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Main - Posts by Discostew

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Discostew
Posted on 01-23-16 10:45 PM, in blargSnes -- SNES emulator for the 3DS (rev. 2 of 01-23-16 10:47 PM) Link | #906
Yep, found it, dumped it, used it. It works as a CIA now with the binary (and I guess it should work for those running *hax under 2.5).

Now to examine the visual problem when someone using the CIA build suspends the app to get to the Home menu and returns. It's rather interesting to see the Chrono Trigger demo thing that plays with it gone all white, as BGs still show up somewhat.


Discostew
Posted on 01-23-16 11:40 PM, in blargSnes -- SNES emulator for the 3DS (rev. 2 of 01-24-16 12:29 AM) Link | #909
Believe I got it working with suspending now. It was just a matter of using hte hooks I set up, then calling bglDeInit() on suspend, and calling bglInit() on Restore.

edit:

Err....mostly working. It works when either in sleep mode or suspend mode, but with CIAs, you can suspend then sleep, and when doing that, it causes everything to halt on black screens.....

Discostew
Posted on 01-25-16 01:06 PM, in blargSnes -- SNES emulator for the 3DS Link | #912
Posted by O-bake
I am not sure if I got this right: Does everyone needs to do this firmware/DSP-dump or just people with a fw greater than 9.2?
Anyways, thank you guys for still working on this...much appreciated!


From what I understand about using NDSP, if you're running *hax 2.5, then you don't need it. But, if you're running a lower version than 2.5, or are running the emulator via CIA or some other means outside of *hax, then you do.

Discostew
Posted on 01-25-16 04:12 PM, in blargSnes -- SNES emulator for the 3DS Link | #916
Posted by Blue Wizard
Just chiming in that ActRaiser has zero audio when running the aformentioned1.3"c" (veryhard?) .cia even with the DSP dump. Any reason why? Not so much asking for a fix as just curious why.


It's a problem that's been around for a bit once dsp syncing was being worked on. Some games worked with the changes, and some stopped working. StapleButter's recent work helped make the game runnable again, but audio is out for the time being.

Discostew
Posted on 01-25-16 07:23 PM, in blargSnes -- SNES emulator for the 3DS Link | #918
Posted by Blue Wizard
Thanks for the timely response. I'd rather it run without audio than hang at the title screen like before :P

It's pretty impressive what all is being achieved here that can run on an o3ds compared to the libretro nightlies. Time to try out SoulBlazer and see how it goes


SoulBlazer suffers from what Actraiser does, which is having no audio (though some clicks here and there might crop up), and I have experienced some freezes upon transitions.

Discostew
Posted on 01-28-16 03:02 PM, in blargSnes -- SNES emulator for the 3DS Link | #921
Posted by ShinyZeni
Hey, so I'm not sure if this has been reported or not. I noticed on the Wiki Compatibility List Super Metroid says "may crash on rare occasions" and the PAL one specifies "mostly in Maridia"

I have run into a consistent crash in this room:

[image]

Most of the layers disappear and the game hangs. It's happened to me 3 times in a row so I know it's not just a fluke. Anyway, not sure what can be done to resolve this, but I figured I would report it because the game runs very well aside from this! Bummed I won't be able to do 100% on this right now though.

Thanks for all the hard work on this project!


That room normally causes a crash on the official releases of blargSNES. The current unofficial ones don't seem to crash at that point, at least by my accounts when testing it with the unofficial ones.

Discostew
Posted on 02-11-16 01:34 PM, in blargSnes -- SNES emulator for the 3DS Link | #942
Posted by arnaiyus
And by the "current unofficial ones" do you mean the 1.19 one? Or is it an unlinked beta of some sort? Would be willing to test it if if means I can finish Super Metroid @100% :P


The recent unofficial ones that are built from the latest veryhard branch.

Discostew
Posted on 03-04-16 05:10 PM, in blargSnes -- SNES emulator for the 3DS Link | #968
Posted by MarkDarkness
Well, you will now have the official VC to mess around with (announced today), so maybe by seeing how Nintendo is working the code out, it will help the emulator along,


Be aware though. Their emulator is running on an n3DS. Videos of people downclocking the n3DS to o3DS speeds show that the emulator slows down with repeat audio glitching. That's a sign of not enough processing power to emulate a single frame's worth of data in a frame's worth of time, with no frame-skip compensation. They are using software-rendering because that is the most accurate method for rendering SNES frames, but it is also the most process-intensive.

Discostew
Posted on 04-11-16 05:25 PM, in blargSnes -- SNES emulator for the 3DS Link | #997
Just wanted to say that I'm still doing some tinkering here and there. Sadly, it's not regarding compatibility.

Discostew
Posted on 05-12-16 05:48 PM, in blargSnes -- SNES emulator for the 3DS Link | #1018
If you're trying to run an older version of the emulator after having ran a newer version, try deleting the blargsnes.ini file on the root of the card, and start up the emulator again. Dunno what to say outside of that. I think older builds have problems on newer *hax.

Discostew
Posted on 06-05-16 01:42 AM, in blargSnes -- SNES emulator for the 3DS Link | #1043
Don't count on it. blargSNES still has emulation issues with the base of the system. Snes9xGX derives from an SNES9x build that already has great compatibility, so they could focus on interface stuff like this.
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Main - Posts by Discostew

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