Probably as well as any other emu. (Once this you know, works. )can it be patched with dldi for ds homebrews?
Probably as well as any other emu. (Once this you know, works. )can it be patched with dldi for ds homebrews?
Sometimes, people just want to see if it can be done. That's what drove me to make MM2 PTC.
actually if you hold the select button while loading your DS cartridge, it makes your screen smaller removing the blurAdd - fix that shitty blur filter.
Then you only need a magnifying glass to play.actually if you hold the select button while loading your DS cartridge, it makes your screen smaller removing the blur
To be honest the blur is not even that noticeable in any 3DS, not even XLs (I have one).actually if you hold the select button while loading your DS cartridge, it makes your screen smaller removing the blur
Oh trust me, we haven't seen the worst of it yet.I can't believe I've read all of these pages. Worthless pages, but I still read through them while facepalming myself at some stuff. :|
Anyways I wish I could help but I can't, but this is still impressive despite a few errors. Who knows if it will run full speed like the PSP could with the PS1? I think the PSP was a bit more impressive in regards to that, but DS emulation on 3DS is still pretty amazing.
Don't let impatient noobs make you want to give up, OP.
Removing one problem and adding another.actually if you hold the select button while loading your DS cartridge, it makes your screen smaller removing the blur
Sorry I didn't give the blurry screen it's proper technical name.It's pixel interpolation, not a blur filter. The 3DS and NDS native resolution are not the same, so it has to scale up NDS games. We'd prefer nearest-neighbor interpolation, but Nintendo probably uses bilinear or bicubic. Blur filter makes it sound like they scaled it "cleanly" and then blurred it after as some sort of effect.
But yes, with an emulator we can have nearest-neighbor interpolation instead of blurry garbage.
Yeah, you read that right.
I have been working quite a bit on porting Desmume to the 3DS. As it stands, it:
Appears to run at a decent fps
Has incorrect colors
Has no input support
Here is an image:
BTW, please no spamming. Lets actually try to keep the discussion on topic, shall we? Thanks .
You could try to take an actual screenshot to compare the hex value of the color to the original, that would certainly be a whole lot easier.
I gotta make something clear: I'm not a noob just because I want features in my 3ds that people think its not possible to place into the console in the first place... I may not code home-brew and know very little on how it works but, I don't deserve to be called a noob just because of my peaking curiosity for what the 3ds console is capable of...Oh trust me, we haven't seen the worst of it yet.
--------------------- MERGED ---------------------------
Well, I'm outta here, can't wait to see what the final product looks like!
Don't take a screenshot, dump the memory to a fileI might have fixed it anyway, but that's not a bad idea if I haven't
You should let users customize visuals, that would be interesting.I might have fixed it anyway, but that's not a bad idea if I haven't
Nonononono, I wasn't calling you a noob, I was just adding on to someones statement, sorry if i offended youI gotta make something clear: I'm not a noob just because I want features in my 3ds that people think its not possible to place into the console in the first place... I may not code home-brew and know very little on how it works but, I don't deserve to be called a noob just because of my peaking curiosity for what the 3ds console is capable of...
DeSmuMe never worked with DSiWare, but would be great if they work in the future.has DSIware been tested on this emulator?
Thought you could get those on the eshophas DSIware been tested on this emulator?
It's based on Desmume so take a guess.has DSIware been tested on this emulator?
do you even have a 3DS at all?Is that 256 Colors? Neat =D
I would try this out if I had a New 3DS
Don't take a screenshot, dump the memory to a file
unsigned int ARGB1555toARGB8888(unsigned short c)
{
const unsigned int r = c&0x8000, g = c&0x7C00, b = c&0x03E0, a = c&0x1F;
const unsigned int rgb = (r << 12) | (g << 9) | (b << 6);
return ((rgb >> 5) | (a*0x1FE00) & 0x070707);
}
The math seems way off. I'm home now so let me compile this... brbOk, so here's what I'm currently doing:
Code:unsigned int ARGB1555toARGB8888(unsigned short c) { const unsigned int r = c&0x8000, g = c&0x7C00, b = c&0x03E0, a = c&0x1F; const unsigned int rgb = (r << 12) | (g << 9) | (b << 6); return ((rgb >> 5) | (a*0x1FE00) & 0x070707); }
Any ideas? It definitely produces a more clear picture, but there is a lot of blue.