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Thread: Snes9x 0.02y11J3a4

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
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    Default Snes9x 0.02y11J3a4

    Andon has released a new Unnofficial Port of Snes 9x for the PSP using the sources by Y/J.

    Heres whats new:

    I optimized the state saving code so that this version runs on par with, if not faster than other releases in the 0.02y series.
    I also fixed a couple of situations where text would remain on the screen until you opened/closed the menu.


    Download from here --> <a href="http://psp-news.dcemu.co.uk/unofficialsnes9xpsp.shtml">http://psp-news.dcemu.co.uk/unofficialsnes9xpsp.shtml</a>

    Thanks to <a href="http://www.emuboards.com/invision/index.php?showtopic=22811" target="_blank" >Andon</a> for the release.

  2. #2
    PSP User ganon's Avatar
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    thanks gonna try it

  3. #3
    DCEmu Regular shizzle's Avatar
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    he could just start going up in digits, or even decemals, i mean version 7.2 is better than that.

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    DCEmu Newbie watoto's Avatar
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    so,are saves faster or does it mean games are faster?

  5. #5

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    compared to the Snes9x its a tad faster. My framerates are better with the following settings:

    Snes9x v.03 : Frameskip 3, transparency off, sound on - Super PunchOut runs at 25-30fps
    Snes9x 0.02y11J3a4 : Frameskip 2, transparency ON, sound ON - SPunchOut runs at 24-32fps.

    So, I'd say this is a tad faster....

  6. #6
    DCEmu Newbie watoto's Avatar
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    is it only me or is the problem of invisible sprites in mario kart back in this release?

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    DCEmu Legend Cap'n 1time's Avatar
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    I fail to see any speed increase at all.

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    DCEmu Pro Cross's Avatar
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    sticking w/ 15 personally

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    DCEmu Legend Cap'n 1time's Avatar
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    Quote Originally Posted by Cross
    sticking w/ 15 personally
    i recomend that to everyone.

  10. #10
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    Default Other changes that weren't mentioned...

    It's probably worth mentioning that this build is a little bit more compatible than the official y builds. For instance, in Tales of Phantasia only 0.03a and 0.02y11J3a3/4 can run the game on the world map without causing the PSP to freeze up for 15 seconds followed by an automatic shutdown It's basically all the compatability of 0.03a with the functionality and performance of y11+.

    I've made the source code for the fixes available, however... So it's just a matter of somehow contacting y and getting him to incorperate my fixes into one of his builds. I'd also really like to get the source code for something newer than y11 :-\

    As far as speed goes. a4 only optimized the state save function, for writing to Memory Stick media. It didn't offer any optimizations in adition to those in the a3 build.

    You can change the background color too. On my PSP all of my burnt out pixels are on the corners. The white dots can get annoying, so you can just turn the entire thing white and voila, they're gone.

    Currently I'm working on finishing up support for SPC7110 based games (if you've ever played one you're familiar with the "graphics pack" requirements to run them). Porting the loading code was a pain because it relied on a lot of file interfaces that aren't available on the PSP and I had to write my own replacement stubs. Right now SPC7110 games get as far as the "SPC7110 SYSTEM CHECKER" screen and then crash :P

    And regarding the naming convention. I'm just sticking with what I was given. y's 11th version with J's 3rd version code and my 4th version. I'm not a real big fan of the version scheme either.

    If anyone knows how to contact y, please let me know or at least forward him the source code so that Tales of Phantasia et. al will run properly in newer versions.


    For a copy of the source code, see my original posting for 3a at:

    http://www.emuboards.com/invision/in...howtopic=22804

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