Jnes Version 1.2.1

posted by Jabo Downloads
The following Windows packages are available for this release:

Download x86 Download x64

What's New:


  • fixed pov inputs
  • fixed windows xp
Comments 33

Agus 1485323914000 #1

I like this emulator because i can get memory when I was child ... I love it because it always up to date.

Tom 1486868418000 #2

When I try to load the emulator, it throws an "unable to create device" error. Unusable.

Jabo 1487452242000 #3

When I try to load the emulator, it throws an "unable to create device" error. Unusable.

That's unfortunate, what is the error code? and what kind of hardware are you using?

Peter 1489539187000 #4

When i game Mr Gimmick and save state and when i back again load state but kill after have load state, why?

Lorj 1489865218000 #5

I tested on Battletoads 1 rom U version and this version JNES have a bug. On intro where chicken and queen spoken, picture shaking with music like equalizer ))) x32 and x64 versions do it same. Its a JNES bug coz version 1.1 no have it.

KG 1497204105000 #6

For some reason, Jnes has stopped working correctly. In windowed mode it works as intended, but when I switch to fullscreen, all it shows is a black screen. I can hear the music just fine, but I see nothing.

Windows 10 Home Edition
Asus Geforce GTX 1070 Turbo GPU

KG 1497443288000 #7

Oh, issue resolved. Apparently, I had to activate triple buffering with vertical sync for it to work properly in fullscreen.

MoltresRider 1498862512000 #8

This is unusable. it says that I need administrator privileges to run this and when I allow the UAC, it always says, "You need permission to perform this action" and no matter how many times I try to hit retry, I still cannot run this.

This update is junk.

Jabo 1499263813000 #9

This is unusable. it says that I need administrator privileges to run this

Version 1.2 no longer requires administrator privileges due to the default path being changed, I'll have to look into disabling that check in the install. I've never seen the retry dialog you are talking about but I won't venture a guess what's going on there.

There is a download link right below that for a traditional ZIP file on the page, you should just grab that instead.

This update is junk.

There is a nice way to ask for help, this isn't it.

hippox89 1499426792000 #10

Hallo. Great emulator even if I wish it had more options. It's too light on features for my taste. But this seems to be a design choice, so it's fair enough.

Talking about options, this one is actually vital. Can you implement right-side 8px chopping? Example, 'Little Nemo: The Dream Master' needs this.

Also, features that I'd like to see,

#1 Shader based scanlines (again I think this is vital in an aesthetic sense, at least).

240p and no scanlines is a missed opportunity for a lot better graphics. I could mention another emulator that has a great implementation, unlike most other implementations that's super lackluster, but maybe you'd find that rude, so I'll leave it out.

#2 No sprite limit would be a nice option, but would seem to go against your design choice.

Anyhow, keep up the good work. I appreciate it. )

Jabo 1499434494000 #11

Talking about options, this one is actually vital. Can you implement right-side 8px chopping? Example, 'Little Nemo: The Dream Master' needs this.

I'll check it out, this option was dropped in 1.2 as it caused Jnes to fail one of the "accuracy" tests.

#1 Shader based scanlines (again I think this is vital in an aesthetic sense, at least).

I had scanlines at one point and removed it to add new filters. I have the impression scanlines effects are popular but no one has asked for them in quite some time.

240p and no scanlines is a missed opportunity for a lot better graphics.

Jnes renders 240p internally now, but it's not displayed as most US games don't use it, not exactly a great reason. Can you give any example games I can look at? It seems straight forward to implement, curious what makes it good or bad.

#2 No sprite limit would be a nice option, but would seem to go against your design choice.

Yea that's part of the challenge, introducing all these options most users will never see, and it also makes things inaccurate. I played once or twice with this option and the only benefit was that it may reduce graphical sprite glitches, is this your concern as well?

Anyhow, keep up the good work. I appreciate it. )

My pleasure thanks for the kind words and helpful post!
REPLY updated 1499435035000

hippox89 1499443692000 #12

I'll check it out, this option was dropped in 1.2 as it caused Jnes to fail one of the "accuracy" tests.


Thanks , I couldn't ask for more, whatever your conclusion about it turns out to be. )

I had scanlines at one point and removed it, I have the impression scanlines effects are popular but no one has asked for them in quite some time


*Disclaimer, I'm not an expert on scanlines or the technicality thereof.

Anyhow, I kinda feel that if people knew what great looking scanlines actually looked like, they would probably want to have them on. But as I said the implementation of scanlines can be quite lackluster and downright ugly sometimes. Most people will turn it off and prefer the plain look without scanlines if this is the case, understandably. Some NES emulators has a basic implementation that is hard to make look better overall without considerable trade offs.

Another issue with a basic implementation of scanlines is that they only really seem to function properly when using integer scaling. If people turn on exclusive fullscreen without integer scaling on - something which doesn't seem supported by all NES emulators currently - maybe because they scale internally to the desktop resolution, I suppose, though that in itself shouldn't be a hindering - then it will look like a mess. That is, the scanlines wont match the pixels and it will look very strange.

Now, these issues can all be mitigated with a more sophisticated/flexible implementation. To me this seems to be what shader based scanlines can achieve, especially if HLSL based. MAME with HLSL effects is a good example of what is achievable. You can compensate for the scanlines causing a darker picture with effects such as bloom, and somehow even non-integer scanlines can still look good. Some smart tricks most be used here. Integer will still be preferable always, but sometimes you will lose too much of the screen to make it worth it, in my opinion. Also, If I understand correctly then one of the reasons that some scanlines will look better is because they consider the colors of the pixels and adjust appropriately, I could be mistaken, though.

Below is an example of two pictures, one which is a plain, the other with scanlines. I think these are HLSL shader based, produced by another NES emulator, should be easy to find out which, if needed. I don't know what the rivalry and/or work-relation is between different developers, I hope not to cause any offense. I'll even allow you modify my post with no hard feelings attached, if I do. But still, many emulators has the same kind of features, so I don't know what should be wrong about it. This implementation is quite good and works well in non-integer scaling as seen. Note that the image also doesn't become too dark.

Plain:

http://i.imgur.com/t2KD3ka.png

Scanlines (non-integer):

http://i.imgur.com/d8TB124.png

Try Nestopia (remove the name if you prefer) in fullscreen with non-integer scaling (max) for a worse case situation.

Yea that's part of the challenge, introducing all these options most users will never see or care for. I played once or twice with this option and the only benefit seemed to it causes graphical glitches, is this your concern as well?


Yes, I heard that this option can cause some glitches, and some games might even have relied on it in some ways. But I can't personally think of any specific examples, though. I might have been lucky so far when using it. But when it works properly, I think it's very nice option to have. It's of course a preference, and I can see the appeal of playing in the authentic way, also. The option could come with a warning attached, I suppose. Though, some concrete example should be behind such a warning, which it seems you have. Ultimately, I can understand if you do not change your mind on it for Jnes.

Thanks for reading. I'm not sure how helpful it was, but hopefully a little bit. )

Jabo 1499450257000 #13

I'll do some research and try out some of the effects you mentioned, sadly Jnes does not have support for shaders and it's unlikely I will be spending time there right now. The last time Jnes had a scanlines filter it was simply support for 25% or 50% interpolation, I can add that back if there is interest, it may not look as good as the others, but let me know.

Yes, I heard that this option can cause some glitches, and some games might even have relied on it in some ways. But I can't personally think of any specific examples.

Yea I've read the same, but it's been too long since I have looked at it, if you run across anything let me know, if I find time I'll dig back through my archives as well as I'm sure someone mentioned this to me before.

Thanks for reading. I'm not sure how helpful it was, but hopefully a little bit. )

My pleasure it's helpful when people can explain things!
REPLY updated 1499450346000

hippox89 1499467558000 #14

I'll do some research and try out some of the effects you mentioned, sadly Jnes does not have support for shaders and it's unlikely I will be spending time there right now. The last time Jnes had a scanlines filter it was simply support for 25% or 50% interpolation, I can add that back if there is interest, it may not look as good as the others, but let me know.


It's perfectly understandable between prioritizing among other important stuff and finding the extra free time to research / put in the actual hours needed of implementation. But I'm glad you at least find it interesting and will be during some initial research, even if it wont come to anything concrete in the foreseeable feature. Or if at all.

It's hard to say if it makes sense to re-implement your current version. I suppose if you think it looks good enough yourself and it has place and function, then others will like it, too. Otherwise, it's probably not worth your time.

Yea I've read the same, but it's been too long since I have looked at it, if you run across anything let me know, if I find time I'll dig back through my archives as well as I'm sure someone mentioned this to me before.


I will certainly do so. )

Arceist_Justin 1500496479000 #15

Not sure why you deleted my comment!

It is really annoying with this update that the cheat codes I add to games are NO LONGER there after I close jnes.

and my comment about that was deleted like "F you too" Like they have no intentions on addressing the issue

Jabo 1500501474000 #16

Not sure why you deleted my comment!

Your comment was deleted because you were rude, you are downloading something for free that I work on as a hobby and am generous enough to give away to others. If you want your questions taken seriously you can start by showing an ounce of respect towards the people you are asking help from.

It is really annoying with this update that the cheat codes I add to games are NO LONGER there after I close jnes.

I've tried adding some simple cheats and Jnes was able to load them properly from disk after being closed. I believe you are having a problem but with the information you provided I can't help you. Perhaps you've installed Jnes to a location you do not have the ability to write files, this would prevent it from updating the cheats database.
REPLY updated 1500551023000

ArceistJustin 1500563658000 #17

No, I have permission to write to the directory C:\Users\Team Valor\Emulators\NES Emulator\

That is my user directory and it worked fine with the old version in the same directory. There are cheats that you provided in the old version that are not included in the new version and when I manually add them or add cheats that are not in either version, they are gone when I close jnes. This was not the case in the last version.

Since some cheats were removed as is, that adds to the "upgrade when things were removed post"

ArceistJustin 1500564096000 #18

I just noticed that the date modified property of the jnes.cht file gets updated to the time that I add new cheats but it seems to not load those new cheats even though they are apparently in the database. My jnes.cht file had a date modified of July 19, 2017 at 7:32 PM, and that is when I added the "reduce damage for free" to Galaxy 5000, but opening jnes today does not show that cheat but jnes.cht still has the same July 19, 2017 7:32 PM property. It is as if jnes is ignoring it outright.

Jabo 1500578553000 #19

That is my user directory and it worked fine with the old version in the same directory. There are cheats that you provided in the old version that are not included in the new version and when I manually add them or add cheats that are not in either version, they are gone when I close jnes. This was not the case in the last version.

Are you referring to Galaxy 5000? I went as far back as 1.0 and the cheats in 1.2 are the same, nothing has been removed.

and that is when I added the "reduce damage for free" to Galaxy 5000, but opening jnes today does not show that cheat but jnes.cht still has the same July 19, 2017 7:32 PM property. It is as if jnes is ignoring it outright.

I've never seen it in Jnes so I'm a bit confused, did you download a version from this website? If so which?

If you want to provide the cheat text you are trying to add to 1.2 I will try it as well and see if there is an issue. I can't make any promises but I'm happy to try it.

The time-stamp on the file is a good indication that it is being updated, however the only way to know if it is actually saving the contents you expect is to open it up in notepad, search for the game and make sure your cheat is there. This would help narrow down if it is a saving or loading problem.
REPLY updated 1500594522000

Sett@ 1501056059000 #20

launched .jnes windows 10 full screen view ! the music plays but the black monitor.

Gerhalt 1506709213000 #21

a pretty looking updated design welcomed me as I stepped into the good old realm of JABOSOFT and felt... It's like finally coming home from a really long journey.

hey JABO! )))))))))))))))))
I haven't been here for ages! I'm so glad I'm back (and that you didn't remove my account)!
firstly, let me congratulate you with this (quickfix) release of our fave emu! oh, before I forgot I'd like to mention my appreciation of implementing the VRC7 (#85) KONAMI board - we all know what that means: from now on everyone (using JNES) can easily enjoy Lagrange Point (and listen to its superb tunes) since it's been fully translated into English back in 2015 (if my memory serves me right). anyway I deeply believe it's a well worthy addition even considering the mapper is used for the only game... and that game is astounding, monumental & truly epic.

I was at the download page & didn't find a simple zip archive containing fresh binaries, lonely NSIS installer sat there so I grabbed it instead of usual zip. my guess is that you decided to simplify the installation/removal procedures for the sake of higher user-frindliness, so to speak.

and the last thing for now: it's darn predictable but I gotta ask you this - have you fixed that proprietary Codemasters' (mapper 72), unlicensed by Nintendo game we know by the name of Fire Hawk issue? perhaps it sounds old & annoying but we still wanna play it in JNES, one & only - here's my desperate plea to focus your attention at that well-known problem.
sincerely yours, Gerhalt.

Jabo 1506950041000 #22

Hey Gerhalt! Long time glad to see you back, and of course your account still works. Thanks for the kind words about the new site, it was a lot of work but worth it provide everyone a better place to visit.

I was at the download page & didn't find a simple zip archive containing fresh binaries

Ah yea the default x86 download is a the setup, however if you download the x64 binaries that is actually a ZIP, and quite better anyway.

and the last thing for now: it's darn predictable but I gotta ask you this - have you fixed that proprietary Codemasters' (mapper 72)

Sadly not, I know what is wrong but I'm not able to figure it out yet, there is a long list of accuracy improvements that I'm working on but they are time consuming, and this is near the bottom I'm afraid.

Gent 1507071278000 #23

Hey, Gerhalt. Nice to see you are still about

Thaao 1509331673000 #24

Is there some reason the IPS support was removed? The selector box is still there to ask before applying, but v1.1 is the last one that seems to be able to detect the presence of them.

AntiMatterAMA 1509746248000 #25

It doesnt support mapper 105!

Butbutbut... i wanna play Nintendo world championship....

Jabo 1510754991000 #26

Is there some reason the IPS support was removed? The selector box is still there to ask before applying, but v1.1 is the last one that seems to be able to detect the presence of them.

Nah it's just broken right now, it changed due to cleaning up some of the Android port interop. I will fix this up in the next release, for the short term it seems if you turn this option off in the settings dialog it actually works as intended.

LumarocSouls 1510803344000 #27


Hello, thanks for your excellent work , I have a problem with the Rom Spartan X 2, the game does not run and it appears: error # 65 unsuported, thanks for your work !!!

David 1529295021000 #28

Um, is there anyway to connect a xbox controller?

Jabo 1529415000000 #29

Um, is there anyway to connect a xbox controller?

I don't have one to test with but legend has it that Xbox 360 and One controllers have some compatibility with DirectInput, if you find anything helpful out please share it.

ChappyLad 1532462146000 #30

Commando (USA) freezes at the end of the first level. Using v1.2.1.40 x64 version on Windows 10 Pro x64. Is it just on my machine or somebody else experiencing the same? How can I provide more tech/debug details about the issue?

muttly5 1534498819000 #31

Thank you very much for your work and generosity!

JP 1544250008000 #32

I'm having a problem with the sound. I'm playing Super Mario 2. The music plays fine with all harmonic layers to the background music in tact, until I jump, or pick up an item, or hit an enemy, i.e. anything that causes a sound effect that is not part of the bgm. Then I can hear certain notes/ harmonic layers (in the bgm) will go silent once a certain sound effect takes place, but only for the duration of the sound effect. I see that the sound mixer shows 6 channels. It's seems to not be able to play all 6 channels at once. It's sounds like the channels that the sound effects are on are playing over some of the channels that the bgm is on. I have also tested this playing River City Ransom. Same thing. Certain music channels/layers (whatever you call it) go silent when certain sound effects happen. Can anyone help? Thanks a lot

Insanemage 1544630477000 #33

Hey all!

The emulator was running fine, but now for some reason Win10 just decided for it to not run anymore giving me the error message to get an updated version.

Is there another crackdown targeting Jnes? It is the latest version in your download section.

Any thought?

Thanks!

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