Homebrew blargSnes -- SNES emulator for the 3DS (WIP)

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weatMod

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"Firefox? How about you work more on being less of a piece of shit and less on trying to be a Chrome clone?"

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well it works great using the w/sound unsupported build .3dsx
super ghouls and ghost dont display after title screen when level 1 starts , not sure if the official soundless build version has this problem too
can't wait for mode 7
so how does the dstwo plugin snes emu do mode 7?
 

TheWon

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Are your roms unzipped? I assume blargSnes only supports unzipped roms.
Ya still in RAR Zip Files. Just seems not to be able to find it.

Not a noob been apart of this community since the old Wii days. For some reason my 3DS just don't want to find the rooms.
 

VNCR

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Just wanted to share a border I made
 

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AndrewPH

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PC emulators do it in software, like everything else.

As far as Snes9xTYL goes, I haven't looked closely. It seems it does it in software but is able to hardware-accelerate simple cases.

lolSNES and SNemulDS map the mode7 layer to one of the DS layers in rotoscale mode. DS rotoscale works the same was as SNES mode7.


Ah, and I'm guessing that no such mode exists (or is known about yet) on the 3ds?

I'm sure with enough poking and prodding at it, you'll figure something out. At the very worst, we'll have to deal with slowdown with mode7 bits, which isn't an issue in most games.
 

Arisotura

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There's no such things as 'modes' on the 3DS. All you get is a 3D GPU.


Unrelatedly...

fXOu87P.png


So yay, windows. Although there are still issues, it seems to cause occasional freezes and slowdowns.

With that, the hardware renderer is about on par with the software renderer, minus things like midframe palette updates.
 

DiscostewSM

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DiscostewSM I don't quite get what you mean, that's some complex shit you've got there. But if I get it right, it'd only work for 2bpp tiles, because the 3DS can only apply 3 textures to the same polygon. Unless you use multiple polygons, but then the more you use polygons and the more it defeats the purpose of the hardware renderer-- transferring less data per frame).

As for the polygon limits of the PICA200, you can check Wikipedia for the theoretical limits at some given frequencies, and extrapolate for 268 MHz which is what the 3DS GPU is said to be running at. According to my calculations there's more than enough to render big heavy frames.

So is it more of a problem building a list, organizing it, and then sending it to the GPU in the kind of form I described than it is having the GPU process it all? What about pre-made lists that make up each tile row that gets altered upon changes to the specific areas of VRAM related to them? ATM, I'm only thinking of modes other than Mode 7. Just trying to think of ways that can produce a result that you're looking for. Still rather silly that there are no programmable pixel shaders or even paletted texture support. Things would be so much easier if one of them existed on the hardware.
 

dronesplitter

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I got this to happen in Link to the Past the other day. It was the sound build though so I was hesitant to mention it at all since that one is unsupported, but if you do want me to post the SNESPtrChunk and SNESRAM files it dumped just let me know. Even in the official 1.1 build that doesn't have sound, Link to the Past has weird glitches if you use the pegasus boots where using them causes enemy sprites to warp to other places on the screen (if that has been brought to your attention already, sorry to bother about it).
9th8RZ7.png
 

davhuit

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Thanks for him, but I don't use unofficial version personally, there is no hurry ;)

(And I use a gateway anyway, so I don't use .3dsx file which seems to work with the homebrew loader, I only use .cia and .3ds).

I'm using the .3dsx so hopefully I can get some support with this minor issue. Whenever I try to play EarthBound it works fine but the amount of experience needed to level up to 2 is asinine. 245734, in other words the amount that is normally needed to reach level 34.

Play the same rom through a computer emulator or Android emulator and it's the normal amount needed. 4.

Any ideas?

EarthBound have a lot of copy protections methods. There is one which spawn more ennemies, one that erase your save after a boss before the end of the game, etc... I wouldn't play it before being sure the emulation don't trigger them personally ^^; (some old PC emulators were triggering them).

http://earthboundcentral.com/2011/05/earthbounds-copy-protection/
 

Deboog

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Thanks for him, but I don't use unofficial version personally, there is no hurry ;)

(And I use a gateway anyway, so I don't use .3dsx file which seems to work with the homebrew loader, I only use .cia and .3ds).

It may be a while before the .3ds version supports sound.
 

davhuit

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.cia file is also fine for gateway users and I think it already have sound, from what I read (the developper seems to had sound with a gateway before the exploit/homebrew launcher was released, but I'll let him confirm that or not himself).

Gateway recently unlocked all the services (like CSND) from what I read on their own website, along with the release of cia files.

Edit : Found his message about the sound : https://gbatemp.net/threads/blargsnes-snes-emulator-for-the-3ds-wip.369900/page-29#post-5144587

November 3, far before the homebrew launcher/exploit, and as he said later it would do a cia if it's not a pain to build, it seems to mean that his actually always working with a .3ds build (he said before the emulator was tested with a gateway).

If he was using a pre-released version of the homebrew launcher for the last builds, I think he would have said it (that you would need the homebrew exploit to get sound).

It seem he even managed to get the sound working before the gateway last update (2.6) which unlocked much services, as the gateway update got release on November 5, so two days after his message.

But that's just a lot of suppositions from what I read, can't be sure before actual confirmation, of course ;)
 

Arisotura

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EarthBound have a lot of copy protections methods. There is one which spawn more ennemies, one that erase your save after a boss before the end of the game, etc... I wouldn't play it before being sure the emulation don't trigger them personally ^^; (some old PC emulators were triggering them).

http://earthboundcentral.com/2011/05/earthbounds-copy-protection/

And if you read one of my posts that followed that post, you'd find out that the issue has been fixed already :P
 
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StapleButter, are you going to continue making builds in formats other than .3dsx, so that in the future CFW and Gateway users could launch them with ease?
Thanks for your work
 

DigitalJosee

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Hi staple,

I want to report a bug, I was playing Mario AllStars + SMW and the emulator freezes, yes the EMULATOR freeze, not the game, it happened more than one time, I can't exit the game.
Other I found is that I can't exit a game a start other, it freezes when I click "A".

Thanks you and sorry for my bad English
 

Kikirini

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Finally got around to installing Ninjhax, and I'm very impressed with this! Been playing Shadowrun constantly, it runs very smoothly.
By the way, how does one exit the emulator back to the homebrew launcher? I can't seem to figure it out.
 

AndrewPH

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Finally got around to installing Ninjhax, and I'm very impressed with this! Been playing Shadowrun constantly, it runs very smoothly.
By the way, how does one exit the emulator back to the homebrew launcher? I can't seem to figure it out.

Pause the game and press the button to switch games, then look for a red 'x' in the top-right corner of the bottom screen.
 
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