Homebrew [RetroArch] Nightly builds here!

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Then punch me in the face and call me Meiling, I apparently didn't realize that. >.> Then I guess it IS doable.
Whelp, better fix that C-stick then!

http://quake.drunkencoders.com/index_q2.html

LOL the slot 2 cart was to provide the 16mb of RAM. 3DS would blow that cap in seconds. It's a shame it's been so long and it hasn't been ported....yet.
 
Okay, I took another shot at getting backlight control to work, and succeeded this time. gsp::Lcd seems to require some sort of service check patch that most others don't (or at least, that's how it seems to be). If I boot NTR on top of Reinand, then I can turn the bottom screen's backlight on and off as much as I want, with it no longer randomly coming back on (more testing is needed though).

Nice! Hope aliaspider will implement your code! :)
 
http://quake.drunkencoders.com/index_q2.html

LOL the slot 2 cart was to provide the 16mb of RAM. 3DS would blow that cap in seconds. It's a shame it's been so long and it hasn't been ported....yet.

And with the N3DS's... er, what did Pleb say earlier, like 800mhz?
With that, it SHOULD be able to play something like that flawlessly.
However, Retroarch is mainly for UNIVERSAL cores that work across ALL platforms, 3DS or otherwise.
So unless we wanna use THAT as the main port... err, it may not work as smoothly when going over with the Libretro team.
Maybe as a seperate homebrew discussion, I'd LOVE it especially with the N3DS libs to get the extended buttons and C-stick working.
 
Nice! Hope aliaspider will implement your code! :)

There's one showstopper: if the currently running application still has a handle to gsp::Lcd when the home button is pressed (in other words, if the application is "using" the Lcd service), the console will freeze. So at the moment, the best way to handle turning the backlight on and off seems to be getting the handle (a.k.a. asking for the Lcd service), turning it on/off immediately, then closing the handle (a.k.a. giving it back to the 3DS OS). With most services, you don't have to worry about that, but with Lcd, you do.

Edit: This also means that turning the backlight off completely will only work on 9.2 and below. You can poke the registers directly like I did some pages back (which should work on any firmware), but it's not worth it.

Edit 2: I've had the bottom screen off for over 10 minutes now without it randomly coming back on, so I think gsp::Lcd is the clear winner here..
 
Last edited by daxtsu,
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And with the N3DS's... er, what did Pleb say earlier, like 800mhz?
With that, it SHOULD be able to play something like that flawlessly.
However, Retroarch is mainly for UNIVERSAL cores that work across ALL platforms, 3DS or otherwise.
So unless we wanna use THAT as the main port... err, it may not work as smoothly when going over with the Libretro team.
Maybe as a seperate homebrew discussion, I'd LOVE it especially with the N3DS libs to get the extended buttons and C-stick working.
You could port it fine along the other RetroArch stuff. I think you're overestimating how weak the 3DS is. This would work on o3DS.
 
You could port it fine along the other RetroArch stuff. I think you're overestimating how weak the 3DS is. This would work on o3DS.

Apologies. ^^;
It could. I'm just saying with how the point of Retroarch is universal and stuff, but yeah. Absolutely NOTHING against it.
 
And with the N3DS's... er, what did Pleb say earlier, like 800mhz?
With that, it SHOULD be able to play something like that flawlessly.
However, Retroarch is mainly for UNIVERSAL cores that work across ALL platforms, 3DS or otherwise.
So unless we wanna use THAT as the main port... err, it may not work as smoothly when going over with the Libretro team.
Maybe as a seperate homebrew discussion, I'd LOVE it especially with the N3DS libs to get the extended buttons and C-stick working.

you're right..quake 1 has a Tyrquake RetroArch Lib already o_O

Quake 2 is completely a different discussion (unfortunately)
and to avoid going off further topic about the RetroArch ecosystem. I think the Quake 2 discussion is done. for now...
 
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There's no Quake 2 core, just Quake 1.

In order for them to port Quake 2 they'd need a core first.

Yeah. We were discussing how a Quake 2 core WOULD be (And doubly about Quake 1's existing core).
But what port exactly to use as the base...?

Edit1: Good note for PCE: Savestates are lethal.
Directional controls go Haywire until you savestate then loadstate again. It seems to do this every other savestate.
 
Last edited by SeongGino,
Speaking of Quake and Doom... does Retroach3DS have access to wireless?

even if it did, tyrquake's network code was stripped from the core and it would need a bespoke server based on the core modified code since the iteration model is different from the standalone tyrquake.
not sure about prboom but I think the iteration model has changed too.. even if it didn't we don't have a way to enter settings such as server IP address or anything like that so even if it worked it would be unusable.

Regarding RetroArch's builtin rollback based netplay is quite resource intensive so it's not likely to work well on the 3ds. Also it relies on savestates and I think savestates are not really stable from what I've read on this thread.
 
Last edited by Radius4,
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