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-
- Snes9X DOS Frequently Asked Questions
- ~~~~~~ ~~~ ~~~~~~~~~~ ~~~~~ ~~~~~~~~~
-
- Contents:
- Why doesn't sound work ?
- Why does Snes9X complain "no DPMI"?
- How can I safely speed up Snes9X?
- It's still not fast enough!
- When I play [some game] I can't see my character!
- Where can I find games for Snes9X?
- What's "WindowsFriendly" mode?
- Why are parts of the GUI disabled?
-
-
- Question:
- Why doesn't sound work ?
-
- Answer:
- Enable APU emulation by adding "-S" to the command line (case sensitive!).
- If it crashes for some reason, try a different playback rate, for example
- "-r 2".
-
- Sound still isn't working?
-
- Did you set your "BLASTER" variable correct ?
- (You can check if the variable is set by typing "SET" at the command line)
- Please type this at the command line:
-
- SET BLASTER=A??? I? D? H? T?
-
- Where:
- A??? should be replaced with the address of your soundcard (Common: A220)
- I? should be replaced with the interrupt of your soundcard (Common: I5
- or I7)
- D? should be replaced with the Low-DMA of your soundcard (Common: D1)
- H? should be replaced with the High-DMA of your soundcard (Common: D5)
- T? is the version/type of your soundblaster/compatible, please check
- your documentation for this setting and if still unknown set it to T1
-
- Some sound cards (including the Sound Blaster 16, and better) require a
- software utility to configure the card with it's DMA, Interrupt, and 16bit
- DMA channels. For Creative Labs cards, this is typically called
- diagnose.exe or sb???set.exe. Creative Labs PnP cards also require
- CTPNP.EXE to be loaded, in order to set up the PnP aspect of the card.
-
- Sound STILL isn't working ???
-
- Please check if your soundcard is 100% Soundblaster Compatible and
- if all the drivers are loaded correctly also check if you experience any
- problems with DOS games when you select the 100% Soundblaster compatible
- driver. If you experience problems with DOS games then please contact
- your supplier for more details !
-
- Some sound cards that claim to be 100% SoundBlaster compatible aren't.
- If so, there's absolutely nothing we or you can do.
-
- Question:
- Why does Snes9X complain "no DPMI - Get csdpmi*b.zip", and then quit
- when I run Snes9X under DOS mode?
-
- Answer:
- Snes9X was compiled in DJGPP, and it needs a DPMI stack to run. Windows
- 95 automatically provides DPMI services to DOS-based programs. However,
- to run under dos, another program, cwsdpmi.exe, is needed to provide
- these services. This error will occur if this file is missing, or
- corrupt. Snes9X MUST be able to find this file or it cannot run. The
- file can be placed in a number of places. It can be in Snes9X's
- directory, the current directory, or somewhere in the PATH.
-
- Question:
- How can I safely speed up Snes9X?
-
- Answer:
- There are a number of ways to speed up Snes9X. One of the easiest is to
- turn off joystick support if you're not using it. Joystick polling
- takes a long time, and is very slow. Another method is to use a faster
- video mode. Several of the video modes (e.g. -m 0) are very slow, and not
- recommended. Other modes, such as -m 2 or the svga modes are generally
- much faster. Even the VESA modes -m 4, and higher will provide better
- performance. -m 1 is not recommended because a great deal of the screen
- will be cut off. You can also override the auto frame rate and specify
- your own frame rate instead by specifying -f [number of frames to skip].
- If you prefer the auto-adjust frame rate, you can also adjust the time
- between frames with the -ft [time in ms per frame] switch. The defaults
- are 17ms for NTSC games (~59-60Hz), and 20ms for PAL games (50Hz).
-
- Question:
- It's still not fast enough!
-
- Answer:
- If it's still not fast enough, and you've followed all the suggestions
- in the previous question, you can try to specify -h [percentage] to try
- to speed things up. However, this can cause some games to lose
- control over their own execution and crash. Other games can actually run
- more slowly. Another option is the -O flag that turns off the
- line-by-line graphics engine, and can speed up things dramatically.
-
- Question:
- When I play [some game] I can't see my character! Help!
-
- Answer:
- Snes9X doesn't currently support screen addition/subtraction, so at times,
- the characters in the games may drop down too many layers, and become
- hidden. You have two options. You can press 8 to reverse the way the
- layers are drawn, or you can press 1-4 to disable a single BG layer. This
- will hopefully be corrected in a later release when addition/subtraction is
- fully supported.
-
- Question:
- Where can I find games for Snes9X?
-
- Answer:
- There are freeware snes demos and games available at:
-
- ftp://ftp.futureone.com/users/damftp/consoles/SNES/
- http://evil.ml.org/~grits
-
- Do not ask us for commercial games, we do not know where to get them,
- cannot give them to you, and will, most likely, not respond to such
- e-mail. It it illegal for me to give you games, and is also quite
- annoying. The less time I have to put up with silly messages, the longer
- I have to work on Snes9X. Remember that.
-
- Question:
- What is "WindowsFriendly" mode?
-
- Answer:
- That flag in the .ini file tells Snes9X if it should be nice to Windows 95,
- and 3.1 and not reprogram the PIT chip. In windows 95 you can turn this
- setting off, if you set the program's property's to NOT suggest MS-DOS
- mode. Why? When Win95 suggests that, it appears that the timer is
- disabled for the DOS program, and will cause several aspects of Snes9X to
- stop functioning. If you experience a hang because of this, just press
- Ctrl, Alt, and End together (not ctrl-alt-del), and Snes9X will terminate
- itself. Then either edit the PIF for the Snes9X.exe, or change the
- WindowsFriendly mode to 1. Under Windows 3.1, you must enable this option,
- or you may experience crashes. This option has no effect under MS-DOS.
-
- Question:
- Why are there disabled items within the GUI? Are you locking me out
- of some of the features?
-
- Answer:
- No, the code behind those items is not finished yet, but I'm too lazy to
- remove it completely before sending out a release version. It saves me
- time and energy just to disable those items, rather than try to
- temporarily remove the code, and probably break something else that was
- working before. If I had left the joypad configure buttons active, all
- you'd get to see is the snes controller config screen before being blasted
- back to the options dialog, because I haven't finished that yet. That's
- also why the options dialog is still empty feeling. There's several
- options that need to be put there sometime, but it hasn't been done yet.
-
- On, the other hand, the APU Emulation radio button will disable itself if
- you uncheck it. The only way to re-enable it is to reset the ROM, or to
- load a new ROM. Because of the way the APU skippers work, it's impossible
- to re-enable sound after the APU skipper has been used, because the SPC700
- state may be very different from what the game is expecting, and may cause
- the game or Snes9X to crash.
-