Knowledgeable on how various subsystems of the base SNES work, yes, like the PPU, but other than understanding what each opcode does, the rest of the emulation, like timings, interrupt firing, etc are still foreign to me. And, to be quite honest, Snes9x's code always takes me for a loop due to how it is laid out. I will say though that from what I saw in the code here, the method for using hardware rendering is similar to how StapleButter did it in blargSNES, where it converts the tilecels on a need-to-display basis into a texture cache, and builds a list of polygon pairs to represent each tilecel in each background and sprite. Haven't gone in-depth with it though.@DiscostewSM You also might want to check this, I believe you're very knowledgeable about Snes emulation on 3DS,
Knowledgeable on how various subsystems of the base SNES work, yes, like the PPU, but other than understanding what each opcode does, the rest of the emulation, like timings, interrupt firing, etc are still foreign to me. And, to be quite honest, Snes9x's code always takes me for a loop due to how it is laid out. I will say though that from what I saw in the code here, the method for using hardware rendering is similar to how StapleButter did it in blargSNES, where it converts the tilecels on a need-to-display basis into a texture cache, and builds a list of polygon pairs to represent each tilecel in each background and sprite. Haven't gone in-depth with it though.
Yes, DiscostewSM, some of the ideas for the hardware accelerated rendering came from BlargSNES.
You helped in the hardware-assisted Mode 7 rendering for BlargSNES, didn't you? Keen in giving a fellow coder here a hand?
I've been taking care of optimisation for emulation on the opcodes side, and I think I've done most of what I could (except maybe for speed hacks). Now, a lot of the bottleneck is now at screen rendering. I haven't gone around to use stencil buffers for windowing in the way it's done in BlargSNES. I suspect implementing that should give some games that use windowing for effects a modest boost in speed.
. . . wait so there is a small chance of mario rpg working . . . fuckin sweetThe reason why some of the games that require special chips may work, albeit incompletely, is because Snes9x already implements them. How well they work is another matter.
https://www.reddit.com/r/3dshacks/comments/4ujhdl/snes9x_port_for_old_3ds/d5qh99cSomebody can make a CIA please?
how is this compared to the blargSnes mod?
I'll compare them eventuallyI think snes9x for old3ds has better compatibility since it's snes9x 1.43 for pc, and it has 4 save state slots
thanks you very much!!where the roms folder for cia must be placed ?
thanks you very much!!where the roms folder for cia must be placed ?