Are you compiling with libctru 1.0.0? That may be the problem, Asdolo was having problems on it.Yikes! Must be some weird problem... Will have a look at it asap.
Are you compiling with libctru 1.0.0? That may be the problem, Asdolo was having problems on it.Yikes! Must be some weird problem... Will have a look at it asap.
Are you compiling with libctru 1.0.0? That may be the problem, Asdolo was having problems on it.
Yes I am using 1.0.0, but I figured out the problem without upgrading to 1.4.0.
Apparently, when running as a CIA, the current working directory given to me is "/", and the root folder "/" can no longer be used to access the SD card. I have to prefix it with "sdmc:/" before it works.
Will post up a fix tomorrow, as my hands are really full today.
Do rom hacks work on this emulator?
I can tell ya that most of the Super Mario World hacks works perfectly.Do rom hacks work on this emulator?
Depends on which hacks they are and what they do. Most translations work, but Tengai Makyou is heavily edited, but hopefully it'll work on snes v.1.20b. Hacks like Chrono Trigger work.
So here it is:
From what I've played so far in v1.20b, it seems to work at least until the first village.
Snes9x for 3DS only recognises the v1.0 English patch on the Tengai Makyou Zero (Japanese) (avoid the non-Shounen Jump version); this obviously borrows code from the Snes9x TMZ hack that has been floating around. Thanks to all who pointed me in the right direction.
I am not sure about Cubic Ninja, but I finally got to set up Luma v8.1.1+B9S + on firmware 11.6.
I did manage to launch Snes9x for 3DS v1.11 using the CIA and 3DSX version (via HBL on the home menu), and could play games without problems.
Thanks for the bug report. I'm uploading v1.20b1, which fixes the CIA version crash. I really have no idea what was changed, because the VirtuaNES and Temper emulators work fine with the same code.
So here it is:
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From what I've played so far in v1.20b, it seems to work at least until the first village.
Snes9x for 3DS only recognises the v1.0 English patch on the Tengai Makyou Zero (Japanese) (avoid the non-Shounen Jump version); this obviously borrows code from the Snes9x TMZ hack that has been floating around. Thanks to all who pointed me in the right direction.
and after patch should look like thisTengai Makyou Zero (Japan).sfc
CRC32:1e327bd9
sha256:8620203da71d32d017bb21f542864c1d90705b87eb67815d06b43f09120318aa
MD5:29998124a67deda111d5aca8aaf5dca5
hope u can fix thiscrc32:009f26d7
sha256:88713b4e0fae4d338b2b09789fbc200a0ee6ef6f7472c52df8c98dfd953d0ebe
md5:44f5bc91d3babb6d07394a7895be2a90
Thank you! Will let you know if TM0 runs & if anything else happens.
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Wait, "avoid the non-Shounen Jump version"? RHDN has the 1.0 patch (which I'm 99% sure I'm using), but the note says, "Note that other emulators are not likely to run the patched rom, as of October 22nd 2017, but that may change in the future. The patch is only for the original Tengai Makyou Zero rom. (It cannot be used on the limited edition “Shonen Jump” version.)"
I don't know, but I'll keep playing.
So I installed the Snes 9x 1.20b1. I still get a bottom yellow screen and nothing else happens. I think it is safe to say it could be the cubic ninja way. I guess I have to wait until my magnet gets in to install Luma on 11.6.
I got to the Coal Mine (TM0) so far. I can say cheats do work, but be careful which codes you use. I had a BSOD come up when I tried using FF values for Ryo.
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Can say I got past the first village, after the snowy event. Wandered around, no crashes. PLGS (in-game timed events) work. 59.1 FPS 99%/57.1 FPS 1%; FPS usually only drops during SRAM saves.
Definitely works on N3DS.
@bubble2k16 how can i sent u a file? there's a chinese translated Tengai Makyou Zero too but as i post before the smaller font is messed up full game is functional only this small issue, really hope u can fix it too
the maker said that before Snes9x EX+ 1.5.8 or Snes9x1.53 needs to change BlockInvalidVRAMAccess to false
anyway i make a patch file here should be apply on
and after patch should look like this
hope u can fix this
I don't know either. I just read online that the patch is for the original ROM version. I expect the patch not to run on the Shonen Jump one since the codes might be different. Anyway, Snes9x-3ds is now hardcoded to recognise the original+patched ROM's CRC to activate the memory mapping required for this to work.
It could be... Does any other home-brew work for you? And did you use smea's latest payload for ninjhax? It could also be because I'm compiling with an old version of libctru 1.0.0.
Sounds great. FPS always drops when loading graphics, since it has to do a lot of decompression using the emulated SPC7110 chip.
Cool. Will have a look at this.
Sounds great. FPS always drops when loading graphics, since it has to do a lot of decompression using the emulated SPC7110 chip.
Furthermore, there is a bug, sometimes when moving/"rotating" the camera, a glitch like the one you see here appears, it's not a problem with the fantranslation since said glitch doesn't occur when emulating on PC. Look at the red square thingy more or less in the top center of the screen, that's the glitch in question.
One other thing I've noticed (small issue), after a seemingly random amount of time, when you make a few save states, the sound cuts out. The only way I've found to fix it was to make an in-game save and reset Snes 9X. Have you encountered that?
Is there any chance you could look into some form of speedhacks for Kyuuyaku Megami Tensei? You can get the translation for the game here: https://www.romhacking.net/translations/2263/
The problem is that the game requires In-Frame palette changes to be enabled at all times to render properly during gameplay/dungeon explorations but that causes framerate to tank to mid 40s.
It's not a very complex looking game at all, it's just flat 2D backgrounds changing like a slideshow pretending that the game is 3D (when it obviously is not) so maybe you'd be able to figure something out?
I know frameskip 1 is an option, but it becomes quite uncomfortable to play at 30 FPS with how the movement in dungeons works.
Furthermore, there is a bug, sometimes when moving/"rotating" the camera, a glitch like the one you see here appears, it's not a problem with the fantranslation since said glitch doesn't occur when emulating on PC. Look at the red square thingy more or less in the top center of the screen, that's the glitch in question.
bubble2k16 said:This problem happens because of, as you pointed out: in-frame palette changes. Unfortunately, because we are using the 3DS GPU hardware to render textures, it's not able to handle mid-frame palette changes very well.
This game produces the gradient effect by changing the palette colours every scan line. When you turn on the option to allow in-frame palette changes, the hardware render reacts to changes in the palette colours at the end of every scan line by re-colouring the textures to the newly updated palettes, and then renders the textures for every line. This causes the frame rate to tank.
What's worse: because of the way the hardware renderer works, you don't get a nice smooth gradient effect like in an actual SNES. And it is probably causing the "glitch" you are referring to.
The only way to fix this is to have a software renderer... (that will likely run with a decent frame rate only on a new 2DS/3DS) Not my priority now... but if I have time I may look into it; just not so soon.
Fair enough, thanks for explaining. Guess I'll just play it on PC then, I hoped for some portable action with it but it's not too big of an issue, as for N3DS, yeah I've only got O3DS.I wasn't able to get the graphic glitch to occur and Frames stayed at 59.9, but I was also using a N3DS.