
#SNES9X REWIND CODE#
Modifying UAE to simplify coding is like buying a rocket launcher to kill a fly.ĭebuggers are dedicated to code tracing, they will do a much better job than UAE. The best tool to use for this job is a debugger where you can trace your code step by step and figure out why it is stuck in an infinite loop.

Ps: could winuae save text we type during the last 30 mins or perhaps less in a temp, like this if something goes wrong, we can have a way to find our last work.
#SNES9X REWIND UPDATE#
I said that because i wrote lines and lines and forgot to update my source.īut, it's not so important, it was just a test.

No way to get out of it, then, i thought : if i could have made a rewind !!!! That's dead.I think about it today, because i was playing with the assembler and run the code and i stay blocked in a loop. FuSoYa's build is the only public activity the entire project has seen in TEN YEARS (literally, v1.51 was the last official release, dated ). They work.Īs for it not being a dead project. Higan/bsnes have a far more robust cheat engine with features like multi-part cheats that no other SNES emulator has. ZSNES's cheat engine is exactly par for the course. Cheat code options - Again, you're making claims that just aren't true. Fine grained audio controls - Ok, fine, a few extra filtering options, nothing earth shatteringĥ.
#SNES9X REWIND PATCH#
Even higan/bsnes have better shader support, although they are stuck with integer scaling (unless the non-integer scaling patch made it into the main codebase, I can't remember), which some people find annoying.Ĥ. Snes9x runs circles around it in this regard. They don't have any of the far superior xBRZ filters, CRT emulation (aside from basic scanlines, but no NTSC filter), and here's the big one: no shader support. They offer various resolutions, stretching modes, and a whopping FIVE interpolation filters. Video filters - ZSNES is FAR from unparalleled here. It's been awhile since I've touched ZSNES, so there may be some minor differences depending on your specific definition of "fine-grained".ģ. Fine grained emulation speed options - Again, Snes9x supports this, although I think it is broken in the latest builds. I'm not looking to start a flame war, so I'll stick to objective statements here:ġ. This list could go on, but those are the important highlights. Cheat code options - The cheat engine ZSNES offers is second to none. MOST of those options are not found in other emulators.ĥ. Fine grained audio controls - ZSNES has many options for controlling sound output, including master volume, interpolation and low-pass filtering. Video filters - ZSNES is unparalleled in fine-grained video filtering options many of which are poorly implemented or not offered in other emulatorsĤ. Fine grained emulation speed options - ZSNES allows the player to setup a host of speed options which can fine-tune emulation to the player's liking.ģ. This can be useful when a player makes a mistake and only wants to go back a few seconds instead of going back to a save point or savestate.Ģ. Rewind function - Gameplay can be put in "rewind" reverting back a user defined number of frames. ZSNES is worthy of an update and for very good reasons Functionality, fine-frained controls, options and UI appearance.ġ. wav file and the loop point sample number (e.g.

I'd start with -12dB and play around with it a bit until you find a proper match. If you do it in Audacity, it's the Effect>Normalize option. I posted a guide on doing that here: Also, you'll probably want to adjust the volume of the file a bit. This probably isn't really what you want, so you'll want to actually find proper loop points.

However, if you do that, it will just loop from the end of the song to the beginning, as if you were just playing the song on repeat. Converting music is very simple, all you really need to do is convert your audio file into a 16-bit, 44.1kHz PCM WAV file, then run it through wav2msu (you might have to google a bit for a pre-compiled.
