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  • PS3 Snes9x 4.3.8 슈퍼패미콤 에뮬레이터
    작성자 : 크래커잭 | 조회수 : 4732 (2010-10-25 오전 12:07:23)
    - 첨부파일
      Snes9x 4.3.8 for PS3.zip

    플스3용 슈퍼패미콤 에뮬레이터인 Snes9x 4.3.8 버전입니다.

     


    <PS3 Snes9x 동영상>

     

     

    ***** SNES9x PS3 **************************************************************
    *******************************************************************************
    http://finalfantasia.com

    CURRENTLY IMPLEMENTED SNES9X FUNCTIONS
    ======================================
    * ZIP/JMA support
    * Saving/loading of SRAM
    * Savestate loading/saving support
      - Up to 10 saveslots
      - Compression of savestates with gzip
    * Controls
      - Two player support
      - Multitap support (four player support)

    CONTROLS IN ROM MENU
    ====================
    Up    - Go up
    Down    - Go down
    Left    - Go back five file entries
    Right    - Go forward five file entries
    L1    - Go back one page
    R1    - Go forward one page

    Cross    - (If directory selected) enter directory/ (if ROM selected) start ROM
    Triangle   - (If ROM selected) start ROM with multitap support
    Circle    - (If not in root directory) Go back to previous directory
    L2 + R2    - (If you previously exited a ROM) return to game
    Select    - Go to settings menu (see 'CONTROLS IN SETTINGS MENU' section)

    CONTROLS IN SETTINGS MENU
    =========================
    Up    - Go up one setting
    Down    - Go down one setting
    Left    - Change setting to the left
    Right    - Change setting to the right

    Circle    - Go back to ROM menu

    EXPLANATION OF SETTINGS MENU
    ============================
    Display framerate  - This will show the FPS (Frames Per Second) onscreen
    Sound Input Rate  - The sound input rate of the SNES' audio processor. Runs fine at default (31942)
    Transparency Effects  - Disable transparency effects (*)
    Frame skip   - Set frame skipping - normally set to AUTO (*)
    Disable graphic windows  - Disable graphic windows (*)
    Display button input  - Show button input onscreen (Useful for those who experience button lag so we can determine whether it's actually
        registering something)
    Force PAL ROM to NTSC  - Set this to ON everytime you want to play a PAL ROM at 60Hz. This will get rid of the ghosting issue that has been
        affecting everyone. Beware though that certain games had region protection so that you could not play a PAL cart on an
        NTSC machine - this started with Super Mario All-Stars. Other games will simply crash when you attempt this - so this is
        definitely not the way it was intended to run PAL ROMs - it is simply a hack, and it works well on most games. You have
        to set this back to ON for every game you try to load; it will automatically turn itself off after having loaded the ROM
    PAL Timing   - Change PAL timing - press Left to set it to 16667 (same as NTSC), and Right to set it to 2000 (PAL) (*)
    Shutdown master CPU  - This is a speedup hack if toggled. Does not seem to do much, and has been disabled. (*)
    Current save state slot  - Set the save state slot - this way, you can save multiple states and switch inbetween save states
    Resolution   - Switch between resolutions - 480p mode, 720p mode and 1080p mode (depending on your monitor's supported resolutions)
    Aspect Ratio   - Switch between aspect ratios 4:3 and 16:10 (16:9 will come shortly, for now choose 16:10 on widescreen - perhaps small
        cutoff at left and right))
    Hardware Filtering  - Switch between Linear interpolation (Bilinear filtering) and Point filtering.

    * - will probably remove this in the future as there's no point to it


    CONTROLS IN-GAME
    ================
    Nothing worth really explaining here -

    R3 + L3    - Press these two buttons together while in-game to go back to the ROM browser menu.

    R3 + R2    - Save to currently selected save state slot
    R3 + L2    - Load from currently selected save state slot

    TIP: You can use any USB controller you like and it will map the buttons on the fly - it is even possible to hotswap joysticks - remove one from the
    USB port, replace it with another one - it should all work fine. even SNES-to-USB converters should work.

    To play a game with a USB controller as Player 1, start up your PS3 and rather than using the Sixaxis/DualShock3, plug in an USB port before
    connecting the controller to the PS3 - your USB pad should then become Controller 1.

    SOURCE CODE REPOSITORY
    ======================
    This release corresponds with revision = 768cf9df52

    Source code repository is here:

    https://code.google.com/p/snes9x-ps3/

    COMPILATION INSTRUCTIONS
    ========================
    NOTE: ONLY FOLLOW STEP 1 IF YOU HAVE SDK 1.92 OR LOWER
    1 - Edit the Makefile and remove the following from PPU_CXX_FLAGS and PPU_CFLAGS:

    -DPS3_SDK_3_41

    3 - Do 'make clean && make && make pkg'


    CURRENTLY KNOWN ISSUES (AS OF BUILD 4.3.8)
    ==========================================
    * PAL ROMs will be a bit jerky. It is advised that you patch the few ROMs that did not have an NTSC release (such as Terranigma) to NTSC
    (there are tools available) and always load the NTSC ROM where there's a version available instead of the PAL version.

    PAL versions were almost always inferior to the NTSC versions with 16.9% slower speed and borders top and bottom (due to the extra vertical lines -
    PAL had 576 vertical lines, while NTSC had 480)

    * One person so far has reported that both builds will not display on his monitor - the reason for that is because his monitor apparently does not
    support a 59.94Hz refresh rate, which is essential to getting the very best performance. I will have to provide a workaround for this shortly.
    However, 59.94Hz should be the first and preferred option to choose since it currently gives the best results.

    NOTES IN GENERAL
    ----------------
    * For people running this on HDTVs complaining about input lag:
     - Turn off all post-processing filters you may have running - on Sony Bravia HDTVs, display Motion Flow (this also causes input lags
     with most games in general, not just this SNES emu. If your HDTV has a 'Game' mode or something of the sort, select that as well.

    PERFORMANCE NOTES
    =================
    * Here is how most games will run (at any resolution - 480p/720p/1080p):

    - Normal games (no special enhancement chips)        = 60fps constant
    - DSP-1 (Super Mario Kart/PilotWings)         = 60fps constant
    - DSP-1B (Ballz)           = 60fps constant
    - DSP-2 (Dungeon Master)          = 60fps constant
    - DSP-4 (Top Gear 3000)           = 60fps constant
    - SA-1 (Super Mario RPG/Kirby Superstar/Kirby's Dreamland 3/Super Bomberman Panic World)  = 60fps constant
    - Cx4 (Mega Man X2/Mega Man X3)          = 60fps constant
    - OBC-1 (Metal Combat: Falcon's Revenge         = 60fps constant
    - SDD-1 (Star Ocean/Street Fighter Alpha 2)        = 60fps constant
    - S-RTC (Dai Kaiju Monogatari 2)         = 60fps constant
    - SPC7110 (Far East of Eden Zero/Tengai Makyo)        = not tested
    - SuperFX
      - Star Fox 1            = 60fps constant
      - Stunt Race FX           = 60fps constant
      - Doom            = 60fps constant
      - Super Mario World 2: Yoshi's Island         = 60fps constant
      - Star Fox 2            = not 60fps constant
      - Vortex            = not 60fps constant
      - Winter Gold            = 50fps constant (was a PAL game)
      - Dirt Racer            = 60fps constant


    PLANNED IMPROVEMENTS
    --------------------
    * Include keyboard support and map it by default to the following buttons:
    - b,a,y,x,l (for face and trigger buttons)
    - arrow keys for D-pad
    - start = enter
    - select = shift
    Also make this configurable
    * A better frontend
    * Cheat code support
    * Pixel shaders
    * Super Scope support (using analog stick or Move)
    * Mouse support (using analog stick or Move)

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

    CHANGELOG
    =========
    Build 4.3.8 (23-10-2010) - rev. number 768cf9df52
    -------------------------------------------------
    * 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 previously 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 Filtering. Shaders will come later.
    * Added Aspect Ratio settings - 4:3 and 16:10 (HDTVs with 16:9 aspect ratio might 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.

    Build 4.3.7 (19-10-2010) - rev. number f2e3e0bef2
    -------------------------------------------------
    * 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 720p or vice versa, hence the need for two builds (480p and 720p) eliminated. (Halsafar)
    * 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 same 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 possible (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 with region protection), and it might even result in a crash because you're doing something that is not deemed appropriate by either the SNES hardware or the emulator. 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:
    --------------------------------------------------
    * Savestates implemented (cmonkey69)
    * Settings screen implemented (cmonkey69)
    * Some performance improvements noticeable due to switch to more recent SDK - Jikkyou Oshaberi Parodius now has only a minor frame drop to 57fps on the character 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 if a file was a directory was not updated. Credit goes to cmonkey69 for fixing his 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.php?f=3&t=881
    - Contains the following patches/improvements:
      - Cx4 improvement (Mega Man X2) - http://board.byuu.org/viewtopic.php?f=3&t=881
      - 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 pops (this was one of the few games except for SuperFX ones that did not run perfectly)
            - 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 and 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 irritating 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 longer 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 hotswap 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 recognize the second/third/fourth pad as that controller
    * Changed SoundInputRate from 31942 to 31960 - I heard a lot of static/distortion 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, we can increase the SoundInputRate and get better sound/video
    synchronization overall. Might increase this even more in the future - have to do some more tests.
      - In any case, as a result of changing this, most games should have improved sound now.

    Build 4.3.2 (1-10-2010):
    ------------------------
    * Totally rewritten controller/input code (check cellpad.cpp/cellpadutil.h). Theoretically, 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 check 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 than 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 toggled 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 commands buffered in the command buffer - however, in the
    same method, this function is already called after resetting the flip status. Since 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 about screen tearing - doesn't seem to be the case.
    * Made preliminary steps to sort out the PAL problems by allowing the user to load 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 using 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 SoundInputrate (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 longer 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 integrated in SNES9x + Seiken Densetsu 2/Secret of Mana gamehack)
    Build 2
    * Patch r283 from snes9x-gtk - 'Integrate timing hack variables into the clock ratios 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 ratios 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).






    글쓰기 | 수정 | 삭제 | 목록   

    Lv.5 파워킹 (2010-10-25 00:47:40)
    좋은 정보 감사합니다..
    Lv.7 WII[] (2010-10-25 04:13:28)
    좋은 정보 감사드립니다. ^^
    Lv.5 GTO_GTO (2010-10-25 05:11:52)
    수고하셨습니다. 자료 감사드립니다 ㅎㅎㅎ
    Lv.10 느작호랑이 (2010-10-25 09:58:06)
    좋은 자료 고맙습니다~
    Lv.4 ses801 (2010-10-25 10:40:14)
    좋은 정보 감사합니다.
    Lv.4 JSU (2010-10-25 11:40:55)
    한 번 해봐야겠습니다. 감사합니다.
    Lv.5 겨븐여우 (2010-10-25 13:48:02)
    좋은 정보 고맙습니다.~
    Lv.12 사크라 (2010-10-25 14:03:19)
    좋은 정보 감사합니다.
    Lv.3 도검이 (2010-10-25 15:27:26)
    좋은 정보 감사합니다.
    Lv.5 화이트헤드 (2010-10-25 16:03:00)
    수고하셨습니다.언제나 좋은 자료 감사합니다~~~^^
    Lv.6 잉아 (2010-10-25 16:56:35)
    감사합니다..ps2에뮬도 나왔으면 좋겠어요...
    Lv.7 세가맨 (2010-10-25 19:02:56)
    좋은 정보 감사드립니다.
    Lv.5 힘든이세상 (2010-10-26 20:52:52)
    좋은 정보 감사합니다..
    Lv.4 qkr183 (2010-10-26 21:40:41)
    좋은 자료 감사합니다.
    Lv.4 병든브로콜리 (2010-10-26 23:15:53)
    좋은 정보 감사드립니다
    Lv.3 빨간망뚜 (2010-10-28 01:19:01)
    좋은 정보 감사합니다.



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