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

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DiscostewSM

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Here's one I just made from the latest ctrulib (ccb36c8c87db35185a2c89dcd2f6d5a0290f339a) and the latest BlargSNES master (baadd6b1cecadbd6b5ea02d7e0660133fcf24ec7). Aemstro is from early December since the newest one doesn't compile blargSNES's shader files..

Edit: re-uploaded with 3dsx compile too.

Remember that this build is unofficial and unsupported by StapleButter and DisoStew. Do NOT bother them with bugs found in this build.


While I don't support unofficial builds, I will make mention of some things. if this is built from the version that recently implemented echoes, then you may experience some echo feedback problems. This was fixed in a later version, but has not been merged with the master. ctrulib has also been through a number of changes, like auto-initialization of various services and changes to file access. Whether the old commands still work, I'm not sure, so I can't comment on that.
 

VinsCool

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While I don't support unofficial builds, I will make mention of some things. if this is built from the version that recently implemented echoes, then you may experience some echo feedback problems. This was fixed in a later version, but has not been merged with the master. ctrulib has also been through a number of changes, like auto-initialization of various services and changes to file access. Whether the old commands still work, I'm not sure, so I can't comment on that.

So far it works fine for me. minor echo feedback issue on ct music library and that is :)
 

daxtsu

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While I don't support unofficial builds, I will make mention of some things. if this is built from the version that recently implemented echoes, then you may experience some echo feedback problems. This was fixed in a later version, but has not been merged with the master. ctrulib has also been through a number of changes, like auto-initialization of various services and changes to file access. Whether the old commands still work, I'm not sure, so I can't comment on that.


It's built from the latest master branch, so yeah, it includes your echo code from pull request #9. I did have to change gfxInit to gfxInitDefault for it to compile, but everything is working fine so far (some of the echo effects in Breath of Fire 2 are buggy, but it still sounds glorious otherwise).

Slightly off-topic: I took some screenshots of blargSNES running Breath of Fire II, retranslated. It has a few minor graphics glitches with the transparent dialog boxes, but I've not seen any other visual issues so far.

http://imgur.com/a/Alj27
 
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themperror

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wow, I thought it was the emulator but it seems the game doesnt support it (Super mario world) I was confusing it with super mario world advance 2 (GBA version) which does have it...
 

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Wow, what a huge difference in sound quality between 1.2 and that latest unofficial build! Can't wait for 1.3!

P.S: If you've got time, I'd really appreciate it if you could fix the HUD in Wild Guns. Currently the colours are all inverted. Not a big deal, the rest of the game is playable, with some minor graphical bugs on the player when jumping.
 

Arisotura

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So....


blargSNES 1.3 is out. Check out the first post, as usual.


So what are the highlights of this release?

Graphics improvements

DiscostewSM has been helping add new features to the hardware renderer. Hires modes and offset-per-tile are now supported, and some of the glitches that have been observed before have been fixed, too.

The changes were not backported to the software renderer. I'm not even sure if that renderer will be maintained once hardware supports midframe palette changes. Software is accurate but is unable to reach true 60fps on the 3DS, no matter how optimized it is.

All rendering in blargSNES was also modified to take advantage of the PICA geometry shaders. This divides memory usage for vertices by 3, and also provides a little speedup.

Audio improvements

Yeah, improvements in the audio department too. We're still stuck using CSND sadly, but DiscostewSM excelled where I failed. Audio quality is near perfect now. Oh and it also supports things like noise, echo, pitch modulation...

Sound output is also done in proper stereo now, the left and right channels are no longer mixed together on both speakers.

Emulation improvements

The main emulation loop has been rewritten, allowing for more accuracy, saner code, and potential speedups. IRQ/NMI behavior has been revised and is much closer to that of the real SNES.

The only downside to this is that SPC700 timing is still not correct. It's better, but not quite there yet. Some games were fixed, others were broken.

Interface improvements

Uh yeah, what's a good emulator without a good interface?

DiscostewSM modified the ROM selector so that it's also able to browse through folders. When starting a ROM, it saves the folder the ROM was in, too.



Plans for the future

Working hard on the fragment lighting system. I have an idea involving it to emulate color palettes. It would be helpful in emulating midframe palette changes, too.

Oh and the damn SPC700 timing issue. And more emulation fixes.
 
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