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Thank you Bond697 I'll try it out in a while. If it works, you get to be listed in the credits list for this
I gave it a try, and I may have missed something, but it didn't work. It basically just returned a 'not implemented' error code.
I also tried replacing the 0 value with APPID_APPLICATION and 0xFFFF8001, to no avail.
If this only works with APT:S, well, I'm fucked.
Well then, I'd be curious to see how NSMB2 does it.
Given how much resources PPU emulation is taking, I fail to see how I'll be able to emulate sound without another severe performance hit if I can't offload that to something else than the appcore.
Unrelatedly, I guess I'm done with the 'PPU tidbits' part. Mode 3 and 256-color layers are done: http://i.imgur.com/Othvtn2.jpg -- this finally makes SMAS playable without having to choose a game blindly.
At this point, implementing modes 0/2/4 would be ridiculously easy, if we ignore offset-per-tile for a while.
I'm going to focus on the new scheduler I guess. Last big thing to do before a first release.
SNES Games always have a sprite layer, basic 3DS should just have the sprite layer in the front and thats it
Well then, I'd be curious to see how NSMB2 does it.
Given how much resources PPU emulation is taking, I fail to see how I'll be able to emulate sound without another severe performance hit if I can't offload that to something else than the appcore.
Unrelatedly, I guess I'm done with the 'PPU tidbits' part. Mode 3 and 256-color layers are done: http://i.imgur.com/Othvtn2.jpg -- this finally makes SMAS playable without having to choose a game blindly.
At this point, implementing modes 0/2/4 would be ridiculously easy, if we ignore offset-per-tile for a while.
I'm going to focus on the new scheduler I guess. Last big thing to do before a first release.
Thank you two! I just tried it and it works like a charm. Amazing!
Unrelatedly, I guess I'm done with the 'PPU tidbits' part. Mode 3 and 256-color layers are done: http://i.imgur.com/Othvtn2.jpg -- this finally makes SMAS playable without having to choose a game blindly.
You get the same screen transition as on the real thing. Garbage may show up inbetween though, as I don't emulate master brightness.
Also, fuck no. I can't use CSND. It's not listed in gw_workaround.rsf. And of course, adding it there doesn't work either (3DS menu just goes 'card has been ejected, press home to return to menu').
fuuuuuuuuck >_<
I'm guessing that CSND has to be part of ServiceAccessControl? It's in SystemControlInfo. I find it odd they would leave CSND out since the microphone and camera appear to be included in ServiceAccessControlYou get the same screen transition as on the real thing. Garbage may show up inbetween though, as I don't emulate master brightness.
Also, fuck no. I can't use CSND. It's not listed in gw_workaround.rsf. And of course, adding it there doesn't work either (3DS menu just goes 'card has been ejected, press home to return to menu').
fuuuuuuuuck >_<
you need a signed dsp code block to run DSP sound decodingYeah, NULL is the value I passed to it.
Now, well, how would one play sound without CSND? DSP stuff is mostly undocumented as of now.