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

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davhuit

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I tried to search for a quick option to go through all roms but didn't find one yet. I think we already talked about before and so, I was curious to know if it was planned or not? (it's a real pain to go through the roms list if you have hundred of roms. Would be nice to be able to switch through letters with L/R, and through page to page with left/right or something like that).
 

dronesplitter

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Just tried the emulator out, I'm impressed at how perfect super mario all stars played. Finally have mario on the 3ds since nintendo refuses to put a proper compilation on it for some crazy reason... Make donkey kong country 2 work and I'll give you a cookie ^_^ What is the reason for 2/3 not working? And had anyone played through DKC1 far enough to report if its fullyplayable?

I played DKC through until the factory levels after the frozen areas. Other than the music being slow, the action seemed to run smoothly with no noticeable slowdown.
 

piratesephiroth

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ARMS INSTALLATION COMPLETED
GOOD LUCK

ec83906e1c.jpg
 
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RocketRobz

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Source won't compile. I get this:
python /aemstro_as.py /c/devkitPro/blargSnes-master/data/final.vsh ../final.vsh.
shbin
make[1]: python: Command not found
make[1]: *** [final.vsh.o] Error 127
make: *** [build] Error 2
How do I get python to be reconized as a command?
 

console

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I had Cubic Ninja and use your blargSnes Version 1.2 emulator on my red 3DS XL with Toshiba SDHC 4 GB - Class 4 and working fine. I love your snes emulator. B-)

I filled my report for you to see here for proof of working and not working games. I had test some games list:


Working


7th Saga, The (USA)
Breath of Fire (USA)
Breath of Fire II (USA)
Bust-A-Move (USA)
Donkey Kong Country (USA)
EarthBound (USA)
Final Fantasy II (USA)
Final Fantasy IV (Japan) (Rev 1) [En by J2e v3.21] [Bug Fix by Deathlike2 v1.0a] (Yang's HP Fix)
Inindo - Way of the Ninja (USA)
Kirby's Dream Course (USA)
Legend of the Mystical Ninja, The (USA)
Legend of Zelda, The - A Link to the Past (USA)
Lufia (Europe)
Megaman VII (USA)
Megaman X (USA)
Pac-Attack (USA)
Pac-Man 2 - The New Adventures (USA)
Paladin's Quest (USA)
Shadowrun (USA)
Soul Blazer (USA)
Super Bomberman 2 (USA)
Super Bomberman 4 (English - Translated)
Super Bomberman 5 (Japan)
Super Mario All-Stars + Super Mario World (USA)
Tecmo Secret of the Stars (USA)
Terranigma (Europe)
Tetris & Dr. Mario (USA)
Tetris 2 (USA)
Ys III - Wanderers from Ys (USA)






Working - Glitch, hang up, bugs


Lemmings (USA) - 2 Vertical line sides of gray flashing World glitch
Secret of Evermore (USA) - fly over World glitch
Tetris Attack (USA) (En,Ja) - World color glitch

Tecmo Secret of the Stars (USA) - messages then hang up - black (To get work, press start to skip messages then no hang up)

Arcana (USA) - messages then unplayable
Kirby's Avalanche (USA) - can't move select stages

Megaman X2 (USA) - 3 errors
Megaman X3 (USA) - 3 errors






Not Working - black screen, hang up


Brain Lord (USA) - black screen
Brandish (USA) - black screen
E.V.O. - Search for Eden (USA) - black screen
Final Fantasy III (USA) - black screen
Illusion of Gaia (USA) - black screen
Incantation (USA) - black screen
Kirby Super Star (USA) - black screen
Lagoon (USA) - black screen
Lemmings 2 - The Tribes (USA) - black screen
Lost Vikings II, The (USA) - black screen
Lost Vikings, The (USA) - black screen
Lufia & The Fortress of Doom (USA) - black screen
Mario's Time Machine (USA) - black screen
Might and Magic II - Gates to Another World (Europe) - hang up
Might and Magic III - Isles of Terra (USA) - black screen
Pac-in-Time (USA) - black screen
Robotrek (USA) - messages then black screen
Seiken Densetsu 3 (Japan) [En by LNF+Neill Corlett+SoM2Freak v1.01] [Hack by Parlance v1.0] (3 Player Edition) - hang up on music test
Star Ocean (Japan) [En by DeJap v1.0] - black screen
Super Bomberman (USA) - black screen
Super Bomberman 3 (Europe) - hang up on hudson soft logo
Super Mario Kart (USA) - hang up on nintendo logo
Super Mario World 2 - Yoshi's Island (USA) - black screen
Wario's Woods (USA) - black screen
Ys IV - Mask of the Sun (Japan) [En by Aeon Genesis v2.0] - black screen






Black screen, Frozen, error to restart - need to restart system


Chrono Trigger (USA) - black screen
Final Fantasy - Mystic Quest (USA) - black screen, unsupport vram
Final Fantasy V (Japan) [En by RPGe v1.1] [Hack by JCE3000GT v1.0] (Easy Type) - black screen
Final Fantasy VI (Japan) [En by RPGOne v1.2b] [All Bug Fixes] - black screen
Harvest Moon (USA) - error to restart
Kirby's Dream Land 3 (USA)
Lufia II - Rise of the Sinistrals (USA)
Romancing SaGa 3 (Japan) [En by Mana Sword v0.30]
Secret of Mana (USA) - hang up on squaresoft logo
Super Buster Bros. (USA)
Super Mario RPG - Legend of the Seven Stars (USA)
Tales of Phantasia (Japan) [En by DeJap v1.2] (Upper Case Font)
 

Arisotura

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Hah, nice compatibility list! Thanks :D


That's a 50% ratio between working and nonworking games. 1.3 sure will change that. It's focusing on adding accuracy, while also adding speed :)

I grabbed the 'aging cassette' test program and worked a bit on it, most of the tests on the first screen pass now. But it's getting stuck there. 'APU' is failing with code 55 and I have no idea what that is supposed to mean.

There is some TSC test by blargg that is failing. Seems severe as it reportedly passes on every emulator. But there is no source or anything and I don't feel like reverse-engineering that fucking program when I might just be going after something silly like 'unused flag X was one instead of zero'. Besides I double checked my implementations and the 65C816 docs and everything seems fine.


Bleh. The SPC700 fixes alone should be enough to bump the compatibility up noticeably.


I have yet to fix screen output. I assumed scanlines 0-223 were outputted, but infact not, it's scanlines 1-224. VBlank starts on scanline 225. Hah. Well this solves the 'fucked-up scanline 0' issue entirely.
 

loco365

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Hah, nice compatibility list! Thanks :D


That's a 50% ratio between working and nonworking games. 1.3 sure will change that. It's focusing on adding accuracy, while also adding speed :)

I grabbed the 'aging cassette' test program and worked a bit on it, most of the tests on the first screen pass now. But it's getting stuck there. 'APU' is failing with code 55 and I have no idea what that is supposed to mean.

There is some TSC test by blargg that is failing. Seems severe as it reportedly passes on every emulator. But there is no source or anything and I don't feel like reverse-engineering that fucking program when I might just be going after something silly like 'unused flag X was one instead of zero'. Besides I double checked my implementations and the 65C816 docs and everything seems fine.


Bleh. The SPC700 fixes alone should be enough to bump the compatibility up noticeably.


I have yet to fix screen output. I assumed scanlines 0-223 were outputted, but infact not, it's scanlines 1-224. VBlank starts on scanline 225. Hah. Well this solves the 'fucked-up scanline 0' issue entirely.

I have the Burn-In Test if you want to try that one. It originally hung on blargSnes, but you might be able to get it working in your testing.
 

DarkFlare69

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I know this isnt a big deal, but you should write the options to something other than "options.txt". Once a lot of applications are made, I'm sure a lot of them are gonna want to write it to options.txt. Maybe do blargSnes.txt or something.
 

DarkFlare69

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It's always been like that, since blargSNES 1.2. 1.1 and older didn't have settings.

What made you think the settings file was options.txt, by the way?
Oh, well i have the latest version and it puts settings to options.txt on the root of the sd card. Or i could be retarded and it goes to another application, but i think its this one..
 

Arisotura

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The name I coded in is blargSnes.ini, and there is no mention of options.txt in the code, so that'd be weird.

Just try looking at the contents of that options.txt file. The blargSNES config file is just two lines.
 
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DarkFlare69

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The name I coded in is blargSnes.ini, and there is no mention of options.txt in the code, so that'd be weird.

Just try looking at the contents of that options.txt file. The blargSNES config file is just two lines.
Yeah, this one was one line but the 2 options were like jammed next to each other. Im not on my pc to look, but it was something like this:
Code:
 something=1Somethingelse=1
 

DiscostewSM

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With the latest unofficial build, Final Fantasy V seems to be playable, but it's got some weird pattern-like scanline effects happening that affect backgrounds when a color change occurs (where it alternates between the effect and normal display) and affects sprites by not displaying them on the pattern-like scanlines.
 
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