VSync is only possible if you set frameskip to "1" (which means "show every single frame" and is the default). If you change the setting to say "auto" you can't get vsync. That is vsync has been there for ages by now for this emulator so you should not see tearing, at least not when using the default settings.Michoko said:Thank you very much Ivanovic! Last time I tried this emu, I think vsync was off. I was wondering if this is something you might consider adding to the emu, please. Because tearing is always something that spoils the experience for me, especially since the Pandora is able to produce silky smooth scrollings!
Ivanovic said:VSync is only possible if you set frameskip to "1" (which means "show every single frame" and is the default). If you change the setting to say "auto" you can't get vsync. That is vsync has been there for ages by now for this emulator so you should not see tearing, at least not when using the default settings.Michoko said:Thank you very much Ivanovic! Last time I tried this emu, I think vsync was off. I was wondering if this is something you might consider adding to the emu, please. Because tearing is always something that spoils the experience for me, especially since the Pandora is able to produce silky smooth scrollings!
Are you using the latest version? What are the file names you are trying? Could you please paste the output of /tmp/pndrun*something_with_snes9x*? Without this info it won't be possible to help you. Using the latest version this stuff *should* just work.goldenegg said:7z support doesn't work for me. Whenever I try to load a game, all I get is a black screen. I compressed my roms individually using P7Zip on my Mac. Any thoughts?
Ivanovic said:Just uploaded a new version to the archive.
Changes in v20110214:
* Support subfolders in 7z archives. Please be aware that it will take *ages* to load if you select a rom from a larger 7z archive since the whole archive is processed during temporary unpacking!
Yes, with this version you could eg have one 7z with all your roms inside and just use that for Snes9X4P though I really recommend not to, since the time required for starting a selected rom (you well get an additional selection that lists the content of the 7z archive after the archive was selected in picklelauncher) increases with the size of the archive. So an archive with "many" roms might easily take 15mins to be processed so that the selected rom is started! Better either just use plain zip files, one per rom, or 7z files, one per rom to save some space on the sd card.
Download:
http://dl.openhandhelds.org/cgi-bin/pandora.cgi?0,0,0,0,71,63
(It might take a little till ED activates the new version, so be patient!)
Validating pnd file...
PXML data missing: application, title, description, version, category ...Done!
<pxml xmlns="http://openpandora.org/namespaces/PXML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:nonamespaceschemalocation="PXML_schema.xsd">
<application id="snes9x.skeezix.alpha">
<title lang="en_US">Snes9x4P</title>
<exec command="./run.sh">
<previewpics>
<pic src="snes.png">
</pic></previewpics>
<icon src="icon.png">
<info name="Snes9x4P Dokumentation" type="text" src="README_Snes9x4X.txt">
<description lang="en_US">Super Nintendo (SNES) emulator; derived from Snes9x4d (Dingoo) port.</description>
<author name="snes9x team / SiENcE / skeezix / ivanovic" website="http://www.codejedi.com/">
<version major="1" minor="39ff" release="20110214" build="1"><!--This programs version-->
<categories>
<category name="Game"><!--category like "Games", "Graphics", "Internet" etc-->
<subcategory name="Emulator"><!--subcategory, like "Board Games", "Strategy", "First Person Shooters"-->
</subcategory></category>
</categories>
<clockspeed frequency="600"><!--Frequency in Hz-->
</clockspeed></version></author></info></icon></exec></application>
</pxml>
</clockspeed></version></author></info></icon></exec></application>
<pxml xmlns="http://openpandora.org/namespaces/PXML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:nonamespaceschemalocation="PXML_schema.xsd">
<application id="snes9x.skeezix.alpha">
<title lang="en_US">Snes9x4P</title>
<exec command="./run.sh"></exec>
<previewpics>
<pic src="snes.png">
</pic></previewpics>
<icon src="icon.png"></icon>
<info name="Snes9x4P Dokumentation" type="text" src="README_Snes9x4X.txt"></info>
<description lang="en_US">Super Nintendo (SNES) emulator; derived from Snes9x4d (Dingoo) port.</description>
<author name="snes9x team / SiENcE / skeezix / ivanovic" website="http://www.codejedi.com/"></author>
<version major="1" minor="39ff" release="20110214" build="1"><!--This programs version--></version>
<categories>
<category name="Game"><!--category like "Games", "Graphics", "Internet" etc-->
<subcategory name="Emulator"><!--subcategory, like "Board Games", "Strategy", "First Person Shooters"--></subcategory>
</category>
</categories>
<clockspeed frequency="600"><!--Frequency in Hz--></clockspeed>
</application>
</pxml>
manafreak said:I was wondering if there are any plans to add/fix sound emulation for DSP effects like echo? It may be related to the sample decoder but I'm not exactly sure what features of the DSP that this version of Snes9x supports. My specific interest is in Squaresoft games where it uses wind effects like Final Fantasy 6. I've only actually used Snes9x4d on my dingoo but from the videos I've seen it seems to have the same issues.
If the current PocketSNES port's sound is any indication, then PocketSNES' sound is *miles* behind. It has issues that were present in Snes9x back in 2000, and which were eliminated by the time of the Snes9x version that Snes9x4P is based upon.DaveC said:I think PocketSNES has better sound but not sure if a proper port of that will be done.
Prometheus said:If the current PocketSNES port's sound is any indication, then PocketSNES' sound is *miles* behind. It has issues that were present in Snes9x back in 2000, and which were eliminated by the time of the Snes9x version that Snes9x4P is based upon.DaveC said:I think PocketSNES has better sound but not sure if a proper port of that will be done.
Some of the switches might work, but especially the one for audio is bogus and won't improve things! Currently audio is set to the frequency that is *identical* to the one of the original SNES, meaning 32kHz. Setting it higher will *not* improve things in the output quality, in fact they might result in worse sound. To set any values you have to create a file named "app.txt" in your snes9x4p appdata folder and the stuff will be used. Though be aware that it is likely that not all (if any) of the switches listed on this forum post will work!jb0yx said:Prometheus said:If the current PocketSNES port's sound is any indication, then PocketSNES' sound is *miles* behind. It has issues that were present in Snes9x back in 2000, and which were eliminated by the time of the Snes9x version that Snes9x4P is based upon.DaveC said:I think PocketSNES has better sound but not sure if a proper port of that will be done.
do the switches for snes9x work for snes9x4p?
specifically the -sq xxxxxxx switch (sound quality) that might make snes9x sound better at the price of emulation speed, it works wonders on the caanoo port. If you have a game that has real rich stereo sound it really shines if you throw that flag in there like -sq 48000
http://snes9x.com/phpBB2/viewtopic.php?p=19286&sid=9177fba860dd55d86d20d43b91e48c62