Can it run anything besides OoT, even at 1fps?
Can't 3dmoo run some commerical games, or am I mistaken?Homebrews, but the emulator can't be more WIP for now.
Homebrews, but the emulator can't be more WIP for now.
Can't 3dmoo run some commerical games, or am I mistaken?
There was a video a while back of GameYob and pokemon yellow running in Citra.
Only problem is running an emulator in an emulator requires that much more CPU power to run, that, and figuring out how to run homebrew is another thing.
I don't agree. An emulator running on a 3DS is limited by what the 3DS can do. A 3DS emulator meant to mimic a 3DS and running an emulator within it would more or less hold to the same limitations and operate accordingly as if it was a real 3DS running an emulator.
For the computer running the 3ds emulator it needs more cpu, since it needs enough for the 3ds emulator and the other emulator.
I'm basing that off when I ran lolsnes on Desmume, the emulator loaded just fine, but was more taxing on my Core i5 CPU, that's all I was saying. Could you explain why running lolsnes inside Desmume used more CPU % than compared to normal DS games? Surely, there's an explanation? StapleButter himself warned me that running his-then Snes emulator on a DS emulator would require more resources. You can ask him if you have any doubts.
I'm just saying that it may be that the emulator is more taxing on the target platform than games designed for it, but still within the limits of what the platform is capable of.
I was trying to explain my experience regarding Lolsnes on Desmume, it ran fine, but my CPU fan was working harder to keep the CPU cool as it was using more resources than it was compared to normal DS ROMs. I asked StapleButter how to run it on Desmume, he warned me it would use extra CPU resources, if you have any doubts, you can ask him.
Edit: Screw this. I'm clearly not qualified enough to voice my opinion on the matter.
I understand, but think of it like this. There are a lot of native games that push hardware, but how much and in what areas? They may be generating bottlenecks in places where emulators don't, as a lot of the emulation is CPU-based. A native game may use the extents of the platform's GPU, but only around half of the platform's CPU. Take the DS, for example. There is a single command that tells the system to wait until the internal counter reached the spot known as the VBlank period. Once CPU calculations are done, developers call this command, and the system goes idle until then. Because an emulator uses a lot more CPU-time than most native games/apps, it may never get a chance to call this command to go idle because it has so much more to do. Still within the limits, but no time to stop and smell the roses.
I can't tell if you're really admitting defeat or if you're sarcastic.
You learn best when you make mistakes.I'm not being sarcastic, I really should keep my effing mouth shut on these forums, because moments like this, I have third wheel syndrome. Who the hell am I to question how things work or how emulators are programmed? I really need to shut my bloody mouth, he's a programmer, I am not, therefore, what I said then and what I'll say about it in the future is nonsensical bullshit.