It's in the 3ds hacking guide.Thanks! However, JeffRuLz has never said anything about that.
It's in the 3ds hacking guide.Thanks! However, JeffRuLz has never said anything about that.
You would run the dsp dumping app.What dsp file?
Lets take a look at that guide. https://3ds.hacks.guide/finalizing-setupThanks! However, JeffRuLz has never said anything about that.
guess stuff like this happens when you respond before actually looking into what a post saysNope it's on Vita a stronger system if u want to play them
Interesting. I noticed Saturn did something like that for their Sonic CD port.Hey, great work. Just wanted to point out, that the rgb565 to bgr8 conversion which you are doing here is not required https://github.com/JeffRuLz/Sonic-1...blob/main/Sonic12Decomp/platform/3ds.cpp#L109
You can just simply set the rgb format of the top screen using https://libctru.devkitpro.org/gfx_8h.html#ab8bc89eb1ea35a06bfb0c3e1ffbf2996. Also the gfxFlushBuffer call is unnecessary i think since you are modifying the full framebuffer anyways.
Have you tried different optimization levels? Right now, its compiled at -O2, maybe try -O3 or -Ofast? Might provide a very slight performance boost.I made a new release to merge the changes made in the PC version's new v1.1.1 update.
The screen drawing function has been optimized thanks to @Kartik's advise. It gives a very small performance boost in the special stages.
I removed the useless touch screen buttons from the main menu.
Also the select button can now be used to pause the game.
I tried both and I didn't notice any difference.Have you tried different optimization levels? Right now, its compiled at -O2, maybe try -O3 or -Ofast? Might provide a very slight performance boost.
Bummer.I tried both and I didn't notice any difference.
Possibly, but because the 3DS's frame buffer is rotated sideways you'd have to reposition every pixel, including the ones that get drawn over.Bummer.
The next thing i can think of is to somehow have the rendering done directly to the screen framebuffer, instead of rendering to internal framebuffer which we then copy to the screen framebuffer.
I don't plan on adding any additional mod support that's not already in the PC version. If it's missing a feature from the PC version then I'd like to know.@JeffRuLz alright two more questions, sorry if i have been a bother
Do you have plans to add in mod support and do you have plans to clean up the main menus? or would that be too complicated to do?
There are hacks being released right now. However I think it's for the decompilation and not the official PC version on Steam (That's what I assume you mean by PC version)I don't plan on adding any additional mod support that's not already in the PC version. If it's missing a feature from the PC version then I'd like to know.
I've thought about making a prettier main menu but it wasn't a serious consideration.