I don't think so, but you can use Ninjhax if you don't want to get a flashcard, but for the price, it might be better to get directly a gateway (or a sky3DS to use Cubic Ninja rom in order to load Ninjhax).
He updated ctrcommon to implement more shared graphic utilities. It's just refactoring for the emulators.New update on github. I can't compile. So don't know if it plays any better..
linking FCEUMM3DS.elf
11625233 relSymAddr=00D492A1 relSrcAddr=002389F8 topAddr=00375000
Relocation to invalid address!
Yeah i can't build the latest either, not sure if the problem is something on my end or not but it gets as far as linking the elf and throws...
ctrcommon / ctrulib etc are all up to date.
Code:linking FCEUMM3DS.elf 11625233 relSymAddr=00D492A1 relSrcAddr=002389F8 topAddr=00375000 Relocation to invalid address!
Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.
I saw one of you commits and I had an idea. Since the NES already outputs at 240p, wouldn't it be possible to write directly to the Final output buffer. Sure you would lose the ability to (easily) correct the 4:3 ratio, but as a bonus you wouldn't have to deal with the z-curve order shit that goes on in the Textures or the gpu frame buffer.Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.
I saw one of you commits and I had an idea. Since the NES already outputs at 240p, wouldn't it be possible to write directly to the Final output buffer. Sure you would lose the ability to (easily) correct the 4:3 ratio, but as a bonus you wouldn't have to deal with the z-curve order shit that goes on in the Textures or the gpu frame buffer.
I actually haven't looked at the hardware close enough to know if it's possible or what caveats there would be, but it should offer a decent speed up.
Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.
It crashed my N3DS when I went to options and I had to make another folder with 5 roms in it apparently it didn't like the folder with over 750 roms lol
I was looking at NESDEV and I saw this. Christ, I didn't know the NES games were practically racing the beam.The command used to copy the frame to the texture (GX_SetDisplayTransfer) is already fairly quick. I did try what you suggested, but it ran at pretty much the same speed.
If I could get rid of the buffer translation here, at the very least Super Mario Bros. may be boosted up to full speed. I just need to figure out a good way of writing the color values as RGB565 values in the first place without messing things up.
Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.