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Messages - Guard Master

#1
Quote from: ReyVGM on September 13, 2026, 02:31:38 PMGood news. SuperSNES9x does have the option to display "accurate SNES colors". I haven't tested it, but it's there in Video -> Color Correction.

That's great. Tried it myself with the latest release. Getting my hopes higher for the emulator to be the next one I use as default. Here are additional features I'd like to see:

1. Support to combine multiple of the "tools" windows (e.g., the viewers, debugger, cheats, etc.) into a single window, offering tabs to switch between them. Having all these windows opened while I'm also alternating between other external windows becomes overwhelming.

2. Support to enable "widescreen" view. More emulators are supporting this including the latest Super ZSNES. Also, support to disable overscan (to allow 240 pixel height viewable instead of the typical 224 pixels in most games). Lastly, not sure if even possible, but the best would be support to have the emulation screen be the same size as the tilemap viewer and display as much as possible of bg + sprites.
#2
Quote from: ReyVGM on August 31, 2026, 07:36:14 AM6) I took a screenshot of SMW in the title screen using both BSNES, SNES9X  and SuperSNES9X and the colors looked exactly the same. Do you have any pics that show otherwise?

I just did the same and compared specific pixel colors. The result I got is that they are the exact same, as you said. Perhaps my memory is failing me or perhaps there are special cases where inaccuracy may occur. Nevertheless, it doesn't seem to be a concern overall.
#3
Quote from: ReyVGM on August 29, 2026, 06:11:32 AM1) Explain, post an example

2) You can do that with supersnes9x

3) Copy to clipboard meaning ctrl+c? You can already right click and save the entire image, that's not better?

4) Sort of like how you can do in windows paint?

5) I'll add it to the request page.

6) ss9x only emulates SNES and GB. For snes it already emulates the real colors. Now, if you mean how colors look on a TV, then it does haven an option for NTSC colors or something along those lines. Never tried it though.

1. All layers have priority in SNES games. You can think of priorities as "layers" themselves. Even though order layer is technically BG1 then BG2, with priorities, the order is actually BG1 priority 1, BG2 priority 1, BG1 priority 0, BG2 priority 0. Thus, if the game very effectively used priorities for the background, simply putting BG1 over BG2 may not have an accurate result. This seems especially true in later developed games. In BSNES, you can turn priorities on and off in the emulation screen but not in any of the viewers.

https://nesdoug.com/2020/05/22/layers-priority/
https://snes.nesdev.org/wiki/Backgrounds#Priority

3. Managing image files isn't always ideal for all situations. When you want to do something at the moment, quickly, and only once, copying to clipboard is the approach. Using print screen is one approach, but why not implement a feature that captures just exactly what you want? Having a hotkey (especially one you can manually set) would be even more useful than right clicking. BizHawk effectively does this.

4. Rather than capturing the full view, you may just want a specific portion of tiles or sprites, especially to patch any mistakes or grabbing specific sprites. This saves the effort to have to take extra steps in the paint software. BSNES sprite viewer already allows multiple objects to be selected (but not copied/saved).

6. Palettes for SNES emulation should be more aligned with BSNES. The original SNES9x appears to be inaccurate.
#4
Some features I'd like to have in an emulator in use for map-making are:

-Not only having the ability to control displaying of individual layers in the tilemap viewer but also the ability to control the priorities.

-The ability to set watches to draw directly on the emulation screen.

-The ability to directly copy to clipboard, whether the emulation screen, the tilemap viewer, sprite viewer, or tile viewer.

-The ability to select a portion within any of the viewers for copying to clipboard or saving as image.

-The option to automatically save program settings to file after changing them. How many emulators I've experienced that don't do this but tend to crash every so often especially while modifying values.

-Not necessarily a "feature", but accurate palette colors to true hardware.
#5
Absolutely marvelous these maps made it to the Maps of the Month hall of fame so quickly! Quite unfortunate the game never got much recognition despite using a similar engine. I certainly didn't know its existence until recently! Hopefully these maps can help draw a little more attention to the game considering the graphics are quite attractive for a SFC game especially to those who played LoZ back in the day.