drop fps at all on a complete playthrough. Why does snes9x only get 50/50 fps on the xbox, instead of 60?

I had my own library, but then opted for resurrctions roms for the boxart/gameinfo that appears in Emustation. I will have to check. They were originally zipped, but ran terribly, so I unzipped them and grabbed which versions I wanted. Typically I would grab (U) or (W) versions depending on what was available.

PAL games run at 50hz (25fps) and NTSC at 60hz (30fps). I can't imagine why a region type would cause a performance hit relative to max framerate... The emulator should know what to do with a PAL rom on an NTSC machine.

Making it region free is really easy, just requires you to cut some traces and to solder a couple of wires. Some people use switches to toggle between the options. I use an arduino and switch region/language with the reset button

There is an option to "Force NTSC". I had this setting turned on (even though my ROMS were NTSC, I figured it couldn't hurt to have it on). Are there any other settings I can change that will help with the lag? I am used to the SNES9x UI, its just a little different through Emustation.

I suppose what would be really helpful would be for someone, if they had the time, to turn on their FPS display option and play though Link to the Past quick (or if they had a endgame save they could use) and verify that they do not have frame dropping at the locations I listed above. If they did not have frame dropping then I would know that its possible to get better performance, if they do then it may just be a hardware/performance issue that is unchangeable.

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