Homebrew A way to port the PokeMini emulator to 3ds homebrew?

nop90

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Should not be hard to port the sdl version to 3ds except for sound.

I'm doing this kind of work with Handy and when I back home from holidays I could check if the code is reusable.

But don't expect this became a priority project, I have to implement sound on Handy first.
 

nop90

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Preview:

Pokemini1.png
Pokemini2.png


But there is a lot of work to do before a release ...
 

LinkMain111

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@nop90 Would you mind if I PM you some questions on how to get started. I have followed the tutorial up to the 'Hello Pixel' which is incomplete.
 

nop90

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Fixed key handlings and I'm fighting with screen resolution, but I'll win. Than I'll fix sound.

But can't understand if that pink color is normal or is a bad mapping from the internal 16 bit RGB screen and the RGBA8 of the 3DS screen. The images should be white because Pokemon Mini is a monocolor LCD, isn't it?
 

Vague Rant

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Looks like bad mapping, the menu is wrong too. From memory, all that red text is supposed to be yellow, i.e. it's equal part green. It looks like the green channel is missing entirely, hence the magenta tinge (everything is made of red and blue).
 

AshleyCummings

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this looks the same on pc and android but this was the only good video I could find to help show u the look

--------------------- MERGED ---------------------------

there are different modes so maybe its stuck in one of them?

Capture.png
 

Vague Rant

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Those are settings for how the emulated Pokemon mini screen should look; like how when you play Game Boy games you might have to decide between greenscale and greyscale coloring. They don't make the emulator itself lose one color channel as is occurring for nop90. With some rudimentary color theory you can tell that green is what's missing from nop90's screenshots. Everything that's magenta-tinged is supposed to be grey (equal parts RGB but only getting R_B), the red text is supposed to be yellow (intended RG_, receiving R__), the blue text at top left ("Main Menu" in nop90's, "Options" in your shot) is supposed to be cyan (equal parts _GB, receiving __B). The one thing everything has in common is: it's missing green.
 

nop90

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Almost fixed.

The screen offset was bytes instead of pixels and the alpha channel was missing. I understood this when aligned the offset and nothing was rendered.

I corrected the 4 byte alignement and forced the alpha channel to 0xff (in a tricky and very ugly way for the moment).

The Color channels are inverted but colors are swapped only in the menu because the games are black and white, so it's not a big problem.

Also scaled up the 3x3 screen to fullscreen with sf2dlib, but I'm thinking to render to a 4x4 screen and scale down of 16 pixels to fit the screen, this way I have a better resolution on the menu.

Everything else is working fine, so I can now implement sound.

Pokemini3.png
 
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Vague Rant

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The Pokemon mini itself is monochrome, but PokeMini is extremely flexible about how it will make the screen look, with red, blue, pink, etc. palettes. Those will generally be wrong for now--green- and grey-based palettes should be OK, assuming they're using the inverted red and blue in equal volume.

If possible, could the 4* and sf3dlib scaling be optional? Being able to get back to that raw 3* integer scale would sure be nice.
 

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