I prefer snes9x-gtk over the original package. It allows for easy configuration and might just be what you are looking for, as it has some features I miss from the original snes9x (for example fullscreen as non-root).

I definitely like snes9x-gtk, thanks for the recommendation. It does everything I want it to. Unfortunately, I'm not quite comfortable enough to compile it myself, but the AUR version will work until it updates.


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I like snes9x-gtk so far, but I'm having a couply minor issues playing Zelda. First, the sound seems somewhat off (perhaps I'm just spoiled by the 100% emulation of the VC version), is there any way to improve that? I'm using the default settings on an eee PC. Second, when I'm hit, I will often either not flash at all or completely disappear until I become solid again. Any fix?

set the audio playback rate to 48000 hz and make sure gaussian interpolation and echo effects are turned on. if you still have problems try a different sound driver, sdl sound seems to work best for me.

the current snes9x sound core isn't as accurate as other emulators, such as zsnes, but bearoso (author of the snes9x gtk port) is in the process of converting it to use blargg's cycle accurate spc700 sound core. although it won't be able to be used in a cycle accurate way with snes9x, sound quality should still be much improved over the current implementation.

shouldn't happen, try adjusting your graphic settings. set snes9x-gtk to use opengl under hardware acceleration and make sure you have scaling filters disabled (at least until you determine the problem). note you'll need to have hardware acceleration enabled in x for this to work properly, otherwise it use opengl via software which is even slower than the emulators software scalers.

are you sure you're not just misinterpreting what you're seeing on screen? when link gets hit the sprite flashes on and off each frame, when displayed properly it is supposed to appear as if it's transparent. it could be that you weren't noticing the correct effect before due to software scalers not being fast enough to refresh with each video frame or before the vertical retrace. like most emulators snes9x generates graphics per scan line and then copies the entire video frame to memory for each update (at 60 fps). using opengl to render the frame improves performance by allowing the graphics chip to handle the scaling and transfer which frees up the cpu. in other words what method you use to output the graphics, either opengl or software, shouldn't affect how the sprites the snes uses are being rendered on screen.

I am trying to play snes9x-gtk with two players using PS3 Dualshock.My problem is the input configuration for player 2. It will not register my button presses for js1. js0 works fine. Jtest for joystick calibrating shows both controllers working.

and I saved the xml file, and reopened snes9x-gtk, lo and behold under joypad 2, it showed for the button left "Joystick 2 Button 7", which 7 is 2 more than button 5!I was able to edit the rest of the buttons I needed under js1. Hopefully I explained it well enough, not sure if the bindings are universal for all dualshocks.

As a test I played to the same locations on my PC and noticed my PC gets 60/60 fps, and did not drop fps at all on a complete playthrough. Why does snes9x only get 50/50 fps on the xbox, instead of 60?

Snes9x Does not have a setting to rotate the display so you must specify a vertical resolution in the video settings of the emulator. This resolution must match the resolution of your desktop and your desktop must be rotated(videocard must support native desktop rotation). You can specify Snes9x to stretch to fit the given resolution, the distortion is unnoticeable. The vertical display modes can be set manually via the .cfg if you are using snes9x v1.51,. Else the display modes do not appear in the video setting of Snes9x until your desktop display is at a vertical resolution. ff782bc1db

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