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New Version planned?
 By kraton. - Posted on June 8, 2005 - 02:35:21   (#16827)
 Current version when comment was posted: 1.36 wip-0728
I use zsnes very often, so I would like to ask you if there is a possibility to make a new port of version 1.42 wich is out for a while now?

But if there is no serious BeOs advantage it wont be neccessary.

Thx Bruno

Thank you
 By powerfulpinata - Posted on November 8, 2004 - 06:06:52   (#14676)
 Current version when comment was posted: 1.36 wip-0728
I haven't got around to trying it.
but you are a god thank you ^^
for porting my favorite app
and most of the other popular open emulators.

works great thx
 By kraton. - Posted on July 29, 2004 - 05:09:36   (#13645)
 Current version when comment was posted: 1.36 wip-0728
great work thx, everything is working as expected thx again. To put aut the opengl options is a good thing too so no more confusion great realy.

The new version should fix your problem, kraton. Hey Jack!!
 By Caz - Posted on July 28, 2004 - 19:09:55   (#13639)
 Current version when comment was posted: 1.36 wip-0728
kraton,

I installed Dano and found the bug you mentioned, it should be fixed. It was a Dano bug causing SDL to crash so i fixed SDL.

Jack,

I'd had a few beers and in my drunken haze my brain for unidentified reasons said ZSNES. I tried to resist and told my brain back that i didn't want any damn ZSNES. Brain wins!!!

I've uploaded the fixed SDL_BWin.h here, http://www.infernal.currantbun.com/SDL_BWin.h.zip it just adds a test for any key >= 0x80000000 in the KEY_DOWN DispatchMessage.

Eli,

You have worked a lot on Pretendo, i hope the development of Pretendo is going well. With Rudolf Cornelissen's AGP driver and a card with Fast Writes support the difference in video ram writing speed is astonishing. I tested Snes9x on my P4 in Scanlines mode 16 bit colour. Without Fast Writes it took about 1000 to 1150 usecs, but with Fast Writes it goes down to 260 to 270 usecs. So any developer who has programmed an app across different OS's should remember that if one OS has Fast Writes enabled and the other does not, then the difference in the app's performance is going to be massive and you'll never make up the difference by screwing around with the code.

AlienSoldier,

I can see the mouse bug sometimes when switching fullscreen, this seems to be an SDL bug or BeOS bug where the cursor is not being hidden properly and it only happens randomly. Maybe changing the SDL code mouse routines to use be_app->SetCursor(cursor, true); which forces the app to sync would solve this, the SDL code would have to be changed to use BCursor's though.

Caz

The Arrow Keys are working with BeOs 5.03 but not on dano
 By kraton. - Posted on July 28, 2004 - 11:35:52   (#13636)
 Current version when comment was posted: 1.36 wip-0717
I tried it on dano and the BeOs ver5.03 system and it worked with the usual problems. Only on dano i cannot use the arrow keys???

I have a gamepad installed and cannot use my arrow keys
 By kraton. - Posted on July 28, 2004 - 06:03:01   (#13628)
 Current version when comment was posted: 1.36 wip-0717
My arrowkeys normaly used to play are not usable anymore.
Maybe it is because i use a Gamepad and this is working good.
If i touch up,down,right or left arrowkey,zsnes will crash without a errormessage.


Re: Well, i wanted something to do for god's sake
 By eli - Posted on July 27, 2004 - 11:00:33   (#13610)
 Current version when comment was posted: 1.36 wip-0717
Hi again Caz,

Great to see you're still working despite your "break". I do that when I take breaks too, as I tend to get bored as well. Things are going well with Pretendo, progress is slow, but I'm hoping to release something in August -- the video core has been pretty stable for quite some time already. Catch you later.

Eli

Great work... in advance
 By Jack Burton - Posted on July 27, 2004 - 10:46:26   (#13609)
 Current version when comment was posted: 1.36 wip-0717
Heya Caz,
good to see you've been busy in the coding break you took :)

I've still to try this app, but I'm sure it will be great, as I remember I tried a very early version and it was very good, except for a few issues. I was a fan of Zsnes on windows anyway.....

Thank you very much again :)


Various stuff
 By Caz - Posted on July 26, 2004 - 17:31:36   (#13592)
 Current version when comment was posted: 1.36 wip-0717
The OpenGL in ZSNES should probably be disabled for the BeOS ZSNES version as we only have software OpenGL and it can cause crashes. Also the bug with crashing with arrow keys, can you give a better explanation if you don't mind.

About Heretic 2, without having access to the Heretic 2 source code and build a Heretic 2 binary, i don't think it's possible to run Heretic 2 on BeOS just by changing the pak files, as far as i know the Heretic 2 source code is not available. I don't have the Heretic 2 game to try either. Unless you have been succesful on an other OS i don't think it's possible.


Caz

Very amazing work...
 By kraton. - Posted on July 26, 2004 - 05:51:18   (#13577)
 Current version when comment was posted: 1.36 wip-0717
Now I understand you. Great thing great work.
I just downloaded to find out by myself and must say that it is much better than snes, which i used to use. I have no trouble at all. at least it wont crash, äh only my arrow keys i should not touch. If the whole game will crash. Best results and allmost works fine for me if i use the DR windowed mode. There I can use all options like eagle view and 2xeagle view and the others without crash.
only gl I think we cannot use and in fullscreen mode the programm is more likely to crash.
If you can run Quake 2 on your system can you do some test with heretic 2 as well this game is also q2 engine and i like it very much i think you can do it;-)
Or maybe you know how to start heretic 2 with the Quake 2 engine for BeOs...

Well, i wanted something to do for god's sake :-)
 By Caz - Posted on July 25, 2004 - 20:32:08   (#13571)
 Current version when comment was posted: 1.36 wip-0717
Hehe,

Well i was on a "break" and still am but decided to do a port of Quake2 on Thursday in one of those spur of the moment type films, so away i went to try to get a Quake2 port running for personal use to see how easy/difficult it would be. Quake2 happened to use mprotect and i wanted to get a workaround working so Quake2 would work. I got it working by using set_area_protection, changing the code sections to .data instead of .text also works, but with set_area_protection this is not needed. I then thought maybe this will work for ZSNES :-).

I had tried using set_area_protection before for ZSNES but because of a terrible coding mistake which i can see now was wrong it didn't work. I was previously trying to map the area requested by ZSNES with BeOS's area functions and then setting the protection for that area, while this idea would be ok if you were going to be running the new area's memory as a program by directly calling it, you would be allowed to modify the code, aka self modyfing code.

Anyway the fix was as follows and it's so *!!**!* simple i'll never know why i didn't try it before,

area_id id = area_for((void *)address);
set_area_protection(id, B_READ_AREA | B_WRITE_AREA);

I've uploaded the src patch for BeOS here http://www.infernal.currantbun.com/src.zip

You will need to go to Ipher's wipsite to grab the source code http://ipherswipsite.com/zsnes/

After unzipping the sources, place my src.zip in the zsnes folder or use expander and point it to zsnes's base directory and unzip the src.zip file in this directory.

You will also need automake and autoconf pkg's from bebits installed. You will also need libglob and libSDL which can be found in libpak_dev. I put glob.h in /boot/develop/headers/ and put libglob.so /boot/home/config/lib or wherever you put your libs.

After doing all this, open a Terminal and go to the zsnes/src folder and type ./autogen.sh. You only need to do this once unless you get newer source codes.

Then type ./configure LDFLAGS=-lglob

The LDFLAGS just adds libglob to the makefile as the standard ./configure script does not add libglob on BeOS.

I'm going to send my source changes to the ZSNES authors, so anyone can then build ZSNES on BeOS.

I'll look into the problems that have been mentioned, no changes were made to the graphics/mouse code for BeOS. I will need a better explantion of the Super Eagle / Super 2xSai they are completely unusable comment, what exactly happens when these modes are selected, does the app crash ?.

If there is anyone out there who has expertise on networking, could they please try to implement net_server compatible code in the ztcp.c file which can be found in the src.zip file, i know next to nothing about networking. ZSNES uses FIONREAD and SOMAXCON ioctl calls in a function called GetLeft, i have #defined them as 0 for now for net_server. Bone system users can comment these out as the code should build ok for them.

Thanks for the respones.

Hey Eli, how's it going :-).

is that what you call a coding break?
 By AlienSoldier - Posted on July 25, 2004 - 08:29:21   (#13562)
 Current version when comment was posted: 1.36 wip-0717
i my time coding break were lot longuer than that! :)

Now it's official, one we have net support on this BeOS SNES base is will be well covered.

Seem to work really nice. Only problem i noticed so far. If i want to play in full screen i have to do a 640*480 screen for the emu.

If i run full screen in 1024, the mouse of BeOS stay in the screen along with the "DOS" one, the 2 moving at different speed.

It was a while i did not try that one, nice feature the screenshot integrated with the save state!

and we gave a kick ass GUY from the start :)

hm, problems...
 By ciruZ - Posted on July 25, 2004 - 04:55:48   (#13560)
 Current version when comment was posted: 1.36 wip-0717
Hm, well, there seem to be some problems with the DR Modes.
With Super Eagle / Super 2xSai they are completely unusable. In fullscreen it's more than in windowed mode.
With scanlines + fullscreen dr it doesn't work either, scanlines + windowed mode is no problem.
With BS9x, Super 2xSai / Super Eagle was no problem, so I think it's not BeOS's fault.

Great!
 By ciruZ - Posted on July 25, 2004 - 04:37:44   (#13558)
 Current version when comment was posted: 1.36 wip-0717
Great to have this wonderful emulator on BeOS! I asked a while ago on your IRC channel for a BeOS Port and now a few weeks later here is one! Man, is chrismas today? ZSNES is really the best SNES emulator!

And no, the Z has nothing todo with Zeta. ;)

ZNES
 By kraton. - Posted on July 25, 2004 - 03:57:04   (#13556)
 Current version when comment was posted: 1.36 wip-0717
Does it mean Zeta-NES???

ZSNES AND SNES
 By kraton. - Posted on July 25, 2004 - 03:52:24   (#13555)
 Current version when comment was posted: 1.36 wip-0717
Great job,
I like to know is there difference to "snes" the other emulator?

Awesome!
 By leonifan - Posted on July 25, 2004 - 02:51:51   (#13554)
 Current version when comment was posted: 1.36 wip-0717
This was an unexpected gem to appear on BeBits! Well done - an excellent port!!

great job, Caz
 By eli - Posted on July 24, 2004 - 22:24:05   (#13553)
 Current version when comment was posted: 1.36 wip-0717
Keep up the good work :-).

 
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