See how2compile.txt in the win32/docs directory for details. More git subprojects have been added, so without git it will be more difficult to compile. XAudio2 is still available and recommended if your system supports it. There are only small differences between the two, but the main one is that WaveOut doesn't loop by default, which means we can use a push API and have Dynamic Rate Control.
#Snes9x shaders windows
WaveOut is the most basic Windows method for outputting sound, and has used the same output path as DirectSound since Windows Vista.
#Snes9x shaders driver
The DirectSound driver has been glitch-prone for a while, so it has removed and replaced with a WaveOut driver. A large set of shaders can be downloaded from: These can currently only be used with OpenGL on the Windows and GTK versions. The largest change is a refactoring of the sound handling, which means sound should work better than before and consume less CPU time. Fixed sound output that broke with APU refactor. Startup background can be changed in nf. Add the view menu to right-click when SNES mouse isn't used. Allow one key to be bound to many controller buttons on the same controller.
#Snes9x shaders update
Fixed accumulation of partial pixel data on mouse motion when we update the Changed glFenceSync option to an OML_sync option that works better. Added icons to the entries to clear binding assignments.
#Snes9x shaders software
Added option to use the software NTSC filter. Fixed deviation from proper libretro spec. Added ability to use Satellaview data in same directory as ROM. Added a hacks dialog to enable settings for older hacks to run. The automatic frame skip option no longer limits to 59.94Hz. Manager while in windowed or borderless windowed mode. Added a hidden option "DWMSync" that allows OpenGL to sync to the window Changed window flags to allow NVIDIA cards to auto-enable exclusive Fixed MSU1 track restarting on load state. Revert to measured APU clock speed instead of nominal speed. Optimized subscreen math with help from Dwedit. Save mipmap_input parameter with customized GLSL and slang shaders. Clamp MSU1 addition to max amplitude instead of wrapping. Reverted an IPL map optimization that misses a weird edge case that caused Fixed NMI timing when toggling enable bit. Fixed subscreen blending with master brightness < 100%. Added screensaver prevention on joystick use. Switched to GTK's C++ interface, gtkmm3. Use a submodule for glslang, because it doesn't guarantee API stability. Added support for relative-style save slots Fixed sound volume resetting when sound reinitializes. Added menu entry to load oops files, and an option to confirm before Apply turbo mode volume when rewinding.
Revert default SFX2 clock speed increase. Fixed an out-of-bound memory access in sound DSP. Rewritten based on newer, supported APIs. MichaelBuckley provided a brand new MacOS port that is completely Templates, significantly lowering compile time. Nintendo (used to have snes_hires_blend.glsl, where you see 2xsal) ("image-adjustment as "Shader #3" when the retropie gets updated, another shader makes the screen wiggle, in games, solar jetman, g.i.- Restructured tile.cpp tile renderer from heavy macros into C++ (Blargg's Composite Color Filter from the Option of Retroarch in game) (disable sprite limit) Sega Genesis (before i used "bnes_gamma_ramp (too dark) or 2xsal" (too bright) instead of "image-adjustment") Shader Passes 3 Gameboy advance (probably best, gba has bright screens) Shader Passes 4 Playstation Shader Setting Shader #0 = 2xsal.glsl "reduce flickering hack = enabled") (Final fantasy mystic quest will not work unless, reduce slowdown hack is disabled) (some games need "light to work", also, the reduce slowdown option can cause audio clicks, depends on the game, lower the setting or turn it off) (video mode to 640x480 from grey box option at snes emulator snes9x, no improvement on other emulators) The Order of the Shaders is Very Importantįixed, Snes/FBA/Mame, Shader (Compare with my old setting, sharp-bilinear-scanlines.glsl, was in the plase of super-eagle, it was not as good) Shader Passes 3 Bilinear is enabled from retroarch's menu also