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——————————————————————————————————————————————————————————————————————————— :::::::::::::::×:::::::::::: .______ ::::::::::::::::::: _ :::::::::: | _________ / ___°/ -------. (_)'\ / `°| × /______ ° ---__---./ /___ _________ / --- / __| / \ °² × _______\ \ / ___ // /____//\_____ ° /---/ / ___ --- × | °________/ / / / // /__ _______\ \ / / \ \ / / .|| ::::::::::::::::/ /::--/_______\::.________/::::/ /:::\ _ \::::::×::: :::::::°:::::::/___\:::::::::::::::::::::::::::::/ /::::/__/ \--:::::::: °:::::::::::::::::×:::::::::::::::°::::×:::::::::\--/::::::::::::::::::×::::: ———————————————————————————————————————————————————————————————————————•ßrK• ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· SNES9X v1.43 - GX Edition ·oø×O0| | Designed for GameCube Users | | http://code.google.com/p/snes9xgx143/ | `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' SNES9x GX 1.43 is a Super Nintendo emulator for the Gamecube based on the PC emulator SNES9x 1.43 (http://snes9x.ipherswipsite.com/). This project is a branch of the main SNES9x GX project (http://code.google.com/p/snes9x-gx). It shares much of the same code, but offers the older 1.43 core, which gives a performance boost to GameCube users for those core-heavy games. [ Features ] * Port of SNES9X v1.43 * Gamecube, Wiimote, Nunchuk, Classic, controller support * Auto Load/Save Game Snapshots and SRAM * Custom controller configurations * SD, USB, DVD (requires DVDx), SMB, GC Memory Card, Zip, and 7z support * Autodetect PAL/NTSC, 16:9 widescreen support * Original/filtered/unfiltered video modes * Turbo Mode - up to 2x the normal speed * Zoom option to zoom in/out * Open Source! ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· UPDATE HISTORY ·oø×O0| `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' Version 0.2.0 +[Tantric] - Complete code replacement - ported Snes9x 1.43 core into Snes9x GX 008. - Features added: * Wiimote, Nunchuk, and Classic controller support * Button mapping for all controller types * Full support for SD, USB, SMB, DVD, GameCube MC * Load/save preference selector. ROMs, saves, and preferences are saved/loaded according to these * 'Auto' settings for save/load - attempts to automatically determine your load/save device(s) * Preferences are loaded and saved in XML format. You can open snes9x143/settings.xml edit all settings, including some not available within the program * Turbo mode, video zooming option * Original & Unfiltered video options * Widescreen support * 7z support * And more! Version 0.1.1 [20080417] +[Askot] - Added Save state in Zip mode for SD Gecko and Memory Card. Source mainly taken from SnesGX 2.0b8 [beta] - Fixed a sound glitch every time SDReload was used. +[dsbomb] - GC: fixed DVD support, can read ROMs and ZIPs. - Removed certain menu options that are not usable in either Wii or GC mode - Proper Wii reboot support - Left/right on the dpad are usable on many menu items. - WiiSD write support for SRAM, Save states Version 0.1.0 [20080331] +[Askot] - Fixed/changed SDCARD slot selection for searching roms, at start you will be prompted for this option. - Code cleanup. +[dsbomb] - Added Wii mode support. - Joystick fixes due to libogc r14's changed stick values - Rearranged menu to make more sense, and consistent with FCEU - Add "Reboot" menu option - Removed "." directory from SD card listing, it's pointless - Expand DVD reading to DVD9 size (one DVDs are working again) - Added option to go back a menu by pressing B. Version 0.0.9 [20080325] - Added SDCARD slot selection for searching roms, meaning, you can search roms from SDCARD SLOT A or SLOT B (Beta, meaning, buggy, but works). - For standarization, you must create folders root:\snes9x\roms to read SNES roms files from SDCARD. - Added combo L+R+X+Y to call menu. Version 0.0.8 [20080222] - Fixed displaying information about a ROM file (oops!) - Added saving SRAM file in SD Card with CRC32 ROM data, no LFN format. - Menu in saving SRAM file changed to choose SLOT, DEVICE, Save SRAM, Load SRAM, Return to previous. Version 0.0.7 [20080127] - Add SD card subdirectory browsing: + Set the cursor over [..] and push A button to browse. - Modified controls when going into the rom selection menu (DVD or SDCARD): [ala eke-eke style] + Use B to quit selection list. + Use L/R triggrers or Pad Left/Right to go down/up one full page. - Some menu rearrangment and a little of sourcecode cleanup: + Everytime you pressed B button on any option, playgame started, not anymore until you select Play Game option. Version 0.0.6 [20080121] The changes are: - Compiled with libOGC 20070214, meaning: can read SD Card Up to 2GB - Fixed L & R buttons - Fixed Multitap 5 set to Off - Added auto reset after loading a SRAM file - Reading files from SD Card it's faster, now they're called from cache after first reading. ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· PARTIAL PKZIP SUPPORT ·oø×O0| `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' The Zip support in the emulator is courtesy of the zlib library. Currently, it supports only the Inflate method. The good news is that this is by far the most common zip method! You should note also that this implementation assumes that the first file in each archive is the required rom in smc/fig format. In an attempt to save you time, we recommend using 7-Zip as the compressor, as it gives a gain of 5-25% better compression over standard zips. To use 7-Zip compression on either linux or windows, use the following, 7za a -tzip -mx=9 myrom.zip myrom.smc ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· SETUP & INSTALLATION ·oø×O0| `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' Unzip the archive into a folder with at least one SNES ROM image. Images must be in the Super Magicom (SMC) or FIG format. Generally, all images you find will be in this format, but if you run across one that isn't please download RTOOL which will allow you to convert the image into SMC format. After this you're going to need to inject a ROM image into the emulator before you can get it up and running. To be fair to everyone including those of you who do not have a spare DVD we've adopted this approach. SNESGX supports ROM images up to 8Mb (64 megabit) from DVD, or 4Mb (32 megabit) in a dol, so you shouldn't have to worry about what size the games are before you load them, but since the saving and loading of your progress is based on the internal ROM name (header) itself you may want to check to see if the ROM header is intact, but don't worry about this as most ROM images have correct headers. Next, for all you non-commandos out there here is a quick guide on how to create the initial DOL (GameCube Executable File) you will need to load on your system. If you're already familiar with the Command Line Interface (CLI) simply skip to step 6. Note when I use '' to only type what is in between them. (1) Unzip archive into c:\snes\ (2) Put GAME.SMC into c:\snes\ GAME.SMC can be any game you want (3) Click on the START MENU then RUN and type in 'CMD' and press ENTER (4) Type 'C:' press ENTER (5) Type 'CD\SNES' press ENTER (6) Type 'sgxi.exe GAME.SMC GAME.DOL' press ENTER Now you will have a GAME.DOL file which you can burn onto a DVD and/or stream to your GameCube. If you're unfamiliar with streaming and/or burning a DVD please refer to the Mod That Cube -FAQ- for further instructions. http://modthatcube.pxn-os.com ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· MAIN MENU ·oø×O0| `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' Once the DOL file is loaded you will be presented with the configuration screen where you can adjust many options before you start the gameplay. Additionally, if at any time your heart desires to alter these options, save your game or load a new ROM image simply press the Z and the left trigger button (at the same time) and you'll be brought back to this menu. To leave the options at their default and continue to play the game simply press the 'A' button and enjoy! ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· CONFIGURATION ·oø×O0| `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' To load the configuration menu press Z + LEFT TRIGGER at the same time and you can save/load you current progress, load a new game from DVD and/or tweak the emulators options. Save Game Manager Will bring you into the management system where you can Save or Load your current game progress. You may SAVE you game progress at any time, but when loading your SAVE please reload your game, load your SAVE and then play the game. If you try loading your SAVE after the game starts you may run into some nasty problems. Load New ROM If you're tired of playing your current game pick this option so you can browse the current DVD in the GameCube and select a new game to play. Pad Configuration Don't like the way the controller is setup (mapped)? Simply pick this option and you can chose which button does what. Emulator Options Here you can tweak some of the internal Snes9x emulator options Sound Echo Will add a pseudo echo effect to all sounds creating a more in depth gameplay experience. Reverse Stereo Change the audio output from LEFT and RIGHT to RIGHT and LEFT. Transparency Some games, such as Terranigma (a great role playing game only released in the United Kingdom) include transparency effects. Use this option to turn these off or on. FPS Display This option will display the Frames Per Second (FPS) in the bottom left hand corner so you can see how accurate the graphics are being displayed on the screen. Sound Sync Snes9x allows for synchronising the sound with the emulator speed. Timer The original timing in Snes9x is based on the vertical blank counter. You now also have the option to use a crude clock timer, which may help playing PAL50 on a 60hz output. Reset Emulator Perform a soft-reset on the Snes9x core. PSO/SD Reload If you're using Phantasy Star Online (PSO) or SD-Load (SD) to boot SNESGX from then you can use this option to go back to the loading menu to select another GameCube executable (DOL/ELF) file to load. View Credits You can view the credits for the emulator. The credits can also be viewed at the end of this document. ROM Information Here you can double check the ROM information. If SRAM == 0, you have no save available. Stop DVD Motor As it says, once you know you're in for the long haul, save your drive motor by switching it off ×—–—–—–—– –—–—–—–—–—–—–—–—–—–— —–—–—–—–—–—–—–—-—–-–•¬ |0O×øo· CREDITS ·oø×O0| `¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨' Technical Credits Snes9x GX 1.43 - Askot & dsbomb Snes9x GX - Tantric & michniewski Original GameCube Port - SoftDev Snes9x v1.4.3 - Snes9x Team GX - http://www.gc-linux.org libogc - Shagkur
What steps will reproduce the problem?
1. Just make the "saves" folder inside /snes9x/ and save SRAM.
What is the expected output? What do you see instead?
This is not a bug, but I think we could also implement long filenames in
the saves folder instead of the current naming (uses ROM CRC32). Using the
current method the emulator will always load the correct sram data for the
rom being executed.
My idea is to be able to rename these files to the same rom filename, eg:
"snesrom.smc" would generate/load "snesrom.srm", and "snesrom.zip" would
also use the "snesrom.srm" file.
By doing this, we can make patched/translated roms use the same savedata
the original uses, allowing "hotswap" between patched/unpatched versions by
just reloading the rom, keeping the shared savedata.
Cheers from Japan
Original issue reported on code.google.com by [email protected]
on 19 Jul 2008 at 5:40
Would it be possible to release a beta version of the latest SVN source?
I've tried compiling the source myself, but I get errors from devkitPPC.
Thanks in advance.
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 12:14
What steps will reproduce the problem?
1. Loading a new game.
2. Attempting to save a game.
3. None.
What is the expected output? What do you see instead?
The games won't save, at all. I get an error saying "Could not load
snes9x\saves\<insert random numbers and letters>.srm" This happens when I
load new games before I even start playing them, or try to save them. Tried
saving SRAM, same thing.
What version of the product are you using? On what operating system?
r70 on Wii 3.3
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 1 Aug 2008 at 10:05
With the snesgx-r70beta wii version, I can't play 3 or 4 players games with
gamecube pads, only the player 1 and 2 are working.
This works great in the gamecube version.
Original issue reported on code.google.com by [email protected]
on 8 Jul 2008 at 12:12
First, I'm really enjoying askots superscope addition.
Second, if you enable superscope after loading a rom, it doesn't work.
Solution: reset the emulator ( s9xsoftreset() ) after changing
settings.superscopemaster (presumably similar issue with snes mouse).
Original issue reported on code.google.com by [email protected]
on 5 Aug 2008 at 3:24
What steps will reproduce the problem?
1. Load new game, SD slot, Final Fantasy 3
2. ROM information shows it loaded
3. Play Game
What is the expected output? What do you see instead?
I'm guessing the game is meant to load. Instead it just freezes (the mario
kart spinning thing in the bottom right stops, reset button on the Wii
will restart twilight princess hack)
What version of the product are you using? On what operating system?
Wii
Please provide any additional information below.
twilight / front SD
Original issue reported on code.google.com by [email protected]
on 10 May 2008 at 8:08
What steps will reproduce the problem?
1. Put snes9x onto SD card
2. Load Homebrew Channel
3. Start snes9x
4. Pick anything on the snes9x menu (load rom, etc)
What is the expected output? What do you see instead?
Expect menu's or games to load. Get screen with colored bars, and an error
I cannot read.
What version of the product are you using? On what operating system?
Newest, on Wii with 3.3 and Homebrew Channel.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 12 Jul 2008 at 6:51
Hi
i´ve insert German Language in the intl.h
peace nIxx
Original issue reported on code.google.com by [email protected]
on 23 Apr 2008 at 2:31
Attachments:
What steps will reproduce the problem?
1. Load 'Yuu Yuu Hakusho (J)' or 'Yuu Yuu Hakusho - Tokubetsu Hen (J)' rom.
2. It just shows a black screen.
What is the expected output? What do you see instead?
See the namcot logo and continue to the game, but it just freeze with a black
screen.
What version of the product are you using? On what operating system?
latest r78 on Gamecube.
Please provide any additional information below.
The namcot logo uses a high resolution mode, i think that there are some bugs
with that video mode.
Original issue reported on code.google.com by [email protected]
on 25 Jun 2010 at 5:38
I go to save in a game, for example, Chrono Trigger. The savegame works
until I exit the emulator back to the Homebrew Channel, although strangly
enough I can still find the save file on my SD card. And I've also tried
applying the SRAM save, but that does nothing either. The only option that
seems to work once I've turned off the console is the freeze mode.
Note: I'm using the latest version of snes 9x gx (which I downloaded from
this very page just a few hours ago), the latest version of the Twilight
Hack and the latest version of the Homebrew Channel.
Original issue reported on code.google.com by [email protected]
on 31 Jul 2008 at 11:41
these additions are on top of the libfat support additions. i'm not sure
exactly how useful this will be to you guys but i can no longer work on
this because i won't have access to my wii for like 2 months. also i have
no idea where to start in trying to fix the multitap crash. for most games
2 wiimotes should be enough and this at least will put the official
unofficial branch of snes9x gx on par with the unofficial unofficial releases.
general notes:
- wiimote configurable buttons and defaults:
button: | A | B | X | Y | Start | Select | R | L |
wiimote: B 2 A 1 Home +/- + -
nunchuk: A B C Z 1 2 + -
classic: A B X Y + - R L
- wiimote direction maps (non-configurable)
direction: | Up | Down | Left | Right |
wiimote: Right Left Up Down
nunchuk: Up Down Left Right
classic: Up Down Left Right
- what button(s) to press to exit to emulator menu (non-configurable):
wiimote: Home/+
nunchuk: Home
classic: Home
- menu will use same buttons as gameplay
- expansion will be automatically detected (supports switching without
exiting to menu)
- all buttons listed for classic are on the classic controller (wiimote
buttons will be ignored if Classic Controller expansion is used)
known bugs:
pad configuration will always detect gc pads even if they're not connected
(at least on the wii; i don't have a gamecube to test this)
multitap will not work. enabling it then resuming emulation returns the
attached code dump.
gcpads:
- reconfigured pad and snes maps
- separate controller maps for each controller
- added wiimote and expansion maps
- added direction maps
- pad_config, wpad_config, WPAD_StickX, WPAD_StickY originally from
genplus-gx by Eke-Eke
- added WPAD_DecodeJoy and WPAD_GetAnalog
- added GetMenu to detect when players request the emulator menu
- added MenuButtons to simplify emulator menu navigation
- modified existing functions to work with updated maps and added wiimote
functions
gcconfig:
- use MenuButtons for navigation
- new controller configuration menu
gcdvd:
- use MenuButtons for navigation
gcgxvideo:
- added WPAD_Init stuff
english.h:
- replaced pad configuration with new labels
Makefile.wii:
- linking wiiuse and bte
Original issue reported on code.google.com by [email protected]
on 16 Jun 2008 at 8:08
Attachments:
What steps will reproduce the problem?
1. Playing Zelda Link to the past
2. Trying to do diagonal with nunchuck stick
What is the expected output? What do you see instead?
If I would like to do diagonal I have to do right and then down, for
example.
What version of the product are you using? On what operating system?
0.1.1c (wiimote + classic + nunchuck version)
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 3 May 2008 at 10:27
when loading a game from sd card, some games will say they failed to load
the romcrc32 name .srm file from the save games folder.
games I noticed to do this:
chrono trigger, mario kart, mario paint, etc.
I think the problem is in gcsram.cpp line 301 <code>handle =
fopen(filepath, "rb");</code>
When you use fopen with read rights only it can't create the file and will
return an error if the file does not exist. which none of the save files exist.
Original issue reported on code.google.com by [email protected]
on 17 Aug 2008 at 4:57
Include autosave/autoload sram in wii mode. I believe it is a simple
feature that would be really apreciated by many users.
Original issue reported on code.google.com by [email protected]
on 12 May 2008 at 3:24
What steps will reproduce the problem?
1. using wii homebrew to launch snes9x from the apps menu
2. placed smc rom files in folders on sd card plugged into wii sd slot
3. folder structure is <sdroot>\snes9x\roms\
4. roms are placed in that subfolder "roms"
What is the expected output? What do you see instead?
f_opendir(/snes9x/roms) failed with 1. press a to continue
and
error reading /snes9x/roms press a to continue
What version of the product are you using? On what operating system?
1.43 on wii using wii homebrew
Please provide any additional information below.
I haven't created the saves dir, does that matter?
Is there a way to browse the path?
Original issue reported on code.google.com by [email protected]
on 13 Jul 2008 at 12:06
What steps will reproduce the problem?
1. download latest source r78
2. use lastest devkitppc r19
3. try to compile
What is the expected output? What do you see instead?
many compilation erros.
What version of the product are you using? On what operating system?
Win7 with devkitpro and source r78
Please provide any additional information below.
Looks like this project have not been updated in a long time, the errors in the
compilation are about using old functions that no longer exists or are replaced
with other names.
Is this proyect dead? that would be very sad, because it works a lot faster in
Gamecube than the other project based in snes9x 1.52
Original issue reported on code.google.com by [email protected]
on 25 Jun 2010 at 5:26
What steps will reproduce the problem?
1. Loaded revision 70 via Twilight Hack (v0.1-alpha3a).
2. Controllers stopped working (couldn't navigate menu).
What version of the product are you using? On what operating system?
Revision 70 (beta). Wii.
Please provide any additional information below.
Tried loading from Wii Homebrew Launcher (v0.6) and root of SD card. When
running from Wii HB Launcher, the Wii drops its connection to the Wiimote
(this did not occur with v0.1.2 beta 1 of Snes9x), and I was unable to
reconnect. When running from the card root, the Wiimote stays connected,
but the buttons do not work.
Original issue reported on code.google.com by [email protected]
on 22 Jun 2008 at 5:10
European (PAL) roms run too fast. American / Japanese (NTSC) games run fine
tough.
Original issue reported on code.google.com by [email protected]
on 31 Mar 2008 at 8:35
i've attached the files that were modified as well as a modified wii makefile.
gcgxvideo:
- replaced the vmode switch statement in InitGCVideo() with
VIDEO_GetPreferredMode(NULL)
snesemu:
- added fatInitDefault(); to main() as required by libfat
all others:
- removed all references to sdcard, tinyfat, vfat, etc.
- replaced sdcard functions with standard c I/O
- removed wiiSD, frontSD, etc. functions and variables because they're now
unnecessary
known issues
------------
libfat does not currently work with SDGecko in wii mode but i've been told
that they should work fine on GC. the fat driver will use the default fat
device (on wii this is the front sd) so the device and slot settings in
gcconfig won't change anything (probably work similar on gc). i'm not sure
what to do with those settings and cofig details so i left them unchanged.
i've tested rom loading, sram save/load, and state save/load and found that
they all appear to be working correctly. i just downloaded the latest svn
revision (r64) this morning so there is a chance the code is not
functioning exactly as it was with snes9xgx-0.1.1-src.7z from the Downloads
section.
Original issue reported on code.google.com by [email protected]
on 9 Jun 2008 at 8:10
Attachments:
Dutch translation by Adr990.
Todo .. sort through the source.
Original issue reported on code.google.com by [email protected]
on 24 Apr 2008 at 10:23
What steps will reproduce the problem?
1. Run from WiiSD
2. Load ROM
3. Try to Save SRAM with default settings
What is the expected output? What do you see instead?
The output is "unable to mount roms/save in memory card" or something like
that.
What version of the product are you using? On what operating system?
using version 0.1.1 on wii loading from sdcard.
Please provide any additional information below.
If i change the combination to Mem card && wiiSD it works perfectly.
Original issue reported on code.google.com by [email protected]
on 5 May 2008 at 3:21
Secret of Evermore with snes9xgx143 on Wii.
Minor sounds like background noises, spell effects, and other such things
don't play.
Original issue reported on code.google.com by [email protected]
on 21 Jun 2008 at 4:41
Include autosave/autoload sram in wii mode. I believe it is a simple
feature that would be really apreciated by many users.
Original issue reported on code.google.com by [email protected]
on 12 May 2008 at 3:23
Hi,
Find here a first french translation, for this open version of snes9xgx.
There're some bugs with some accents.
Regards,
JYCET
Original issue reported on code.google.com by [email protected]
on 2 Jun 2008 at 5:00
Attachments:
make gc fails with missing libfat
snes9xgx143-read-only/source/ngc/snesemu.cpp:10:17: warning: fat.h: No such
file or directory
libfat is installed parallel with libogc.
What steps will reproduce the problem?
1. svn co trunk
2. install devkitPPC (export DEVKITPRO and DEVKITPPC)
3. install libogc; install libfat
4. make gc
What is the expected output? What do you see instead?
compile snes9x-gx trunk or explain why libfat cannot be failed. It would
also be nice to see the entire compilation line to see which include flags
are being passed to the compiler.
What version are you using?
trunk
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 8 Sep 2008 at 10:16
What steps will reproduce the problem?
1. Homebrew channel installed on Wii with SNES9X on SD Card.
2. Play Final Fantasy 3.
3. Go to the world map.
What is the expected output? What do you see instead?
When I first reach the world map, I cannot move up or down. My character
automatically moves left and keeps going left. I can press and hold right
to go right, but let go and I'm going left again. I can't do anything,
except for when I run into a battle I can hold up after it is finished and
move up a few steps but it will just start going left again.
What version of the product are you using? On what operating system?
0.1.1 (I'm not entirely sure about this) on Homebrew Channel for Wii.
Please provide any additional information below.
I have tried different controllers, resetting the game, messing with the
options in both the game and the emulator and a entirely different ROM of
the game. My freind has played through the first ROM I had. All this leads
me to believe it is a problem with the emulator itself.
Original issue reported on code.google.com by [email protected]
on 22 Jul 2008 at 4:06
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