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Snes9x 1.55 official release 
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Joined: 2014-09-27 09:50
Posts: 114
 Re: Snes9x 1.55 official release
Franpa wrote:
Congrats on fixing the decade old Secret of Evermore (PAL) crashing issue which affected both Snes9x and ZSNES:

https://board.zsnes.com/phpBB3/viewtopi ... =3&t=10874
https://code.google.com/archive/p/snes9x-gtk/issues/51
https://github.com/snes9xgit/snes9x/issues/142


But it worked in "bsnes 0.028"!


2018-06-08 11:10
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Joined: 2014-09-27 09:59
Posts: 419
 Re: Snes9x 1.55 official release
Franpa wrote:
Congrats on fixing the decade old Secret of Evermore (PAL) crashing issue which affected both Snes9x and ZSNES:

https://board.zsnes.com/phpBB3/viewtopi ... =3&t=10874
https://code.google.com/archive/p/snes9x-gtk/issues/51
https://github.com/snes9xgit/snes9x/issues/142

All it did was trigger a NMI late in a scanline. Hard to believe that ZSNES had the same mistake, since it was a corner-case in Snes9x's implementation, not anything to do with NMIs, specifically.

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2018-06-08 14:47
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Joined: 2014-09-25 13:52
Posts: 8242
 Re: Snes9x 1.55 official release
Broseph wrote:
faik if your emulator has the correct behavior for that, chances are it's pretty accurate overall.


It's really easy to support now that we know what the issue is.

But it certainly shows a commitment to caring about every last game in the library.

The only bigger sacrifice I can think of in that regard is for an SNES emulator to support the ST018. "Write an ARM6 core to support a single Japanese chess game that's still easy enough for someone who doesn't even understand Shogi to beat it" is ... asking a whole lot.

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2018-06-08 15:30
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Joined: 2017-11-25 16:43
Posts: 812
 Re: Snes9x 1.55 official release
I believe you described it as using a sledgehammer or jackhammer to do what a ballpin hammer could do.

Also, commitment to the PAL version of the ugly little sister (yes, hate me) of a really awesome game is nothing short of dedication.


2018-06-08 18:19

Joined: 2014-09-27 09:27
Posts: 2384
Location: Australia
 Re: Snes9x 1.55 official release
byuu wrote:
The only bigger sacrifice I can think of in that regard is for an SNES emulator to support the ST018. "Write an ARM6 core to support a single Japanese chess game that's still easy enough for someone who doesn't even understand Shogi to beat it" is ... asking a whole lot.

Who knows, maybe reverse engineering the chip revision used for the ST018 might reveal some bugs that cause the AI to be easy (that the game developer wasn't aware of)?

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2018-06-09 05:01
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Joined: 2014-09-27 09:22
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 Re: Snes9x 1.55 official release
SilverShroud wrote:
I believe you described it as using a sledgehammer or jackhammer to do what a ballpin hammer could do.

Ball-peen hammer.

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2018-06-09 08:03
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Joined: 2017-11-25 16:43
Posts: 812
 Re: Snes9x 1.55 official release
Franpa wrote:
byuu wrote:
The only bigger sacrifice I can think of in that regard is for an SNES emulator to support the ST018. "Write an ARM6 core to support a single Japanese chess game that's still easy enough for someone who doesn't even understand Shogi to beat it" is ... asking a whole lot.

Who knows, maybe reverse engineering the chip revision used for the ST018 might reveal some bugs that cause the AI to be easy (that the game developer wasn't aware of)?

No.


2018-06-09 09:02

Joined: 2014-09-27 09:27
Posts: 2384
Location: Australia
 Re: Snes9x 1.55 official release
v1.56.1 is out now: https://github.com/snes9xgit/snes9x/releases/tag/1.56.1

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2018-06-09 11:36

Joined: 2015-08-28 09:32
Posts: 18
 Re: Snes9x 1.55 official release
v1.56.2 came out a few weeks after v1.56.1:
https://github.com/snes9xgit/snes9x/releases/tag/1.56.2


2018-07-07 08:45

Joined: 2018-07-05 12:07
Posts: 53
 Re: Snes9x 1.55 official release
i suggest going to appveyor and running latest build snes9x-1.56.2-290.


Here is one reason JMP with index has an I/O cycle here. Fixes Phalanx. 1.56.2-285


Mind you if your system can run it just use higan or bsnes.


2018-07-08 03:06
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