Homebrew [RetroArch] Nightly builds here!

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teampleb

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They need to fix the screen tearing thing in the Sega one and it would be BRILLIANT

seriously as much as I have had fun playing my Sega games I do wish the screen tearing was fixed and wishing it will soon so I can continue going crazy on my games
I would like it for the catsfc emulator too. It's by far the best SNES emulator on n3DS. :)
 
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Jacobeian

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Honestly, all they need to do is fix that screen tearing issue and I could use most of these as my primary emu.

They need to fix the screen tearing thing in the Sega one and it would be BRILLIANT

seriously as much as I have had fun playing my Sega games I do wish the screen tearing was fixed and wishing it will soon so I can continue going crazy on my games

Have you tried playing with Retroarch video settings? I think this is caused by upscaling when no filtering is applied. I know you can setup Retroarch to use integer scaling or change the aspect ratio to 1:1, which would likely remove any upscaling artefacts, but i am not sure if this is implemented on 3ds port.
 

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Video scaling is not currently available on RetroArch 3DS builds. The issue is indeed tearing, though, as in pictures not locked to vblank (even with VSYNC enabled in the settings). The tearing is vertical rather than horizontal because the 3DS screens are actually vertical-orientation screens turned sideways. It's not a scaling/filtering issue: currently the screen is just bilinear filtered to fill the entire screen, which looks bad but at least doesn't result in the pixel warping you'd get from doing the same without filtering the image.

EDIT: A great place to test this is anything that does flashing on a frame-by-frame basis. The only one I can think of off the top of my head is Alex Kidd in Miracle World for the Sega Master System; the title screen logo flickers seizure-inducingly by design. When running under RetroArch you can see the tearing interfere with this effect such that the second half of the screen will be updated. The tearing does seem intermittent, so you might not observe it on the first loop of the attract mode, but it should become clear eventually.

EDIT2: OK, I did some screwing around with this, the issue appears to be that RetroArch is currently not able to autodetect the refresh rate and just uses whatever its default is. Take a look at Settings > Video for "Refresh Rate". I've forgotten what the default was, but try reducing this manually to 59.834 or so. I don't know that this is precisely correct, but it seems to improve (eradicate?) the tearing issue. Knowing the exact refresh rate would be useful here, but this certainly seems (more) functional.
 
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teampleb

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EDIT2: OK, I did some screwing around with this, the issue appears to be that RetroArch is currently not able to autodetect the refresh rate and just uses whatever its default is. Take a look at Settings > Video for "Refresh Rate". I've forgotten what the default was, but try reducing this manually to 59.834 or so. I don't know that this is precisely correct, but it seems to improve (eradicate?) the tearing issue. Knowing the exact refresh rate would be useful here, but this certainly seems (more) functional.
Huh, that kinda works. It's still there but not as much. Turn it up to 59.999 Hz.
 
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SLiV3R

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Video scaling is not currently available on RetroArch 3DS builds. The issue is indeed tearing, though, as in pictures not locked to vblank (even with VSYNC enabled in the settings). The tearing is vertical rather than horizontal because the 3DS screens are actually vertical-orientation screens turned sideways. It's not a scaling/filtering issue: currently the screen is just bilinear filtered to fill the entire screen, which looks bad but at least doesn't result in the pixel warping you'd get from doing the same without filtering the image.

EDIT: A great place to test this is anything that does flashing on a frame-by-frame basis. The only one I can think of off the top of my head is Alex Kidd in Miracle World for the Sega Master System; the title screen logo flickers seizure-inducingly by design. When running under RetroArch you can see the tearing interfere with this effect such that the second half of the screen will be updated. The tearing does seem intermittent, so you might not observe it on the first loop of the attract mode, but it should become clear eventually.

EDIT2: OK, I did some screwing around with this, the issue appears to be that RetroArch is currently not able to autodetect the refresh rate and just uses whatever its default is. Take a look at Settings > Video for "Refresh Rate". I've forgotten what the default was, but try reducing this manually to 59.834 or so. I don't know that this is precisely correct, but it seems to improve (eradicate?) the tearing issue. Knowing the exact refresh rate would be useful here, but this certainly seems (more) functional.

59.834.... Where did you find out about that exact rate?
 

Vague Rant

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@SLiV3R It's roughly the framerate RetroArch reports when just sitting around in the menu. I figured it was probably fairly close to the screen's refresh rate.

@teampleb Yeah, I'm seeing the same behavior here, sometimes the tear will appear and others not with this refresh rate. Try opening the RetroArch menu and returning to the game a few times and watch the FPS counter in the bottom left of the touch screen. Eventually it should start to hover around 59.8338 relatively solidly; once it becomes stable like this the tearing seems to stop appearing. Don't ask me what causes it to stabilize, though, your guess is as good as mine.
 

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Sonic 3D is one game that tears extremely badly and even setting to 59.999Hz doesn't seem to help. :(
 

teampleb

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Video scaling is not currently available on RetroArch 3DS builds. The issue is indeed tearing, though, as in pictures not locked to vblank (even with VSYNC enabled in the settings). The tearing is vertical rather than horizontal because the 3DS screens are actually vertical-orientation screens turned sideways. It's not a scaling/filtering issue: currently the screen is just bilinear filtered to fill the entire screen, which looks bad but at least doesn't result in the pixel warping you'd get from doing the same without filtering the image.

What's weird is that the old builds that were posted on GBATemp way back didn't have the vsync issue. Maybe there was a regression?
 

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Snatcher works great on the 9/11 Genesis build with Model 1 Sega CD BIOS. Some audio issues (seems to double voice rarely) and I've only just got to the target practice, but early game seems to work almost perfect.
 

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I wonder, could we take these (if source is available), and modify them? Was thinking that we could use the hardware-rendering techniques used by blargSNES and apply them to catSFC/snes9X so people with o3DS (and n3DS for various games) could run them closer, if not, 60fps.
 

teampleb

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I wonder, could we take these (if source is available), and modify them? Was thinking that we could use the hardware-rendering techniques used by blargSNES and apply them to catSFC/snes9X so people with o3DS (and n3DS for various games) could run them closer, if not, 60fps.
They're all open source and freely available. If you'd like to try, go for it. Here's the source code: https://github.com/libretro/RetroArch
 
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Radius4

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I wonder, could we take these (if source is available), and modify them? Was thinking that we could use the hardware-rendering techniques used by blargSNES and apply them to catSFC/snes9X so people with o3DS (and n3DS for various games) could run them closer, if not, 60fps.

Everything is open source, the cores and the frontend.
And yeah HW acceleration would help in some cases, actually aliaspider made a hw accelerated mednafen_pce port for the PSP and it's very nice.
 
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Stack3r

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No need to wait! I made one via remote control with my cel phone. hope everyone likes it. :nds::yay:

0SHf3XF.jpg

Can you make a variant for cat?
 
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DiscostewSM

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They're all open source and freely available. If you'd like to try, go for it. Here's the source code: https://github.com/libretro/RetroArch

Everything is open source, the cores and the frontend.
And yeah HW acceleration would help in some cases, actually aliaspider made a hw accelerated mednafen_pce port for the PSP and it's very nice.

It's an idea, but I think for the moment, I'll continue with blargSNES, mainly because I understand that much better and that I want to make sure my ideas actually work first.
 
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Radius4

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catsfc needs some love, at least from my testing on PC, I think it doesn't support SRM saving/loading.
I think it was initially ported with hopes of it being a solution for PSP and it didn't really pan out, the PSP is too slow...
 
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