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Author Topic: Zsnexbox 2.97  (Read 677 times)

nes6502

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Zsnexbox 2.97
« Reply #45 on: September 28, 2006, 01:01:00 PM »

QUOTE(Cospefogo @ Sep 28 2006, 07:17 PM) View Post

 Use a hardware scan divider so the 31khz refresh is divided into 15khz


Well, I can't really comment because I don't know what that means or if it is something the Xbox can do.
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pagancow

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Zsnexbox 2.97
« Reply #46 on: September 28, 2006, 10:27:00 PM »

I had issues with the emulator showing a black screen while booting up.

I had upgraded from 2.5 or so.

Here is my fix

I copy and pasted this into my INI file

E:\ZsnexBox\artwork\Shots 1\
E:\ZsnexBox\artwork\Shots 2\
E:\ZsnexBox\artwork\Shots 3\
E:\ZsnexBox\artwork\Shots 4\
E:\ZsnexBox\artwork\Shots 5\
E:\ZsnexBox\artwork\Shots 6\
E:\ZsnexBox\artwork\Shots 7\
E:\ZsnexBox\artwork\Shots 8\
E:\ZsnexBox\sram\
E:\ZsnexBox\save\
E:\ZsnexBox\ini\
E:\ZsnexBox\rumble\
E:\ZsnexBox\cheats\
E:\ZsnexBox\garbage\
F:\Games\roms\snes\


Make sure all Drive letters are capitolized

Make sure all lines have no spaces at the end of the text

Make sure all lines end with a \

Last line is where the roms are located.

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Cospefogo

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Zsnexbox 2.97
« Reply #47 on: September 29, 2006, 05:12:00 AM »

QUOTE(Timerever @ Sep 28 2006, 06:49 PM) View Post

I should also say that many of these things like black borders, scanlines, image ratio distortions and so on weren't desired, these are there simply because the coders back then couldn't eliminate them due to hardware restrictions.



Hey Timerever!

I wonder if you could visit this topic and help with some tests?
Can you please try my settings on your machine and perform
some comparisons between mine and defualt Zsnexbox
screen resizement option?

http://forums.xbox-s...howtopic=551154

Thanks!
C.
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Cospefogo

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Zsnexbox 2.97
« Reply #48 on: September 29, 2006, 06:44:00 AM »

QUOTE(micbic @ Sep 29 2006, 09:33 AM) View Post

Cospefogo i have to admit your website is pretty cool, but seriously, 90% of the time whilst using zsnexbox for what it is intended your not going to notice if the image being displayed is not pixel perfect. I doubt even a well trained eye such as yourself could notice minor pixel errors in a moderate speed game



Hi MicBic!
Thanks for the reply!

If you are using a CRT television it's pretty easy to see deformations on
a bad-resized emulator screen! The fast way is:

- On Zsnexbox Put hardware in POINT, software filter in SIMPLE2X or NONE and quickly resize
the screen at your own taste. Now play Sonic Wings and look the background!
Man, it renders distorted!! It is "boldly" distorted!

- The same Mega Man 3 Sname Man level. Look the pattern background!

Now take you MednafenXNES and setup up your screen to 638x446.
Look the Snake Man background while walking/scrolling again!

I will make a MOVIE of this right now, and post here...

Cheers!!!!
C.
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micbic

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« Reply #49 on: September 29, 2006, 07:13:00 AM »

I understand your point and i have tried the examples youve provided and i did notice a difference but honestly, if you have to specifically look for the errors to notice them are they really that big of a deal? But i digress, this discussion is probably all but pointless as nes has a habit of adding in tons of handy features such as this tongue.gif
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Cospefogo

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« Reply #50 on: September 29, 2006, 08:18:00 AM »

QUOTE(micbic @ Sep 29 2006, 10:20 AM) View Post

I understand your point and i have tried the examples youve provided and i did notice a difference but honestly, if you have to specifically look for the errors to notice them are they really that big of a deal? But i digress, this discussion is probably all but pointless as nes has a habit of adding in tons of handy features such as this tongue.gif


Micbic, this is the last slice i will eat from this cake.
I am too tired and old to keep on this...
In the end, if they work for me, and make *myself* happy,
there's no meaning in share with others.

Will make this my tiny super secret!
(c:

Videos (Unfortunately the camera did not helped much)

- Bad Raiden (MednafenX PCE)
Pay attention on the horizontal lines on a house BROWN ROOFTOP.
http://spitfire.pixe.../bad_raiden.avi

- Good Raiden (MednafenX PCE)
Pay attention on the horizontal lines on a house BROWN ROOFTOP.
http://spitfire.pixe...good_raiden.avi

- Bad Sonic Wings (Zsnexbox)
Pay attention to the horizontal lines patterned gray ROOFTOP.
http://spitfire.pixe..._sonicwings.avi

- Good Sonic Wings (Zsnexbox)
Pay attention to the horizontal lines patterned gray ROOFTOP.
http://spitfire.pixe..._sonicwings.avi

And to end my post, I will die dreaming about a
Xport System of screen resizement on Zsnexbox.

Left thumb working for positioning!
Right thumb for resizing!

Cheers!
C.

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nes6502

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Zsnexbox 2.97
« Reply #51 on: September 29, 2006, 09:00:00 AM »

QUOTE(Cospefogo @ Sep 29 2006, 03:25 PM) View Post

And to end my post, I will die dreaming about a
Xport System of screen resizement on Zsnexbox.

Left thumb working for positioning!
Right thumb for resizing!


That's the way it currently works, so I guess I don't understand what you mean.
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Cospefogo

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« Reply #52 on: September 29, 2006, 09:54:00 AM »

Opa!
I mean that by looking at the coordinate numbers.

On Xport Emus, when I set, for example, 638x442 for
width *using the right thumbstick*, I can freely move
the screen anywhere at X/Y coordinates using *left thumbstick*
without "any changes" on the numeric W/H sizes.

On Zsnexbox, if I set my 642.449999x481.140000 using *right thumbstick*
and move the screen anywhere on X/Y using *left thumbstick*,
my screen size dramatically changes it's W/H numeric values!

What was 642.449999 now become 610.555555 or whatever else,
distorting completely the aspect ratio I have found on my previous
selection.

Yesterday I noticed my screen was a little ouf of center, with
right margin of TV cropping something. I was not able to just
"move" the image to the left (as I do on any Xport system)...
Moving the screen to left, made anything get distorted again,
and I needed to search for new values, the actual ones presented
in my other post.

But Nes6502, don't worry - I am leaving this discussion
because it looks like its only me who is seeing the green and
small dwarves running in the garden.

I am happy with the current features, overjoyed, fabulous
work, and as long as I can get my lunatic adjustments working,
it's fine! I am doing that!!!!

Keep the good work, and thanks for the adition of
several features I have been requesting together
with other comrades.

Cheers,
C.
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nes6502

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Zsnexbox 2.97
« Reply #53 on: September 29, 2006, 11:55:00 AM »

QUOTE(Antiriad @ Sep 29 2006, 06:24 PM) View Post

Hi NES6502, is it possible you could remove the limit of 16 skins on the GUI selection sub screen (and allow list scrolling like the RomBrowser) in the next release? Just that I've been converting my xSnes9x skins and not all of them are showing up.


Sure
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Nemo1985X

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« Reply #54 on: September 29, 2006, 03:40:00 PM »

removed comment
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Kanyero

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Zsnexbox 2.97
« Reply #55 on: September 29, 2006, 04:28:00 PM »

Again there is a new zsnes wip version for DOS/WINDOWS

Here is what´s new, maybe it's another interesting core to be ported ? smile.gif

ews: ZSNES September 28 WIP is now available!

Binaries are in the ZSNES section

    * ALL: Added IPS multipatch support. Goes from IPS, IP0, IP1, IP2, ..., IP9. Also made IPS extension code use new zpath functions. Let me know if any IPS abilities are problematic. [Nach]
    * ALL: Fixed issues with BIOS/Base carts. [Nach]
    * ALL: Fixed typo causing many games to freeze. [pagefault]
    * ALL: Auto Savestate Load/Save is really fixed. I'm not sure how this bug wasn't reported before... [Deathlike]
    * ALL: Battletoads intro fix [pagefault]
    * ALL: Changed the default keys for Player 2 to saner defaults. [Deathlike]
    * ALL: Expanded savestate increment option to support 100 savestates. Also added AutoIncSaveSlotBlock option for legacy behavior in individual blocks (0-9,11-19,etc). [Deathlike]
    * ALL: Fixed a crash if the internal name check fails for SPC7110 games. [Jonas Quinn]
    * ALL: Fixed all remaining bugs with the SPC7110. SPL4 and MDH are working correctly, now. [Jonas Quinn]
    * ALL: Fixed corrupted sound after loading a state. Savestates created with the latest WIP will have corrupted sound after loading it starting with this revision. [Jonas Quinn]
    * ALL: Fixed savestate increment/decrement keys. This should be the last of the require fixes. Also fixed something for VS compilers. [Deathlike]
    * ALL: Fixed some bugs that were discovered with Valgrind. [Nach]
    * ALL: Fixed Start at Latest Save option. [Deathlike], [Nach]
    * ALL: Force4:3Ratio should be applied after scanlines. [Deathlike]
    * ALL: Hopefully fix the 100% cpu usage while using the up+down buttons in the F3 menu. [Deathlike]
    * ALL: Hopefully fixed the black omen bug. Special thanks to pagefault. [Jonas Quinn]
    * ALL: Moved the SPC7110 stuff in it's own file. Less RAM usage. [Jonas Quinn]
    * ALL: Proper realpath() is now used per platform on command line init. [Nach]
    * ALL: Removed unneeded always on debug output from gui load menu. [Nach]
    * ALL: Fixed buffer overflow. [Nach]
    * ALL: Improved output of state messages. [Nach]
    * DOS: Fixed ROM loading of the cmdline for DOS when a VESA2 mode is selected. [Jonas Quinn]
    * DOS: Removed the NTSC filter from the DOS port for now. This lowers the RAM usage so it is possible to play Super Mario World on my old 486 with 16 MB of RAM again. [Jonas Quinn]
    * GUI: Added "Show Clock Box" and "Show Rom Info On Load" to the Options menu. Also fixed display of the shortcut key for the "Enable Clock" option. [Deathlike]
    * GUI: Change name of the clock option due to it being a misnomer. [Deathlike]
    * GUI: Fix dir browse bug, and some sanity to a check. Thanks Jonas Quinn. [Nach]
    * GUI: Fixed a case where in the F3 menu, the numerical quick keys and level selection did not update properly. [Deathlike]
    * GUI: Fixed clock display while in the F1/F3 menus. Also set default Palette0 setting to off because of rendering problems in certain games. [Deathlike]
    * GUI: Fixed F3 menu's screen refresh potentially sucking up CPU unnecessarily. [Deathlike]
    * GUI: Fixed GUI state key selection while not on level 0. [Deathlike]
    * GUI: Fixed inconsistency between toggling Auto Frame Rate by the button and by the shortcut key. [Deathlike]
    * GUI: Fixed slot level display when Start at Latest Save option is used. [Deathlike]
    * GUI: Fixed the cause of the cursor not staying where it should under certain circumstances. [Deathlike]
    * GUI: Fixed the GUI Pick Savestate menu.
    * GUI: Fixed underlined shortcut key for "Merge With Video" option. [Deathlike]
    * GUI: Now correctly displays the savestate number on save or load. [Deathlike]
    * GUI: Refreshing the screen twice is not needed. [Deathlike]
    * GUI: Renamed "Disable Screensaver" to "Disable Power Management" because of changed behavior. [Deathlike]
    * GUI: Savestate selection expansion via the F3 menu is now available. This needs further testing. Use up/down to decrease/increase the saveslot # by 10. [Deathlike], [Jonas Quinn]
    * GUI: Screen must be refreshed when Triple Buffering/Vsync is toggled. [Deathlike]
    * GUI: Some GUI tweaks for better use of existing space. [Deathlike]
    * GUI: Transitioning from Auto Frame Skip to Frame Skip (and vice versa) will now not have the display+buttons move when toggled. [Deathlike]
    * GUI: Since Jonas got screen refreshing in, displaying the slot level has become a reality! [Deathlike]
    * GUI: Updated list of supported formats. [Deathlike]
    * MSV: I don't know why I'm even commiting this, but apparently if you don't use the official method to compile MSVC, it may act stupidly without this fix. [Nach]
    * MSV: Fixed a VS compiler problem because it sucks. [Deathlike]
    * OSX: Mac OS X fixes and cleanup for ManyMouse. Still issues though with two-finger-scroll trackpad. [Nach]
    * PSR: Added in memory PSR backup and restore too. [Nach]
    * PSR: Added PSR_NOUPDATE define so reads don't update format with a write. [Nach]
    * PSR: Fixed a bug in the PSR parser which crept in from our change to use array handling functions and adding packed support. Good thing we weren't using this block of the parser since we added packed. [Nach]
    * PSR: Output of C file doesn't start till entire PSR is parsed. Now PSR_COMPRESSED can be defined within the PSR file on a per [pagefault]SR basis easily. [Nach]
    * PSR: PSR RAM usage lessened. Packed code only outputted when needed (also fixes warnings). Reading and Writing now uses function pointers for easy compressed support later. [Nach]
    * PSR: Some cleanup. Added GZip support to PSR. [Nach]
    * PSR: Fixed a bug with packed usage detection. [Nach]
    * PSR: Added variable dependancy support. [Nach]
    * PSR: Documented the undocumented compiling parameters. [Nach]
    * SDL: Fixed the case in the SDL port where the up+down numpad keys do not behave as intended. [Deathlike]
    * SDL: Removed a non-working SDL specific mode. You probably will need to edit your cfg file if you were previously using an OpenGL mode. [Deathlike]
    * SDL: Fixed bug when trackballs are present, also cleaned up joystick code a bit. [spoon0042]
    * SRC: Anything that clears vidbufferofsb should be consistent. [Deathlike]
    * SRC: Our path functions now work properly if file is an absolute path. [Nach]
    * SRC: Clean up. [Nach], [Deathlike], [pagefault]
    * SRC: Unified all time functions into one place, instead of port specific.
    * SRC: ROM loading functions now uses ZPath extension matching functions. [Nach]
    * TOL: Add another tool. [pagefault]
    * TOL: Set SVN properties of new tool. [Deathlike]
    * W_S: Directory name is now printed in the expanded area like files is in non DOS ports. [Nach]
    * W_S: Fixed NTSC toggle [pagefault]
    * W_S: Reposition 640x480 full for NTSC [pagefault]
    * WIN:Added a comment about the minimum res required by Keep4_3Ratio for the Windows port. [Deathlike]
    * WIN: Added mouse sensitivity for Windows port. [Deathlike]
    * WIN: Changed "High Priority Mode" to "Use A Higher Priority" and Above Normal Priority is used on NT OSes. [Deathlike]
    * WIN: Changed default video mode the Windows port uses due to sanity reasons. Also, a check was added to prevent the black screen (and maybe double vision) issue. A message box will now pop up to tell you what options you have. [Deathlike]
    * WIN: Disable Screensaver Option now disables all annoying power management stuff. [Deathlike]
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nes6502

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Zsnexbox 2.97
« Reply #56 on: September 30, 2006, 12:24:00 PM »

QUOTE(Cospefogo @ Sep 29 2006, 05:01 PM) View Post

On Zsnexbox, if I set my 642.449999x481.140000 using *right thumbstick*
and move the screen anywhere on X/Y using *left thumbstick*,
my screen size dramatically changes it's W/H numeric values!


That's just an illusion created by the innacurate display of the numbers. When you move with the left thumbstick the aspect ratio is locked. The width and height do not change. The numbers say they do, but the numbers are wrong.

And because these numbers don't really convey any usefull information, I've never gotten arround to fixing that. I guess my point is, you don't need my numbers to adjust the display. I only put them there so people could post what they use as a reference.

In short:

Left thumbstick move = locked aspect ratio move
Right thumstick move = resize width/height
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Cospefogo

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« Reply #57 on: September 30, 2006, 03:37:00 PM »

QUOTE(nes6502 @ Sep 30 2006, 03:31 PM) View Post

That's just an illusion created by the innacurate display of the numbers. When you move with the left thumbstick the aspect ratio is locked. The width and height do not change. The numbers say they do, but the numbers are wrong.

And because these numbers don't really convey any usefull information, I've never gotten arround to fixing that. I guess my point is, you don't need my numbers to adjust the display. I only put them there so people could post what they use as a reference.

In short:

Left thumbstick move = locked aspect ratio move
Right thumstick move = resize width/height



Okay Nes, thanks for the reply.
I just did mention that because the numbers --- on Xport's resizement System --- are really really useful!
But never mind, things are fine as they are now and since I am able to get my neat adjustments very well!

Keep fighting, man!
Cheers,
C.
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nes6502

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« Reply #58 on: September 30, 2006, 04:37:00 PM »

QUOTE(Cospefogo @ Sep 30 2006, 10:44 PM) View Post

Okay Nes, thanks for the reply.
I just did mention that because the numbers --- on Xport's resizement System --- are really really useful!
But never mind, things are fine as they are now and since I am able to get my neat adjustments very well!

Keep fighting, man!
Cheers,
C.


I'll take another look at the resize numbers and see if I can make them more usefull.

Can you tell me some other examples I can use to adjust the display? Would there be a better image than the Red/Blue bars to use by default? You've kind of convinced me of how cool it is in the pure "retro" look of Simple2X and Point filtering. However, I notice a lot of "shimmering" when I use Point filtering with Flicker Filter of 0 in 480i. Is that normal/expected?

I've also added 10x11 pixel ratio (among another HIGHLY requested feature) to the current (unreleased) build. It makes the pixels longer than they are wide. This makes pixel rectangles verses squares. Is there ever a benefit/need for this?
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jeffx2k

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« Reply #59 on: October 01, 2006, 09:15:00 AM »

This is my first time using ZSnesXBOX (I let it mature before trying it out) and it BLOWS MY MIND!!

Congratulations on a job well done and I will be keeping up with future releases. There are two things I couldn't find though...

1) Is there no built-in text viewer like the xport releases? This comes in SO handy when you want to quickly display a FAQ. I liked the built-in hints thingy but didn't offer anything on the games I was interested in. Still, a nice touch.

2) How can I disable the theme MUSIC? I found out how to disable menu sounds, but not the music itself.

That's all I could find. Everything else is top notch. Also as much as I like the skins, I would like a standard one that doesn't rely on a game.

Once again, congrats!

Jeff
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