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

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CHANGELOG
=========
Build 4.4.1 (15-11-2010) - rev. number da152b168e
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* Added pixel shaders - select them in General Settings.
The following pixel shaders have been added:
- Stock (Default shader)
- 2xSaI
- Blur
- Curved CRT
- HQ2x
- Quad interpolation
- Scanlines
- Sharpen
- Super2xSaI
- SuperEagle
all but SuperEagle, Super2xSaI and Curved CRT run at fullspeed at 1080p 16:9 - t
he highest resolution. If a shader doesn't run at fullspeed on that resolution,
720p resolution will run it just fine at fullspeed.
* PAL60 option works with 1.92 version
* Added a 'Force NTSC ROM to PAL' option in SNES9x Settings
Build 4.4.0 (12-11-2010) - rev. number 0cb00f8c86
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* PAL issues are fixed at all resolutions - ghosting is gone
* It's now possible to run NTSC ROMs and PAL ROMs alike correctly at 576p PAL mo
de. When the setting 'PAL60' is set to ON, a trick will be applied to get NTSC R
OMs to run correctly at 50Hz mode. If set to OFF, it will run PAL ROMs correctly
. Even though PAL ROMs will play normally now at 480p/720p/1080p, 576p still see
ms to run PAL ROMs slightly better - but it's probably unnoticeable to the user.
* Cheatcode files can now be loaded and selected/enabled ingame. Note that all z
SNES and SNES9x cheatcode files are supported - everything with the .CHT extensi
on. You can also set a Cheatfile directory. If you don't set a Cheatfile directo
ry, the default will be USRDIR.
Cheatfiles must have the same filename as the ROM. Here is how selecting and ena
bling cheats works in-game:
Right analog stick - Left + L2 - Move cheat position back by one (-1)
Right analog stick - Right + L2 - Move cheat position forwards by one (+1)
Right analog stick - Up - Enable the currently selected cheat
Right analog stick - Down - Disable the currently selected cheat
Here are two links with some quite useful cheatfiles:
https://code.google.com/p/snes9x-gx/downloads/detail?name=Snes9x%20GX%20Cheat%20
Files.zip&can=2&q=
http://zsnes.zophar.net/cht/
Build 4.3.9 (03-11-2010) - rev. number 49d11492e2
-------------------------------------------------
* Updated to new SNES9x version - now runs the following games that didn't work
before:
- The Mask
* Fixed 16:9 aspect ratio issue - this seems to be a common issue with PS3s on m
odern HDTVs. There is now an 'Overscan' option inside the Settings menu that you
can use to get the stretched screen fit just right on your TV screen.
* Settings are saved when exiting the emulator.
* The garbage on the right side of the screen has been fixed
* Two sound modes are now available: Normal (same as it was before) and RSound.
RSound is a networked audio client/server program - with this, you can route the
music from the PS3 (SNES audio in this case) to any laptop/PC/settopbox that ha
s a media player with either the RSound plugin, or a dedicated RSound server app
lication (Rsd/Rsdplay). There is a documentation file and a Youtube video provid
ed to help people to set it up. Latency is as low as it possibly can be - defini
tely try it out.
* Major restructuring to the Settings screen.
* The default ROM directory, default savestate directory can now be set inside t
he Settings screen.
* 5-player Multitap support (was previously just 4-player)
Build 4.3.8 (23-10-2010) - rev. number 768cf9df52
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* Updated to new SNES9x version - now runs the following games that didn't work
previously (or had noise instead of sound):
- Earthworm Jim 2
- NBA Hangtime
- MS Pac Man
* PSGL driver built and in use - speed is now better at 1080p than it was previo
usly at 480p. There's still a resolution switch, but there's no need anymore to
switch to 480p - speed is the same at 1080p as it is on 480p, and it's damn good
for the record. Enjoy.
* All resolutions supported now
* Added simple hardware filtering settings - Linear Interpolation and Point Filt
ering. Shaders will come later.
* Added Aspect Ratio settings - 4:3 and 16:10 (HDTVs with 16:9 aspect ratio migh
t experience that on 16:10, the screen might be slightly cut-off. We're working
on a proper aspect ratio setting for 16:9)
* Can now load configurable settings from snes9x.conf file stored in the USRDIR
folder. Saving of this file will come in the next release.
* Will now select the highest resolution your TV/monitor can support - so is no
longer set to default at 480p.
* No more performance difference between 1.92 pkg and 3.41 pkg.
Build 4.3.7 (19-10-2010) - rev. number f2e3e0bef2
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* There's now a build for PS3s with firmwares below 3.41 (basically bigger than
or equal to FW 1.92) and a build for PS3s with firmwares 3.41 or higher.
* You can now switch resolutions inside the Settings screen - go from 480p to 72
0p or vice versa, hence the need for two builds (480p and 720p) eliminated. (Hal
safar)
* Zipped ROM support (ZIP/JMA) (Squarepusher)
* Savestates are now compressed as well (NOTE: I don't know what this will do
to your pre-existing savestates. Try to back them up first - they're inside the
USRDIR folder of /dev_hdd0/game/SNES90000/)
* Menu looks a whole lot better now at both 480p and 720p; crappy font has been
put out of commission. It's now actually readable (Cmonkey69)
* Games that switch between SNES resolutions (Seiken Densetsu 3/Secret of Mana)
are now both vertically scaled correctly - you don't even notice the resolution
switch anymore. This is only at 480p mode - in 720p mode you will notice the sam
e effect as you did previously. This will be worked on. (Halsafar)
* A lot of settings got added to the Settings screen. For instance, it's now pos
sible (on most PAL games) to run them at 60fps by setting 'Force PAL ROM to NTSC
' to ON. This won't work for every game, however (most games after 1993 came wit
h region protection), and it might even result in a crash because you're doing s
omething that is not deemed appropriate by either the SNES hardware or the emula
tor. A solution for PAL ROMs is worked on.
* You can return to a previous folder inside the ROM menu by pressing the CIRCLE
button.
Build 4.3.6 (11-10-2010) - rev. number 61ecb6e1c9:
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* Savestates implemented (cmonkey69)
* Settings screen implemented (cmonkey69)
* Some performance improvements noticeable due to switch to more recent SDK - Ji
kkyou Oshaberi Parodius now has only a minor frame drop to 57fps on the characte
r select screen but runs fine everywhere else (at 480p)
Build 4.3.5 (8-10-2010):
------------------------
* Fixed the 'green ROM' loading/crashing bug - it was due to a mistake made when
'sorting' the file names inside a directory - the variable array that checked i
f a file was a directory was not updated. Credit goes to cmonkey69 for fixing hi
s own code :)
* Moved all display code into its own file - celldisplay.cpp / celldisplayutil.h
* Upgraded to latest SNES9x - git repository: http://board.byuu.org/viewtopic.ph
p?f=3&t=881
- Contains the following patches/improvements:
- Cx4 improvement (Mega Man X2) - http://board.byuu.org/viewtopic.php?f=3&t=88
1
- Fix Dual Orb 2 sound glitch (byuu)
- Updated to latest WIP
- Improvements noticed by myself (mostly APU related):
- Jikkyou Oshaberi Parodius - far better performance - far less sound po
ps (this was one of the few games except for SuperFX ones that did not run perfe
ctly)
- Star Fox/Star Fox 2 have far less sound pops (though still there)
- Super Mario World 2: Yoshi's Island - the spots where framerate dips a
nd sound pops could usually be noticed have also been improved
* NOTE: These games (SuperFX games - Jikkyou Oshaberi Parodius - SA-1 -
are best played at 480p - the fps stays at 60, but the sound pops are very irrit
ating at 720p with these few games)
Build 4.3.4 (3-10-2010):
------------------------
* Removed the hack that caused the emulator to exit to the XMB after loading the
fourth ROM - this was to disguise a really bad crashing bug. This hack no longe
r seems to be needed.
* If you exit a ROM with L3+R3, you can return back to the game while inside the
ROM Browser menu by pressing L2+R2 simultaneously.
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 hotsw
ap 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 rec
ognize the second/third/fourth pad as that controller
* Changed SoundInputRate from 31942 to 31960 - I heard a lot of static/distortio
n 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, w
e can increase the SoundInputRate and get better sound/video
synchronization overall. Might increase this even more in the future - have to d
o some more tests.
- In any case, as a result of changing this, most games should have improved s
ound now.
Build 4.3.2 (1-10-2010):
------------------------
* Totally rewritten controller/input code (check cellpad.cpp/cellpadutil.h). The
oretically, 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 chec
k 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 th
an 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 togg
led 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 com
mands buffered in the command buffer - however, in the
same method, this function is already called after resetting the flip status. Si
nce 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 ab
out screen tearing - doesn't seem to be the case.
* Made preliminary steps to sort out the PAL problems by allowing the user to lo
ad 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 usi
ng 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 Soun
dInputrate (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 lon
ger 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 int
egrated in SNES9x + Seiken Densetsu 2/Secret of Mana gamehack)
Build 2
* Patch r283 from snes9x-gtk - 'Integrate timing hack variables into the clock r
atios 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 r
atios 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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