Homebrew mGBA and blargSNES compile request

WiiUBricker

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After hours of trying, I'm sick of it and give up on compiling mGBA and blargSNES myself.
Please can somebody compile these two apps for me with the following edit:

gfxSet3D(true);

I want to test if this makes any difference regarding the removal of scanlines on the 3DS' topscreen.

mGBA source
blargSNES source

Many thanks!
 

WiiUBricker

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Can you give an example of scanlines on the top screen? 3D mode is turned off for good reason I bet, and I don't think enabling it will fix it either.
Read this thread for more information. I was able to compile test homebrew bundled in devkitPro with gfxSet3D(true); and it made the topscreen look better.
 
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jaksy

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Read this thread for more information. I was able to compile test homebrew bundled in devkitPro with gfxSet3D(true); and it made the topscreen look better.
Huh, that was an interesting read. I never considered someone would be bothered by the lack of pixel spacing when 3d mode was turned off.
So I assume you'd personally prefer the image from a 2ds screen more for this kind of purpose?
 

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Huh, that was an interesting read. I never considered someone would be bothered by the lack of pixel spacing when 3d mode was turned off.
So I assume you'd personally prefer the image from a 2ds screen more for this kind of purpose?
Of course. The 2DS screen or the 3DS bottom screen looks natural with squared pixels. Now imagine your phone had a scanlined screen. I don't think you would not be bothered by it.
 

jaksy

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Of course. The 2DS screen or the 3DS bottom screen looks natural with squared pixels. Now imagine your phone had a scanlined screen. I don't think you would not be bothered by it.
No, I get what you mean where you want square pixels for a more accurate image experience in emulation, I just never really considered it noticeable enough for anyone to care on the 3ds.
Now that you bring it up though I have noticed the 2ds scaling of twl_firm and vc games looks different (much better to me) than on the o3ds, but I never considered it might be because of this.
 

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Okay, I tried to compile mGBA and blargSNES, and I swear these are the two most uncompilable 3ds projects ever. I'm not a expert on compiling projects, but considering the cmakelists they provided doesn't work without modification, I gave up on mGBA (providing raw2c the makefile will not process the .raw file that it needs still, and the makefiles that cmake generates are not very easy to follow).

Compiling blargSNES requires nihstro which for the life of me I cannot compile either, because it was not meant to be used on newer boost library versions. All of the precompiled versions of nihstro I could find were for windows, and my devkitpro environment was linux, so it was a no-go.

Good luck to you man though, personally I just stick to retroarch.
No problem man. Thanks for trying. I got mGBA almost to compile:

[ 96%] Building C object 3ds/CMakeFiles/mgba.elf.dir/main.c.obj
[ 96%] Building C object 3ds/CMakeFiles/mgba.elf.dir/ctru-heap.c.obj
[ 97%] Linking C executable mgba.elf
[ 97%] Built target mgba.elf
Scanning dependencies of target mgba.3dsx
[ 98%] Generating mgba.smdh
make[2]: *** [3ds/mgba.smdh] Error 57
make[1]: *** [3ds/CMakeFiles/mgba.3dsx.dir/all] Error 2
make: *** [all] Error 2
 

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