- #MAC EMULATOR .7Z FILE HOW TO#
- #MAC EMULATOR .7Z FILE 64 BIT#
- #MAC EMULATOR .7Z FILE ARCHIVE#
- #MAC EMULATOR .7Z FILE ZIP#
#MAC EMULATOR .7Z FILE HOW TO#
I just started learning how to use VisualC++.DuckStation supports save states, and you have 10 per game which should be plenty for most games. I second the idea of having built-in 7zip support for Snes9x It probably wouldn't be too hard because we could just integrate the un7z.dll.įorgive me if I'm not thinking the right way. Well, in the even that you have hundreds and hundreds of roms, it can all add up.
#MAC EMULATOR .7Z FILE ZIP#
Certainly better than ZIP, and it's supported by most emulators.Ĭomparing Zip to 7zip, when using ultra lmza compression, 7zip wins hands down, however since the size difference is in KB and not MB, does it really matter?
And I really can't imagine why anyone would want the 13 header variations of Super Mario World that Cowering indexes.Įven in the most extreme cases, 7z should not be more than ~30-40% more effective than ZIP for single ROM, and if you have examples where it reaches >100%, please do share the image names and sizes you get, as I would love to compare for myself.Īnd lastly, if you are still worried about space, JMA is roughly as good as 7z.
#MAC EMULATOR .7Z FILE ARCHIVE#
Packing all of those images into one archive is asking for trouble anyway, as Snes9X has no way of letting you pick which one you want to actually load. Eg if you open the 7z file, you'll see multiple variations of the same game, where most of them are nothing more than minor sprite hacks and header byte changes. So for now, perhaps that's exactly what I should do.īyuu wrote:The only reason you'd see a size difference of 400% is because you're getting ROMs from the idiots over at edgeemu or somesuch that insist on sticking every last hacked-up copy of every game in existence into solid archives. either the newest or the oldest by file date. In any case, you're probably right about the way the 7zip archive file is packed and that only minimal compression loss would be experienced if I were to rewrite the script to only compress one of the extracted files. You realize that's for Windows only right? Is there a Linux version of this? Okay, just found some information on NSRT.
I'll try digging around on the forum here too, but initial searches yielded listings with some VERY long multipaged threads so it looks like it may take a while to find more information on this NSRT and JMA stuff. Question: Where can I find this JMA compression tool? I've googled for it and only found one reference. I guess it would mean weeding through every last 7z file to pull out the redundancies (there are over 1800 of these 7z files) but perhaps I could modify my script to use either the newest file or the oldest file when converting. It doesn't trouble the user with config files or anything so cumbersome. It simply works the way any good program should. I think any plans to add 7zip format to the project should be accelerated as the benefit should be obvious.Īs to snes9x-gtk? This should be rolled into the project! It's awesome. So while it's trivial to convert the compressed files from one format to another, the difference in size is NOT trivial. 7zip files are anywhere from 4 to 7 times smaller than zip files! A 7z file of less than a megabyte converted to zip often results in a 4MB zip file. So I wrote a quick shell script to convert the 7z files over to zip. I have been acquiring SNES ROM image files from various sources and I found one that claims to be "every ROM ever in existence." The trouble is that these ROMs are compressed in 7zip format.
#MAC EMULATOR .7Z FILE 64 BIT#
(I would love it if Fedora RPMS in 64 bit were available from a yum repository, but just having a 32bit compiled binary is good for now.) But with that said, after a couple of days frustration, I learned of Snes9x-gtk! I haven't looked back since. I think clearer documentation (for Linux at least) is probably needed since I *still* cannot figure out exactly what is needed to properly set up my config file to work with my USB-to-SNES controller adapter button mapping.
I'm something of a newb in that I have only recently been turned on to the Snes9x project and I must say I am very impressed in general.