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Yoyofr's stuff :: Opensourced Projects :: snes9xTYL :: SNESTYL 0.43(fix)
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disturbed19
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 SNESTYL 0.43(fix)
« Thread Started on Aug 22, 2006, 12:56pm »

i was just wondering if laxera or yoyofr could make a WIFI (fix) at least. bcuz it really sucks when your playing 2 players and it cuts off every 5-10 mins. why does it do that? if you guys could fix this your emulator would be pretty much perfect.
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mavsman4457
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 Re: SNESTYL 0.43(fix)
« Reply #1 on Aug 22, 2006, 8:06pm »

Do not ask for releases. They are busy people and are at very busy stages of their lives. It stinks that the emulator isn't perfect yet but we just have to wait for updates and not be little kids: "Are you done yet? Are we there yet?" Sorry to be a little harsh but just don't ask for releases.
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laxer3a
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 Re: SNESTYL 0.43(fix)
« Reply #2 on Sept 2, 2006, 1:50am »

Hi,

We are thinking about doing a "final release".
Yoyo does not have the net for a few weeks again... Need to wait a bit.

See you.
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #3 on Sept 3, 2006, 1:53am »

Do you think you'll be able to fix the save state sound bug for the final release?
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sephiroth
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 Re: SNESTYL 0.43(fix)
« Reply #4 on Sept 3, 2006, 8:09am »

maybe if they intregrate a me savestate function
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mavsman4457
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 Re: SNESTYL 0.43(fix)
« Reply #5 on Sept 3, 2006, 3:37pm »

I am pretty sure that after they release their "final release" they will pass on the complete code to somebody else, or is it already open source? I think it is already, so when they have done their final release they will encourage other coders to take over.
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thebwoy
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 Re: SNESTYL 0.43(fix)
« Reply #6 on Sept 3, 2006, 5:05pm »


Quote:
Do you think you'll be able to fix the save state sound bug for the final release?


With the risk of getting banned cause i'm so annoying,

I'll second the quoted author! :)
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tears
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 Re: SNESTYL 0.43(fix)
« Reply #7 on Oct 3, 2006, 4:38pm »

df[=)
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manias
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 Re: SNESTYL 0.43(fix)
« Reply #8 on Oct 5, 2006, 8:11am »

you guys.. read up on why this save state sound bug is happening it's not gonna be fixed i recon. use the pong method
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #9 on Oct 7, 2006, 10:18pm »

Why, due to the ME? PSPVBA used the ME for sound emulation but AFAIK you didn't lose the sound when you loaded a save state with that emu, so SNES9xTYL shouldn't have to have this problem.
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manias
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 Re: SNESTYL 0.43(fix)
« Reply #10 on Oct 8, 2006, 11:07am »

pspvba is built differently than snestyl :)
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #11 on Oct 8, 2006, 4:21pm »

Not really, both are ports of PC emulators.
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leeisl
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 Re: SNESTYL 0.43(fix)
« Reply #12 on Oct 9, 2006, 7:36am »

Your point being?
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #13 on Oct 9, 2006, 11:52am »

That PSPVBA isn't built differently than SNESTYL?
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leeisl
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 Re: SNESTYL 0.43(fix)
« Reply #14 on Oct 9, 2006, 6:08pm »

Just because they are both ports does not mean they are programmed the same way.
They are not even ports of the same emulator.
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #15 on Oct 10, 2006, 12:32am »

Well maybe Manias should specify how they are built differently, and how that difference would prevent SNES TYL from loading save states with sound but not PSPVBA? He was probably thinking of gPSP (the new GBA emulator written from the ground up) rather than PSPVBA (older emu that was ported from the PC) when he made his post.
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exenteth
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 Re: SNESTYL 0.43(fix)
« Reply #16 on Oct 10, 2006, 4:24am »

The use of the ME is not the direct cause of the bug, since the bug was not present in previous ME-using versions...
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #17 on Oct 10, 2006, 4:48am »

I think it's safe to assume that something with the ME is causing the bug. Yoyo or Laxer mentioned something about how the main CPU and the ME weren't meant to run in tandem so its difficult to synchronize code to properly use both at the same time, and when they tried to do Mode 7 emulation on the ME it caused tons of graphical glitches. Plus the current non-ME version doesn't have the bug AFAIK.
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #18 on Oct 10, 2006, 4:51am »

Plus, the first ME release (the only one that didn't have the bug) was more of a proof of concept in that it only did some of the sound mixing on the ME. (Maybe someone else can clear this up.) The bug was only introduced when they started using the ME to fully emulate the SNES sound chip.
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leeisl
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 Re: SNESTYL 0.43(fix)
« Reply #19 on Oct 10, 2006, 7:11am »

Can you specify how they are NOT built differently?
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nobody
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 Re: SNESTYL 0.43(fix)
« Reply #20 on Oct 10, 2006, 10:19am »

Well lets see, I already mentioned that both were ported from PC, also both are running on an interpreter, both use the PSP's GPU for video emulation and the ME for sound emulation. Now can you (or Manias) specify how they ARE built differently, and why that would prevent SNES TYL from loading save states with sound for most games? Since that was Manias's original argument.
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prettzv
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 Re: SNESTYL 0.43(fix)
« Reply #21 on Oct 10, 2006, 11:16am »

Just because a emulator programming is similar, does not mean that it will run roms in the same fashion.
Point UO-SNES9X VS SNESTYL (Pre ME versions) were very similar at the heart of the progam since it was a port from the PC SNES9X. That does not mean that the bugs in UO SNES9X were present in SNESTYL. Plus optimization changes how a program does things.
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