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Where did you read that?Did i just read at NeoGAF that GBA Core (gpsp?) got GPU access? Is this a thing now or a mere announcement?

Where did you read that?Did i just read at NeoGAF that GBA Core (gpsp?) got GPU access? Is this a thing now or a mere announcement?
Where did you read that?
Completely worthless for piracy.From the thread dedicated to 3DS Homebrew
people in those threads are basically told that a non 9.2 firm O3DS is worthless
Thank you, I thought something was up when it really wasn't anything. Hopefully someone has an answer to fast forward though. I'm going to presume this is as fast it will go with this emulator, unless I'm missing something.you can't load/save configs manually currently.
just don't touch those and config will load and save fine by itself.
@daxtsu, yeah where is that PR ?![]()

yes, there is no frameskip in retroarch.Edit: I guess Fast forwarding is just turning off V-Sync and since we aren't running gba roms way above their speed it's not going to change much :e

yes, there is no frameskip in retroarch.

Having trouble with the Retroarch MGBA on N3DS(3dsx) for Fast Forward toggle/hold. I've no idea if it's working after binding it, Vsync ,Audio sync off, and FPS goes up to 60->90 on PKEmerald, but it's not nearly the fast forward speed I was hoping for if it is working. I have it at 10x maximum speed in the options, from what I'm guessing is the correct place to edit it, and I can't seem to find a frame skip option to see if I can make it faster. I'm extremely used to the speed emus like VBA, and GameYob have when you hold fast forward, and would like to have that type of speed.

I can assure you that "Virtual Boy on 3DS" isn't a new idea.New idea: not sure if it's possible but.. Virtual boy stereoscopic 3D OMG no headaches
PCSX-ReARMed does indeed have frame skipping, but RetroArch as a whole doesn't. It's implemented specifically in that core because a lot of platforms struggle with full speed, software-rendered PSX emulation. It's a particular situation where the "no frameskipping" rule was broken to achieve better performance across so many platforms. Other emulators neither gain as much performance from frameskipping nor run better across so many platforms with it, so it's very much a special case.What about the frame skip option under "quick menu?"
Brilliant stuff! This runs full speed on the N3DS.Okay, here's an unofficial "port" of RetroArch's fMSX core. I haven't figured out a way to save games yet, so this is more of a proof of concept than anything.
Don't ask for tech support for this build, I just wanted to show that fMSX can run on the 3DS just fine.
The control bindings are as follows (mainly hard-coded for Metal Gear 1 and 2; unfortunately, MSX games don't have a standard control setup as far as I know):
A: Joystick button A
B: Joystick button B
X: Keyboard button F3
Y: Keyboard button spacebar
L: Keyboard button F4
R: Keyboard button F5
Directional pad: Joystick directional pad
Start: Keyboard button F1
Select: Keyboard button F2
To set it up, grab all of the ROMs from https://github.com/libretro/fmsx-libretro/tree/master/fMSX/ROMs and stick them in RetroArch's system folder, like you would any other BIOS files. After that, grab a ROM for your favourite game (I only tested Metal Gear 1 and 2) and enjoy. You might need to set the machine type in Core Options -> MSX Mode to get different games working. Metal Gear 1 and 2 run fine with MSX2+.
As for source code, I'll just post the tiny edits I made here, so you can reproduce it from scratch:
Retroarch's /ctr/Makefile.cores (add this somewhere in the big chain of platform comparisons):
Code:else ifeq ($(LIBRETRO), fmsx) APP_TITLE = fMSX #APP_DESCRIPTION = Retroarch 3DS APP_AUTHOR = Marat Fayzullin APP_PRODUCT_CODE = RARCH-FMSX APP_UNIQUE_ID = 0xBAC16 APP_ICON = ctr/fmsx.png #APP_BANNER = ctr/libretro_banner.png #APP_AUDIO = ctr/silent.wav
In fMSX's libretro.c (make joystate global):
Code:int joystate; // ...further on down in the file unsigned int Joystick(void) { return joystate; } // ...even further on down, in retro_run // When you see this stuff: // for (i=0; i < sizeof(keymap)/sizeof(keymap_t); i++) // if (input_state_cb(0, RETRO_DEVICE_KEYBOARD, 0, keymap[i].retro)) // KBD_SET(keymap[i].fmsx); joystate = 0; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP)) joystate |= JST_UP; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN)) joystate |= JST_DOWN; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT)) joystate |= JST_LEFT; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT)) joystate |= JST_RIGHT; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A)) joystate |= JST_FIREA; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B)) joystate |= JST_FIREB; if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START)) KBD_SET(KBD_F1); if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT)) KBD_SET(KBD_F2); if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X)) KBD_SET(KBD_F3); if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L)) KBD_SET(KBD_F4); if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R)) KBD_SET(KBD_F5); if (input_state_cb(0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y)) KBD_SET(KBD_SPACE);

That's odd - is it just me or is the latest nightly available only from the 10th?
Site should be back up already but builds might be a day or so behind

Gambatte?Yay for fullspeed Metal Gear on the both O3DS and N3DS! Just tested and it works great.
Yay for fullspeed Metal Gear on the both O3DS and N3DS! Just tested and it works great.
Metal Gear?!Yay for fullspeed Metal Gear on the both O3DS and N3DS! Just tested and it works great.

It says what each core emulates in OP.Is there a Site or Thread with the information which Core does what and currently runs the best?

