4dsdev
Views: 613,206 Main | Rules/FAQ | Memberlist | Active users | Last posts | Calendar | Stats | Online users | Search 11-17-17 06:01 PM
Guest:

Main - Posts by StapleButter

Pages: 1 2 3 4 5 6 7 8 9 10
StapleButter
Posted on 12-13-14 11:28 AM, in Debugging ARM9 with IDA and Qemu problems Link | #65
Debugging is something I never tried to do with IDA, so I'm afraid I can't give much help there.

Regarding the "Segment 'ROM' lies outside of valid memory regions" part, you should check that your segments have the proper size defined. You may also need to manually add a BSS segment.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 12-14-14 02:17 PM, in Report new users on IRC? Link | #66
See thread title.

Bleh.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 12-21-14 05:55 PM, in PICA fragment lighting (rev. 4 of 01-15-15 06:49 PM) Link | #69
So here's what we found so far.


Enabling lighting is done by writing 1 to 0x008F and 0 to 0x01C6 from what I have seen.

Register 0x01C3
// bit 0-3?: 'lighting mode'
// bit 2-3: 'fresnel selector'
// bit 4-7: ??? cleared when enabling lighting??
// bit 8-15: ??? unused???
// bit 16: enable primary shadow
// bit 17: enable secondary shadow
// bit 18: invert shadow
// bit 19: enable shadow alpha
// bit 22-23: 'bump selector' -- texture unit for bumpmapping
// bit 24-25: 'shadow selector' -- texture unit for shadow mapping
// bit 27: clamp highlights
// bit 28-30: 'bump mode' -- 1 enables bumpmapping
// bit 30: disable 'bump renorm' -- affects bumpmapping

Register 0x01C4
// bit 0-7: disable shadows for lights 0-7
// bit 8-15: disable spot for lights 0-7
// bit 16: D0 (Diffuse 0) LUT disable
// bit 17: D1 (Diffuse 1) LUT disable
// bit 18: presumably SP (Specular) LUT disable (not exposed in Nintendo GL)
// bit 19: presumably FR (Fresnel) LUT disable (not exposed in Nintendo GL)
// bit 20-22: reflection LUT disable (presumably individual bits for R/G/B)
// bit 23: ???
// bit 24-31: disable distance attenuation for lights 0-7


Not that I managed to enable anything that would give visual results, though.

Maybe it needs the VS/GS to output normals to work?

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 12-21-14 06:12 PM, in Testing thread nevermind me (rev. 4 of 12-21-14 06:14 PM) Link | #71
fdgdgfdggfh

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 12-21-14 06:15 PM, in PICA fragment lighting Link | #72
Oh, thanks for the tip. Will probably explain why I didn't get results, I guess.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 12-21-14 10:06 PM, in PICA fragment lighting Link | #73
Oh also, I documented more of it over at 3dbrew.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 01-11-15 06:41 PM, in DSP reverse engineering Link | #78
What, it's trying to access the service without having loaded it prior? Hah.


smea's post about ninjhax inspired me, there might be a way to launch unsigned DSP binaries with something similar, but this is theory.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 01-15-15 07:20 PM, in PICA fragment lighting (rev. 2 of 01-16-15 08:21 AM) Link | #80
0x01C5 -- LUT INDEXES


(this is mostly guessed, take with a grain of salt)

X = offset within LUT


0x00XX -> Diffuse 0
0x01XX -> Diffuse 1
0x02XX -> ???
0x03XX -> Fresnel
0x04XX -> Reflection Red? Blue?
0x05XX -> Reflection Green
0x06XX -> Reflection Blue? Red?
0x07XX -> ???

0x08XX -> Light 0 specular
0x09XX -> Light 1 specular
0x0AXX -> Light 2 specular
0x0BXX -> Light 3 specular
0x0CXX -> Light 4 specular
0x0DXX -> Light 5 specular
0x0EXX -> Light 6 specular
0x0FXX -> Light 7 specular

0x10XX -> Light 0 distance attenuation
0x11XX -> Light 1 distance attenuation
0x12XX -> Light 2 distance attenuation
0x13XX -> Light 3 distance attenuation
0x14XX -> Light 4 distance attenuation
0x15XX -> Light 5 distance attenuation
0x16XX -> Light 6 distance attenuation
0x17XX -> Light 7 distance attenuation


Distance attenuation LUTs confirmed. Data type seems to be signed 24bit int.

'specular' naming above is based off the 'SP' in NintendoGL uniform names. TODO: investigate (might also be 'spot')

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-08-15 07:15 PM, in PICA fragment lighting Link | #83
Couldn't get no specular component to show up.


Any help is appreciated. More particularly, I have trouble grasping all of the more mathy and theoric shit.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-08-15 07:17 PM, in blargSnes -- SNES emulator for the 3DS Link | #84
1.3 is released, see GBAtemp


meh, I really need to update all that junk

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-18-15 11:14 AM, in So what are we providing with devkitARM for shaders? (rev. 2 of 02-18-15 01:32 PM) Link | #85
The thing is that the available tools aren't concurrent, but rather, complementary. aemstro aims at being as low-level as possible to make it possible to mess with undocumented features and such. nihstro on the other hand aims at having a more high-level and sane syntax.

The issue is that the two have different and incompatible shader ASM languages.


We could just, well, provide both in devkitPro. And explain users what they should go with depending on what they want to do. apparently nope, none of them are suitable for distribution, maybe that picasso thing would be our hope?

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-18-15 01:12 PM, in 4dsdev cosmetics thread Link | #86
We still need a banner that would fit well with our new theme, and ideally wouldn't be plaintext (although with the right font and funky CSS effects, that works too).

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-19-15 06:07 AM, in So in the end, where is this going? Link | #88
The original idea behind this board was to create something akin to the Wiibrew forums. A place that can foster a nice homebrew community.

Most of the community is at GBAtemp or on IRC though, so there isn't much incentive for people to come here. Building an active community is also not something easy, and definitely not something I can do alone while working on all the other things I want to do.

It isn't a big deal if this doesn't become active, though. It's not like it's entirely useless either. It's a nice place for posting finding dumps, research, technical discussion and all that. I think it complements 3dbrew and the IRC nicely-- the wiki is good for storing documentation but not so much for discussing it (talk pages are bleh), and the IRC is good for discussion but not permanent. The board is a good compromise between the two.

That being said, any discussion related to 3DS homebrew is still welcome here.

Oh well.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-19-15 06:20 AM, in So what are we providing with devkitARM for shaders? Link | #89
Well yeah, you have a good point. It would become an issue though if people had to download a billion external tools to build others' 3DS homebrew projects. But then again, why would one want to build a ton of homebrew projects if those can be downloaded in built form? (unless they're EmuCR; in that case, fuck them)


Encouraging general GPU use is also a thing we need to work on, yeah. Wondering how far minexew's ctrGL is.

The GPU is probably still seen as "oh god that ubercomplex thing that freezes if you do anything wrong", which isn't really the case anymore with the last ctrulib fixes. GPU usage needs to be encouraged too as the 3DS is too slow for full framebuffer-based drawing.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-19-15 01:39 PM, in So what are we providing with devkitARM for shaders? Link | #91
And some 'default' shaders that are basically a fixed pipeline, too.

The issue with that is that what input attributes mean pretty much depends on what the shaders do. But we'd just have to document the mapping for the default shaders and call it good... or something.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-22-15 04:28 PM, in 4dsdev cosmetics thread Link | #92
Well, I guess we're done now!

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 02-22-15 04:47 PM, in 4dsdev cosmetics thread Link | #94
Welcome aboard, and thanks again! :)

There aren't much projects that have been posted here, though. Most of the homebrew activity occurs in IRC or at GBAtemp.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

StapleButter
Posted on 03-03-15 11:46 AM, in Help RE Boot 9.2 FW Link | #98
If I get it right, what you want is a custom firmware.


Gateway's launchers are a good starting point. They do launch their own modified firmware.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff

(post in restricted forum)

StapleButter
Posted on 03-06-15 11:22 AM, in 3DS Shader Tools - nihstro Link | #102
Nice! If this could get more people into the homebrew scene :)

And especially into using the GPU, too. Framebuffer drawing works, but the 3DS is too slow to refresh the whole framebuffers at 60FPS.

____________________
blargSNES -- SNES emu for 3DS
More cool stuff
Pages: 1 2 3 4 5 6 7 8 9 10

Main - Posts by StapleButter

Page rendered in 0.039 seconds. (2048KB of memory used)
MySQL - queries: 22, rows: 99/99, time: 0.022 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2015-10-07)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.