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Snes9x 1.24 for Windows is out! - September 14,1999 by JoseQ
If you were waiting for the 1.23 Linux version of Snes9X tobe ported to Windows, well I have better news for you.They've jumped to even a newer version, 1.24, and releasedit for Windows first. You can download this new version fromthe Emulator Download Page right now. There arequite a bit of changes since the last Windows release, andhere they are direct from their Home Page:

1.24

  • 3dfx speed hack back again, only disabled when Seiken 3 is loaded.
  • Some minor SA-1 speed ups added - the SA-1 instruction skipping code willhave to wait until I have more time.1.23

  • Corrected a SA-1 reset bug that reset the SA1 RAM bank pointer back to blockzero but didn't clear the RAM bank register. Was causing Kirby 3 to crash.
  • Fixed a wave clipping problem with interpolated sound that was causing noiseon sound output when certain sound samples were played.
  • Fixed a bug in the sync-sound code that could overrun the sound buffer by afew bytes causing clicks on the sound output.
  • The sound sample repeat bug that has plagued Snes9x ever since is was calledSnes96 finally bit the dust
  • Snes9x continued to play sample loopseven if the game dynamically updated the sample not to loop. Fixes thestutter in the Mortal Kombat series and improves the sound from several gamesthat download sound samples in real-time as they are played.
  • Rewrote the code the handled the SPC700's 64 byte shadow RAM area to fix apossible sample corruption problem with ROMs that stored samples thatcross the 64 byte start area.
  • Added code to allow ROMs to change the sample being played the next time thechannel loops or is keyed on
  • not sure if it fixes anything but seems morecorrect.
  • Added a zero-frequency fix to the stereo sound mixing code that I'd alreadyadded to the mono code some time ago.
  • Changed the code to set the end-of-sample flag just before the last block isplayed, rather than just after. Seems to help improve the sound on somegames.
  • Sound sample start code now doesn't reset the channel's envelope volume levelto zero before starting the sample
  • helps reduce the clicks being heard whena channel envelope volume level hadn't reached zero before being keyed onagain.
  • Changed initialisation of sample-end-register to 0 rather than 255
  • seemsmore logical now I've thought about it. Not sure if it helps anything.

    Enjoy!

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