Homebrew SNES9x for Old 3DS

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How does one go about compiling the recent commits? I have time on my hands to test a couple hundred games.
 
For 3dsx just instal devekitpro and type make. I can share with you the last 3dsx version if you want. For cia version I don't know....
 
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Those graphic layering is kinda funny, i tried it with super mario all stars and stuff was phasing out of pipes and item blocks. The sound for some reason i know isn't perfect but i like when you get power up sounds, reminds me of a mario flash game. :D

So umm there seem to be huge layering problems. Especailly with games that makes obsessive use of it like Super punch out, donkey kong country, killer instinct or chrono trigger :P
 
Found a small bug in sprite/layer ordering in Chrono Trigger using the latest commit (as of this post). I barely caught it, but reproduced it several times.

KqtoSHK.png


Super Punch Out works decently, despite gratuitous frameskipping that somehow doesn't affect gameplay. Graphical bug found with the scrolling background on the hi-score screen that displays after each fight though. Nothing gamebreaking.

laPrqOP.png


EDIT: My SD Card reader decided to die. What wonderful timing. I'll still contribute, but photos may be of potato quality until my new one gets here. I didn't have any FTP service installed on my o3DS :/
 
Last edited by ArtemisM,
@mqk9999 I compiled for you, but I don't know if works.. please try this:

http://tinyurl.com/hcsnzfq

you know : if i were you i'd offer compiled stuff only if you mention where you took the source from (for example: here is the compiled code, taken from some github branch followed by certain commit number). Otherwise if a bug happens you'll confuse devs (we dont want to confuse devs!)

:p
 
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than
you know : if i were you i'd offer compiled stuff only if you mention where you took the source from (for example: here is the compiled code, taken from some github branch followed by certain commit number). Otherwise if a bug happens you'll confuse devs (we dont want to confuse devs!)

:P
Thanks. I edited the post above!
 
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Dunno if this was brought up, but Mystic Quest has stuttering issues due to it being one of the few games that use SRAM as temporary storage. The stuttering is the emulator saving the SRAM to a file every so often due to writes having been done within each update period. You see this in battles and particularly in the first town.
 
Dunno if this was brought up, but Mystic Quest has stuttering issues due to it being one of the few games that use SRAM as temporary storage. The stuttering is the emulator saving the SRAM to a file every so often due to writes having been done within each update period. You see this in battles and particularly in the first town.

i guess all games that do this would stutter now. a few updates back, the timer that wrote sram to the sd was lowered from like 30 seconds, since some people were losing their saves.
but other than changing the sram timer on a per game basis, i'm not sure how this kind of behavior could be addressed. maybe a timer that only writes to sram after x seconds have passed without any changes to sram? that would maybe tone down the stuttering a little. but not completely.
or save sram to sd only when switching games/closing the emulator... but then, people might lose saves because of crashes/different shut downs of the 3ds
 
i guess all games that do this would stutter now. a few updates back, the timer that wrote sram to the sd was lowered from like 30 seconds, since some people were losing their saves.
but other than changing the sram timer on a per game basis, i'm not sure how this kind of behavior could be addressed. maybe a timer that only writes to sram after x seconds have passed without any changes to sram? that would maybe tone down the stuttering a little. but not completely.
or save sram to sd only when switching games/closing the emulator... but then, people might lose saves because of crashes/different shut downs of the 3ds
Here's my thoughts.

- Option to turn off automatic SRAM saving on a game-to-game basis
- Automatically save SRAM when going to emulator options (touching the bottom screen) if any changes were made.
- If a game is making frequent yet real small changes to SRAM while auto-saving is enabled, perhaps print a message on the bottom screen stating the game maybe using SRAM for temporary storage and may benefit from disabling auto-saving.
 
Alright, I just tried out the emulator today (the CIA more specifically), and I tested out a few games that aren't on the list yet; namely Uniracers, Tetris & Dr. Mario, and Tetris 2.

Here's what I found for each of them:

Uniracers- occasionally has a lower FPS rate that causes it to run in slow motion, but otherwise runs pretty well. I found enabling frameskip and having a max of 4 frames helped here.
Tetris & Dr. Mario- minor sound issues for both Tetris and Dr. Mario, otherwise plays perfectly.
Tetris 2- plays perfectly.

So yeah, great work so far.
 
I don't know if this will help, however I will try to describe the problem in Mickey to Donald - Magical Adventure 3 (Japan) (I am using a fan translation by RPGOne, btw) with more details.

I decided to compile lastest commit (52348ed13114bab63cdd69241f73cae42ff12255), and the issue with the boss not appearing is fixed. The problem of the crow in the animation pre-boss is still there, however this is a minor issue.
 
ActRaiser 2 freezes when you go to enter a stage (when the mode7 spiral zoom-in begins)

Oddly enough, it's not the only emulator that I've seen this happen in. Maybe something special is going on? ActRaiser 1 doesn't freeze when employing the same effect.

Secret of Mana has garbage font/text rendering and distorted BGM, among other things.

Weapon Lord has major stuttering with voice samples as well as significant slowdown, but not much in the way of graphical glitches.

Contra III has significant slowdown when employing anything that uses the effect that the invulnerability barrier and smart bombs use. I was able to overload the game to a dreary 45f frameskip (!) when fighting the Stage 1 end boss by using the cluster shot and spamming the smart bombs (though this would lag the actual hardware somewhat anyways). On stage 2 (the mode7 gimmick highway), layering is incorrect and displays the player as if he were on top of an overpass when walking underneath. This issue also occurs on the stage 2 end boss. The player displays above the boss sprite when the boss is "over" the player. Additionally, the street markers incorrectly display on top of the boss (o.O) instead of under (this does not happen to the player sprite)
 
Last edited by ArtemisM,
@mqk9999 I compiled for you, but I don't know if works.. please try this:

http://tinyurl.com/hcsnzfq

Used version 52348ed from github https://github.com/bubble2k16/snes9x_3ds

Hello, what flags did you use to build that CIA? @bubble2k16, that CIA works fine on Gateway.

Edit: The DKC1 improvements are impressive.

Edit2: The flicker when the sword strikes the intro text on A Link to the Past seems to be functioning correctly. It wasn't before, at least on the 3dsx version of v0.35.

Also there's a slight (I don't notice it) frameskip introduced (1) on the ALttP but that could just be the extra debugging features slightly slowing it down.
 
Last edited by LongTimeLurker,
I just found the time to try this emulator and what can I say? Thanks for letting me relive the joys of my childhood on my O3DS :) While some things still need to be fixed (for example after I finished the last race of a cup in Super Mario Kart, some of the graphics would glitch out), there are a lot of games that are running perfectly already. I also played some Kriby's Ghost Trap which was working perfectly fine, along with some A Link To The Past and Dr. Mario & Tetris.
 

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