Homebrew [RetroArch] Nightly builds here!

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Street Fighter Alpha 3 and Marvel Super Heroes Vs Street Fighter work in CPS2 on the newer builds now. <3
(Now if only Marvel Vs Capcom did...)

EDIT: New 3DS .3dsx
 
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Okay I'll help bring it back on topic.

I've copied some MegaCD games to my New 3DS. These are in .iso and .ogg format because this is the format required by Retroarch on the Wii. I expected the 3DS version to have the same requirements but the audio doesn't play.

What's the required format for compressed sound? .mp3? What specification? Using either Genesis Plus GX or Picodrive.
 
Okay I'll help bring it back on topic.

I've copied some MegaCD games to my New 3DS. These are in .iso and .ogg format because this is the format required by Retroarch on the Wii. I expected the 3DS version to have the same requirements but the audio doesn't play.

What's the required format for compressed sound? .mp3? What specification? Using either Genesis Plus GX or Picodrive.
I think it's MP3/WAV/OGG.
I think it prefers WAV though.

I suggest you go for the full ISO or a BIN since I think those already have the songs in there.
 
I think it's MP3/WAV/OGG.
I think it prefers WAV though.

I suggest you go for the full ISO or a BIN since I think those already have the songs in there.
Yeah, I'm just trying to use compressed sound to save a bit of space on my 16GB card.

Is there a noticable performance hit in using compressed sound?
 
Does Super Ghouls n' Ghosts work in CSP1 yet?
I don't remember if I tried the normal one or Super. Whichever one I tested did work though.
(Girlfriends playing Happy Home Designer on my system or I'd check for you.)

EDIT: Browser history says normal Ghouls n' Ghosts is what I tried, and that worked like a charm. Haven't tried Super then. But it looks like 23mb and under roms are working now in CPS2 from my experience.

EDIT2: If anyone wants a crazy SHMUP to play, try GigaWing in CPS2. Amazing game and runs great on n3DS. :)
 
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Dont bet on it. Anywhere from 15-24FPS. Been there for a while
Sounds good enough. :P
This is the only emulator I truly care about in terms of full compatibility, seeing as how limited the library for it is too. xD
Yeah, I'm just trying to use compressed sound to save a bit of space on my 16GB card.
Is there a noticable performance hit in using compressed sound?

I don't know to be honest, but my suggestion would be to first try uncompressed audio, and if that works, THEN try to make compress audio work.
I think that's how most emulators tend to implement audio as a first instance.
 
libretro's Snes9x core is 1.53. It uses Blargg's APU afaik.
CATSFC is based on 1.43 and it doesn't but CATSFC-Plus is CATSFC plus blargg's APU.

Awesome, didn't know that, I assume that Snes9x next is as fast as it will be on the 3DS? Mostly curious about optimizations and all that :P
 
yeah, that was my point lol

this on is based on snemulds sound core, but staplebutter and discostewsm made it very good for the 3ds :)

It's pretty good, but accuracy is rather bleh when you look at the code. What blargSNES does (and this is not to offend StapleButter, because he did a great job with it) is groups the DSP writes together as they come in, and then processes them all at once. Then the audio mixer takes the final state after those are processed, and does its own processing of the audio. This differs from how CATSFC anf SNES9X handle audio as far as I'm aware. Based on my understanding, they process audio samples alongside individual DSP writes rather than groups, much closer to how the original SNES handled it. This, however, requires more CPU power, and possible makes it harder to push to the 2nd core, which blargSNES does to relieve the main core that handles practically everything else.

You might not hear a problem in most runnable games in blargSNES because they won't make so many DSP writes, but a game like Chrono Trigger (as tested with the Satellaview music library) has music that is very active when it comes to DSP writes, insomuch that there will be missing notes from time to time.
 
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It's pretty good, but accuracy is rather bleh when you look at the code. What blargSNES does (and this is not to offend StapleButter, because he did a great job with it) is groups the DSP writes together as they come in, and then processes them all at once. Then the audio mixer takes the final state after those are processed, and does its own processing of the audio. This differs from how CATSFC anf SNES9X handle audio as far as I'm aware. Based on my understanding, they process audio samples alongside individual DSP writes rather than groups, much closer to how the original SNES handled it. This, however, requires more CPU power, and possible makes it harder to push to the 2nd core, which blargSNES does to relieve the main core that handles practically everything else.

You might not hear a problem in most runnable games in blargSNES because they won't make so many DSP writes, but a game like Chrono Trigger (as tested with the Satellaview music library) has music that is very active when it comes to DSP writes, insomuch that there will be missing notes from time to time.

I am curious though, could BlarggSnes use the Blargg S-SMP at some point or would the fact it's cycle-accurate drastically affect performance? I'm curious to how much the 3DS could handle in terms of SPC700 accuracy.
 
I am curious though, could BlarggSnes use the Blargg S-SMP at some point or would the fact it's cycle-accurate drastically affect performance? I'm curious to how much the 3DS could handle in terms of SPC700 accuracy.
I can't really say. I understand some of StapleButter's audio code from the DSP and after, but the entirety of SPC700 (and how it connects with the rest of the emulator) is still rather foreign to me. I've mainly been tinkering with the rendering, thinking of ideas to more automate hardware rendering so the CPU won't spend as much time building up lists for the GPU to execute.
 
Looking for an SNES emu to replace BlargSNES since active development seems to have ceased on it. Which Retroarch SNES emu would be an upgrade? (9.9 N3DS) CatSFC, CatSFC + or SNES9X Next? I've tried all of them but with my Super Mario All-Stars + Super Mario World (USA) ROM the controls seem broken or it just freezes after the intro stage in Super Mario World. Worked fine in BlargSNES
 
Looking for an SNES emu to replace BlargSNES since active development seems to have ceased on it. Which Retroarch SNES emu would be an upgrade? (9.9 N3DS) CatSFC, CatSFC + or SNES9X Next? I've tried all of them but with my Super Mario All-Stars + Super Mario World (USA) ROM the controls seem broken or it just freezes after the intro stage in Super Mario World. Worked fine in BlargSNES
CATSFC is the best in terms of speed. CATSFC Plus is slower but has a more accurate audio core. Snes9x Next is slow.

The issue you have is a known bug and also affects Mario Bros 3. Standalone Mario World doesn't have that issue though, so use that instead.
 
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