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> Zsnexbox 2.1 / 2.2
nes6502
post Jul 11 2006, 12:57 AM
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ZsnexBox 2.1

-Command Line Launching. You must include the full path to the default.xbe (i.e. "F:\Games\SNES\default.xbe") and the full path to the game (i.e. "F:\Games\SNES\roms\Super Mario World.zip") as the parameter.

-Heavily optimized thanks to a tip from Xport. This may provide as much as a 20% speedup.

-Fixed a bug where the text was not centered in 720p and 1080i

-In game audio adjust option is now saved

-The GUI images can be in jpg format, png format, or any combination of the two. Previews must still be in png format.


Install:

1) DELETE YOUR PREVIOUS ZsnexBox.ini if upgrading
2) Copy the contents of the archive to your Xbox
3) Run the default.xbe
4) Put any previous screenshots in the ZnexBox\prev folder
5) Put any previous savestates in one of the generated savestate subfolders in the ZsnexBox\save folder
6) If you have HD support and you get garbled graphics, open the ZsnexBox.ini and change HDMode to 1 for 720p or 2 for 1080i. This may fix the problem.

Thanks:

-Xport for compiler setting tips and code for the command line launching
-Everybody who has made or is making skins
-Anyone I forgot

One final note. I didn't forget about GUI resizing but that will take some considerable effort, and the above fixes were done very quickly. I decided to go ahead and do a quick release instead of waiting before I finished the GUI options.


*Mod Edit* v2.2 released ... see
http://forums.xbox-scene.com/index.php?s=&...t&p=3533543

This post has been edited by XanTium: Jul 11 2006, 04:14 AM
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XaRaNn
post Jul 11 2006, 01:13 AM
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ama-zing.

it's been like, 12 hours since someone suggested in the 2.0 thread command line?

when the xbmc script is released, this is gonna be just too much fun.

and that extra performance will sure come in usefull with filters. 20% ? thats just nuts.

gonna wait for it to show up in usual places.

This post has been edited by XaRaNn: Jul 11 2006, 01:14 AM
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ugenn
post Jul 11 2006, 01:14 AM
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great stuff. but there really needs to be a way to allow
easier migration of older configs.
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Diontae18
post Jul 11 2006, 01:18 AM
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Thanks for the update. Hope dydy67 don't bitch as usual. biggrin.gif

This post has been edited by Diontae18: Jul 11 2006, 01:19 AM
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nes6502
post Jul 11 2006, 01:22 AM
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QUOTE
great stuff. but there really needs to be a way to allow
easier migration of older configs.


That's a good point, but in the end it doesn't take me any more then 2-3 minutes to set all the options how I like them. Maybe that's because I have set most of the defaults the way I like them, but it's still not that much to go through.

It also would be a pain to code because the format of the ZsnexBox.ini has changed in nearly every release. I rely on the sequence of items in the file and the exact number of lines. The sequence has changed and the number of items increases at every version.

Also, I think just about every other emulator requires you to delete any previous save files. But I could be wrong.

In the end, I doubt I will be supporting previous ini files.

This post has been edited by nes6502: Jul 11 2006, 01:23 AM
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badmonkey
post Jul 11 2006, 01:28 AM
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nes6502...

You are the man. Thank you.


The Xbox scene has truly been the greatest console scene ever, and it is dedicated and driven guys like you that make it that way.


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nes6502
post Jul 11 2006, 01:32 AM
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QUOTE
-Command Line Launching. You must include the full path to the default.xbe (i.e. "F:\Games\SNES\default.xbe") and the full path to the game (i.e. "F:\Games\SNES\roms\Super Mario World.zip") as the parameter.


I just realized this may be unclear. Here is an example of using command line with unleashX (modified from badmonkey's post in the 2.0 thread):


<Item Action="F:\Consoles\SNES\default.xbe" Arg1="F:\Consoles\SNES\roms\Super Mario World (U) (!).zip">Super Mario World</Item>

This post has been edited by nes6502: Jul 11 2006, 01:35 AM
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neverwill
post Jul 11 2006, 01:35 AM
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Thanks for this.
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Coolgamer30
post Jul 11 2006, 02:36 AM
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QUOTE
I see that there is an option to change the partition of the Zsnexbox data files in this release but could an option be added to move these files anywhere. The only options are E:\Zsnexbox or F:\Zsnexbox. I would like to be able to move these files to the folder where the default.xbe is stored. Thanks

I originally posted this in the Zsnexbox 2.0 thread but you must have missed it. So could this be added in a later release?
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nes6502
post Jul 11 2006, 03:21 AM
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ZsnexBox 2.2

-Added alpha channel support for the previewnotfound image. Now this image can have transparency.

-Disabled the darkening of the screen in the option menus.

Thanks:

-I used some code from http://www.drunkenhyena.com for the alpha transparency and texture state settings.
-Everybody who has made or is making skins
-Anyone I forgot

QUOTE(Coolgamer30 @ Jul 11 2006, 02:43 AM) *

I originally posted this in the Zsnexbox 2.0 thread but you must have missed it. So could this be added in a later release?


I'm not saying I won't add it, but it won't be anytime soon. It would be a royal pain to add this with the current way I have it coded. I never planned on changing it so I made a lot of shortcuts. An easy compromise was allowing the partition to be changed. I may still do it, but it is low on the list.
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dohopoki
post Jul 11 2006, 04:30 AM
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nice touch with the transarency idea, I know the no preview picture isn't the most important thing in the world but they're nice to fit the theme.

This post has been edited by dohopoki: Jul 11 2006, 04:31 AM
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dtw_2005
post Jul 11 2006, 04:31 AM
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Wow ... Update after Update ... Thanks you very much!!

Also, I had a thought. I know you plan on doing multi core down the road, but you might not have to. Couldn't you add other core's in diffeferent directories within the main directory, and use the commad line support to call the different core's for specific games ... They could all share the same gui config files, you'd just have to change the exit rom command to boot the main core if you were in a secondary core. I might not have a clue as to what I'm saying, but it sounds good to me. What's your thought nes?
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edwinmcdunlap
post Jul 11 2006, 04:35 AM
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Is it possible to use the command line with XBMC?
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nes6502
post Jul 11 2006, 04:37 AM
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QUOTE(dtw_2005 @ Jul 11 2006, 04:38 AM) *

Wow ... Update after Update ... Thanks you very much!!

Also, I had a thought. I know you plan on doing multi core down the road, but you might not have to. Couldn't you add other core's in diffeferent directories within the main directory, and use the commad line support to call the different core's for specific games ... They could all share the same gui config files, you'd just have to change the exit rom command to boot the main core if you were in a secondary core. I might not have a clue as to what I'm saying, but it sounds good to me. What's your thought nes?


Actually you are right on. This is exactly how I'm going to do it. Adding the command line support actually kills two birds with one stone. However, each build has to have all the features the other builds have so that is why I am waiting until more features are added.

If I added this feature now, then if i added some large feature (like lightgun support) I would have to add it to all the other builds.

QUOTE
Is it possible to use the command line with XBMC?


I don't know. I don't know much about XBMC, but if it is not possible, and i can make a change to add support, then I will.

This post has been edited by nes6502: Jul 11 2006, 04:38 AM
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Chunk_1970
post Jul 11 2006, 04:47 AM
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QUOTE(edwinmcdunlap @ Jul 11 2006, 04:42 AM) *

Is it possible to use the command line with XBMC?


Yes you will need to create a shortcut file ie, mygame.cut with something like below:

<shortcut>
<path>f:\emulators\foo\bar.xbe</path>
<custom>
<game>d:\roms\foo.zip</game>
</custom>
</shortcut>
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