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Author Topic: Zsnexbox 2.98  (Read 1621 times)

Nemo1985X

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Zsnexbox 2.98
« Reply #30 on: October 01, 2006, 08:35:00 PM »

Hello nes6502,

Would it be possible for you to impliment a toggle command for custom soundtrack support in the GUI ?
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the-tyrant

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Zsnexbox 2.98
« Reply #31 on: October 01, 2006, 09:22:00 PM »

I have a 16x9 tv. When I set the red borders to the screen i still  seem to get a stretch horizontally? Am i doing something wrong?
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Cospefogo

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« Reply #32 on: October 01, 2006, 09:28:00 PM »

Hey Nes6502,

Sorry for taking too long to reply about the screen resizement,
I was away from computers for a while.

I *strongly* suggest you to try the Pcsxbox V8 to check
the resizement system that Xport is presenting now.

Play a little with it and in the end adjust it to exactly 640x480.
You will see that THERE WILL BE NO DISTORTIONS on horizontal
OR vertical lines. This is the perfect kind of adjustment!

A interesting details is that, on all Xport emulators (except for
the new Pcsxbox V8) you ever needed to make the -2 trick
on the sizes to get the correct aspect ratio.
640 becames 638 and 448 (Nes case) becames 446, and so on...

Now, some issues:

I did make few tests on Zsnexbox RESIZE.PNG file.

I made a 256x223 (SNES Native resolution) PNG file with the same pattern as Pcsxbox V8,
and if I adjust it on GUI calibration screen, the game aspect ratio "while on playing"
gets "distorted". And if I adjust the game "on the fly" (using for
example Sonic Wings to check vertical scroll and Seiken 3 to check
horizontal scroll) the calibration screen gets distorted.

Looks like both things are not linked to each other correctly.
(Am I crazy?)

Please, download this file and try to adjust by yourself
(as you do in Xport's Pcsxbox V8)

On GUI calibartion make the display look like not distorted and go to play a game.
The game will be not reflecting the adjustment.

Perhaps we/me are dooing too much trouble on this subject!
Maybe it's best to focus attention on other priorities
since as I already said, I am able to make the neat adjustments
I use to "trickying" inside the actual resizement system you provide us!

Cheers Dude!
Cospefogo.
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MyCatSucks

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Zsnexbox 2.98
« Reply #33 on: October 02, 2006, 12:17:00 AM »

Hi, I looked around on the forum and couldn't find the answers to a few questions I had.

1. I had a complete set of roms and an older version of the ZSnesXbox on my computer that I had not transferred yet. I downloaded this version, 2.98. I was wondering if I can put all of the games into the roms folder of the 2.98 version before I put it onto my xbox. Also, I have a complete set of screenshots and I don't know which folder to put them in.

2. I read in an earlier post about super mario demo world. It sounded cool so I downloaded it. All of my SNES games are .smc files, should they be .zips? How do I get this patch to work?


Thanks and great work I can't wait to try out this emulator....and what a coincidence I just bought my MCBlaster  yesterday before I knew ZSnesXbox had light gun support! woooo Yoshi Safari lol.
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Mclane

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Zsnexbox 2.98
« Reply #34 on: October 02, 2006, 12:21:00 AM »

QUOTE(MyCatSucks @ Oct 2 2006, 06:48 AM) View Post

Hi, I looked around on the forum and couldn't find the answers to a few questions I had.

1. I had a complete set of roms and an older version of the ZSnesXbox on my computer that I had not transferred yet. I downloaded this version, 2.98. I was wondering if I can put all of the games into the roms folder of the 2.98 version before I put it onto my xbox. Also, I have a complete set of screenshots and I don't know which folder to put them in.


If you have a 'complete set' then you won't be able to xfer them  as a single group since the file system on the Xbox does not allow more than 4096 files in one directory. Just create another directory called roms2 or whatever you want to call it and put the overflow in there, you will be able to navigate to it by clicking on the ... at the top of the game selector menu.

Also, remember you will need to rename the files for the Xbox Fat-X file system, file name lengths can't exceed a certain number of character (42 iirc) and certain characters in names won't work on the Xbox ( a comma for instance).

Look on the Tools section of the Xbox scene main page for the program to do it, I use BaRenameX myself but others do the same job.

Can't remember the folder for the screenshots but it's mentioned in the 2.98 readme iirc, it's worth noting that the screen shot names must match the file name of the game, so if you rename the games the screens will need to match.

QUOTE(MyCatSucks @ Oct 2 2006, 06:48 AM) View Post

2. I read in an earlier post about super mario demo world. It sounded cool so I downloaded it. All of my SNES games are .smc files, should they be .zips? How do I get this patch to work?
Thanks and great work I can't wait to try out this emulator....and what a coincidence I just bought my MCBlaster  yesterday before I knew ZSnesXbox had light gun support! woooo Yoshi Safari lol.


The games should work as smc's iirc, people just normally have them as zips since they are normally named
 and updated with the 'Cowering Goodtools'. Also zips are smaller so more space on your HD for your emulation needs  wink.gif
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Joshua Wood

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« Reply #35 on: October 02, 2006, 01:41:00 AM »

If you SM demo world is an IPS file you need to patch an original SMW smc file using something like IPSwin. The IPS is only a patch file containing different data which alters and original rom.
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XaRaNn

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« Reply #36 on: October 02, 2006, 01:52:00 AM »

Heh damn cool, and here goes another feature vanilla zsnes doesn't support.
Maybe i'll have to complete my xbox peripheral collection and finally get a lightgun.

Anyone that's got one, what other emulators have good lightgun games i would for example be able to use the MadCatz nes suggested with?


About the IPS thing :
Depending how hard it is to implement ( i also know some changes were made to zsnes recently, too, so you can "stack" several ips patches on-the-fly when launching a game ), but a browser to select patches could indeed be useful.

I pre-patch my translations of games, but for game "hacks" sometimes there's several.

Super Mario World is the best example, as with the lunar editor, many many hacks of varying quality were produced over the years.

For people having problems patching SMW, by the way, the way i did it when i used xSnes9x was to keep 2 copies of the game both expanded to 6MB (use Lunar Expand), one with a copier header, the other whitout. This way patches that requiered more data than a standard rom could afford were in the clear, and wheter the author used a headered copy or not only requiered 1 more try.

Super Metroid also has many hacks since the release of the SMILE editor.

How i have been doing it since i switched to Zsnexbox is to hard-patch whatever game i want to play at the moment.

Here's a screenshot of my personnal collection of Game Hacks in IPS format.
http://img176.imageshack.us/img176/8936/image3cx9.png
I'd say about 4/5 of these aren't included prepatched in the latest GoodSnes.



Second thing :
About the whole aspect ratio deal, i'll try to come out with a more fleshed out info-post soon, but i was chatting in the zsnes channel a while ago, and IF i recall correctly, the convo was about how it must've been hell coding and doing graphical design in 6502asm for SNES games, since it didn't output in an Aspect Ratio that can be directly scaled to 640x480 (4:3), and effectively had slightly RECTANGULAR pixels.

So this whole deal about "shimmering" and having to adjust to specific things and whatnot Cospefogo brings up in his huge posts  (IMG:style_emoticons/default/laugh.gif) may very well come from this root cause.

So far i've been very satisfied with linear/superscale also, but it does bring up my curiosity of being able to get a more "authentic" look.

This post has been edited by XaRaNn: Oct 2 2006, 09:00 AM
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chango

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Zsnexbox 2.98
« Reply #37 on: October 02, 2006, 03:51:00 AM »

so can anyone point me in the direction of a light gun that has force feedback, works on 60hz LCD monitors, comes with an adapter for xbox or ps2 use, supports ps2 namco guncon games, and has been tested with this emulator as well as others?

I know its a lot to ask but I've looked for one for years that works properly.
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GTICOW

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« Reply #38 on: October 02, 2006, 04:07:00 AM »

Thank you very much Nes6502  pop.gif
Lightgun support ! That's too much.
Very good job man.  biggrin.gif
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Timerever

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Zsnexbox 2.98
« Reply #39 on: October 02, 2006, 04:08:00 AM »

QUOTE(XaRaNn @ Oct 2 2006, 08:23 AM) View Post

Second thing :
About the whole aspect ratio deal, i'll try to come out with a more fleshed out info-post soon, but i was chatting in the zsnes channel a while ago, and IF i recall correctly, the convo was about how it must've been hell coding and doing graphical design in 6502asm for SNES games, since it didn't output in an Aspect Ratio that can be directly scaled to 640x480 (4:3), and effectively had slightly RECTANGULAR pixels.

So this whole deal about "shimmering" and having to adjust to specific things and whatnot Cospefogo brings up in his huge posts  laugh.gif may very well come from this root cause.

So far i've been very satisfied with linear/superscale also, but it does bring up my curiosity of being able to get a more "authentic" look.

I've said that a bunch of times, do people even read what I write? sad.gif
SNES uses 8:7 aspect ratio, to correctly scale it to 4:3 you must make the pixels 25% longer, like this:
IPB Image

Just multiply:
256 * 1.25 = 320
224 * 1 = 224 (ORLY?)

That's 320x224 (aka 640x448 when doubled), there you go.
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jcautela

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Zsnexbox 2.98
« Reply #40 on: October 02, 2006, 04:58:00 AM »

Lightgun Support!!!
You have made the best snes emulator around and set it in stone with lightgun support.  I have been hoping for this for months.  I can finally ditch xsnes9x.  You have just made my day/week/month.

Thanks for everything.
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micbic

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« Reply #41 on: October 02, 2006, 04:59:00 AM »

List of snes superscope games:
    * Battle Clash
    * Bazooka Blitzkrieg
    * The Hunt for Red October (it is used for bonus games)
    * Lamborghini American Challenge (it accesses a different game mode from the normal one)
    * Metal Combat: Falcon's Revenge - Battle Clash's sequel
    * Operation Thunderbolt
    * Super Scope 6 cart (it is bundled with the hardware and features six games, under Lazer Blazer and Blastris categories)
    * Terminator 2: The Arcade Game
    * Tin Star
    * X-Zone
    * Yoshi's Safari
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Cospefogo

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« Reply #42 on: October 02, 2006, 04:38:00 AM »

QUOTE(Timerever @ Oct 2 2006, 07:15 AM) View Post

I've said that a bunch of times, do people even read what I write? sad.gif
SNES uses 8:7 aspect ratio, to correctly scale it to 4:3 you must make the pixels 25% longer, like this:
IPB Image

Just multiply:
256 * 1.25 = 320
224 * 1 = 224 (ORLY?)

That's 320x224 (aka 640x448 when doubled), there you go.


Hi Timerever,

Your affirmation makes sense for me, and I just want to let you know the following:
The Nintendo 8 Bits screen is 256x224. To adjust it on my MednafenX NES I need
to double it to 512x448 "MINUS 2", resulting on 510x446 (I never figured out WHY!).

However, 510 gives me a not-full horizontal screen. There are empty space (black area)
outside on the left and right. After few tries, I discovered that EVEN NES 8 BITS I can
resize to 640 on width (minus 2) resulting on 638x446. Few portion of the image
is cropped for both sides outside the television, but it does not matter to me because
they are "dead areas" and most of the time were in many old televisions natively
cropped by the original set of hardwares.

This trick of 638 works for several 256 horizontal native screens Xport Emulators.
You can put both Neogenesis and MednafenX PCE to run on a 638 of width
without no distortions on the graphics.

And, to answer XaRaNn, my posts are large because english is not my native
language, and I do like to explain all the things with all possible details!

Cheers,
C.
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nes6502

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« Reply #43 on: October 02, 2006, 06:18:00 AM »

QUOTE(the-tyrant @ Oct 2 2006, 03:53 AM) View Post

I have a 16x9 tv. When I set the red borders to the screen i still  seem to get a stretch horizontally? Am i doing something wrong?


No. That's what happens when you make an image designed for a 4:3 tv fit a 16x9 display. It's stretched horizontally. This is why I have never upgraded to a 16x9 tv. All the games I play are designed for a 4:3 display. To play them on a 16x9 TV, I 'd have to either stretch the image horizontally or have black bars on the left and right side.

QUOTE(chango @ Oct 2 2006, 10:22 AM) View Post

so can anyone point me in the direction of a light gun that has force feedback, works on 60hz LCD monitors, comes with an adapter for xbox or ps2 use, supports ps2 namco guncon games, and has been tested with this emulator as well as others?

I know its a lot to ask but I've looked for one for years that works properly.


Well, the gun I use does work on Mednafen NES, ZsnexBox, and House of the Dead 3. It does not work on xSnes9x. Or I guess I could be doing something wrong. In xSnes9x it says to press X to configure the lightgun, but pressing X does nothing. So I never got the lightgun working there.
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Timerever

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« Reply #44 on: October 02, 2006, 06:43:00 AM »

QUOTE(Cospefogo @ Oct 2 2006, 11:45 AM) View Post

Hi Timerever,

Your affirmation makes sense for me, and I just want to let you know the following:
The Nintendo 8 Bits screen is 256x224. To adjust it on my MednafenX NES I need
to double it to 512x448 "MINUS 2", resulting on 510x446 (I never figured out WHY!).


It makes sense to you because that's how it should be, that's how Megadrive does it, I just can't be 100% sure about SNES since I never had one and I really don't care about it like I do care about Megadrive.

As for your question about why do you need to remove 2 pixels to the image resolution: What happens when you don't squash these?
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