Homebrew SNES9x for Old 3DS

  • Thread starter Thread starter bubble2k16
  • Start date Start date
  • Views Views 884,540
  • Replies Replies 2,507
  • Likes Likes 147
Second, how hard is to get SA1 chip to work? I'd love to play Kirby in Dreamland 3.

Thanks again for your hard work!

on o3ds sa1 chip games are virtually impossible to get anywhere near full speed.
halfspeed is probably what would be possible
 
Are these the proper cheat formats? Whenever the app tries to load them it garbles the "disabled" section and deletes the description.

"This is Mo from www.mightymo.net. I make cheat code packs for Nestopia, Kega Fusion and BSNES. I wanted to ask about a possible change to the .cht format. If you can edit it to match BSNES' engine, then that would be fantastic for your emulator, because I maintain a pretty tight cht database. The current syntax should be changed within the .cht files to "disabled/enabled","code","description". Here's an example:

"disabled","EDEA-1F6B+2DBF-4F6F","Invincibility"
"disabled","7E0A2A06","Infinite health"
"disabled","C235-C768","Infinite lives"
"disabled","7E1E5114","Infinite lives (alt)"
"disabled","7E1E6B14","Infinite time"
"disabled","7E1E6314+7E1E6514","Infinite Bombs"
"disabled","7E1E5B14+7E1E5914","Max coins"
"disabled","7E0A0909","Have throwing weapon"

So if you can match that, I can make a pack for SNES9X and it would have over 600 .cht files and counting."
I asume outside links are not allowed.
 
I have a quick little ultra minor bug report regarding Assault Suit Valken (the English language patched retranslation of the Japanese original).

- The text that is meant displayed in the screens in between stages (which scrolls up slowly below the graphic of the incoming level) isn't displayed.

- There's an issue with displaying a background component / sprite as a foreground one (the weapon-firing airship seen once you've made it through re-entry into Earth's atmosphere in stage 3).

Obviously none of this is game-breaking but if if there's possibly a straightforward fix it would make a rare A-Grade SNES action / shooter classic run even better.

Thanks again in any case!
 
Development is definitely on hold for a while :) too busy with my day job. I will probably only have time to come back to this early next year I guess.

I wish you good courage for your job, you gave us a beautiful present with this emu ! It will let us more time to test it deeper ;)
 
With adding that in, wouldn't it require even more processing? A reason why bubble2k16 chose an older version of SNES9x is because of its speed, iirc.

@bubble2k16 - maybe you already answered this for me before, but do you have a rough estimate for how much CPU power is used on an o3DS to handle getting everything put together for the GPU to do its thing? Like, how much of a % of the CPU does it take to create the lists for the GPU to use?
 
  • Like
Reactions: Billy Acuña
With adding that in, wouldn't it require even more processing? A reason why bubble2k16 chose an older version of SNES9x is because of its speed, iirc.

@bubble2k16 - maybe you already answered this for me before, but do you have a rough estimate for how much CPU power is used on an o3DS to handle getting everything put together for the GPU to do its thing? Like, how much of a % of the CPU does it take to create the lists for the GPU to use?
That is why I'm asking, I'm not sure how msu-1 works and how is implemented on snes9x, but hope CPU doesn't a threat.
 
  • Like
Reactions: Bu2d85
I think it was in the range of:

Core 1:
- CPU: 50%
- Graphics: 20% - 30% (it's roughly about 5% per BG layer).
- SPC: 5-10%

Core 2:
- DSP Emulation: 40%

Not too sure how MSU-1 works too. Gut feel is that reading digital sound samples off an SD card may be slow too.
 
As i remember someone mentioned it, but just in case - if snes9x is running and then close 3DS, handheld can't return from sleep mode, just black screens. it happens on v 0.63 (CIA, running on Gateway Emunand 11.2.0)
 
As i remember someone mentioned it, but just in case - if snes9x is running and then close 3DS, handheld can't return from sleep mode, just black screens. it happens on v 0.63 (CIA, running on Gateway Emunand 11.2.0)

On my A9LH+Luma3DS SysNAND 11.2 setup running v0.63, I can only reproduce this if Snes9x is suspended and you are on the home menu.
Putting your 3DS into sleep mode without suspending to the home menu is safe however.
 
On my A9LH+Luma3DS SysNAND 11.2 setup running v0.63, I can only reproduce this if Snes9x is suspended and you are on the home menu.
Putting your 3DS into sleep mode without suspending to the home menu is safe however.
Hm-m, yes, snes9x was suspended both times when it happens. Thanks!
 
I love the program, and it has been working great. I have one thing I wanted to ask, I'm playing final fantasy 3 (USA) and the only thing that's wrong so far is that the "screen distortion" effect when you enter a battle doesn't actually happen, but the sound does. Is this a known issue with the emulator? Or is there a setting I've missed?
 
I love the program, and it has been working great. I have one thing I wanted to ask, I'm playing final fantasy 3 (USA) and the only thing that's wrong so far is that the "screen distortion" effect when you enter a battle doesn't actually happen, but the sound does. Is this a known issue with the emulator? Or is there a setting I've missed?
It's an issue due to using the GPU to speed up the emulator's render process instead of using the CPU to plot each pixel one at a time. Same issue as on blargSNES.
 

Site & Scene News

Popular threads in this forum