Update snes9x for ctrulib v1.2.0.
Not likely either. Ctrulib 1.2 changes quite a lot things, especially the most important GPU libraries.
Does v1.2.0 help fix the Home/Sleep functions?
Update snes9x for ctrulib v1.2.0.
Not likely either. Ctrulib 1.2 changes quite a lot things, especially the most important GPU libraries.
Does v1.2.0 help fix the Home/Sleep functions?
I tried searching (here and elsewhere); apologies if these have been asked and answered:
Thanks @bubble2k16 and all.
- Is it possible to enter the bottom screen menu with a button press instead of touching the screen? If not, it would be handy feature to add.
- Is it possible to set In-Frame Palette Changes to "Enabled" as a universal default? Or is that something I should never do anyway?
- Same thing as above but with SRAM Auto-Save Delay and "Disabled" as a universal default? And again as above, should I? I don't fully understand this option despite searching on it. I did find someone posting that turning this off or at least changing to 60 seconds saves the life of the SD card because it's not writing to the card as often. I obviously have no idea what I am talking about, hence the question.
Is not possible to emulate SNES VC with its homebrew or with its code?
I find that with auto SRAM saving disabled, it occurs anyway.
In FF4 just before I saved a second time, in Super Mario Kart after finishing two cups then choosing a track in Time Trial, then finishing a Time Trial run, and random parts in Kirby Super Star. And that was just this test. Before, it would be brought up at seemingly random times during those games and others.Might be a bug. Can you share which games have this problem?
Nice that you guys are trying. If you want the fastest build, go to 3dssnes9x.h and uncomment the 2 #define lines;
// Uncomment this to convert before releasing this to remove
// all the debugging stuff.
//
#define RELEASE
// Uncomment this to use 2 point geometry shaders on a real 3DS.
//
#define RELEASE_SHADER
I'm still fixing up a few bugs that seems to have come about due to the optimization. I'm looking into those before the release.
How do i get codes for the cheat file? Battletoads is impossible without 99 lives lol
The newly merged 1.00 cia is really great. Already tested some heavy games with it.
Secret of Mana (U): The opening scene where many birds are flying doesn't lag anymore, with contant 60 fps.
Star Ocean (U): The previous 0.80 version has constant 1-2 frameskip during gameplay, now the frameskip only occurs during loadings.
Super Mario RPG (U): Runs full speed with no noticeable frameskips.
Super Mario World 2 Yoshi's Island (U): Has some minor glitches and 30 frameskips on the main menu with the rotating island, but doesn't affect gameplay and very playable.
Tested Star Fox too, it's playable with 5-20 frameskips.
I'm using N3DS with A9LH and Luma 6.6.
Cheers, @bubble2k16 .
Wait, what you mean is that this emulator will move aside from snes9x? That is nice, I'm exited to se the new name of the project and hopping for new features (perhaps msu1 (? Dreaming is free [emoji28])For now you will have to enter the cheat codes using a Windows version of Snes9x 1.43, then copy the .CHT file into your SD card for the 3DS version.
I'm toying with the idea of loading off cheats via a text file and translating it into Snes9x's .CHT format (instead of creating a full-blown cheat editor in the emulator). I don't think I will want to create a complicated user interface with a full keyboard input for this plus all the add / delete / sorting functions, certainly not in the 3DS coding environment. I will like to close this project and move on to something else soon.
Nice! glad you like it. By the way, a number of sound issues (not all) are fixed because the whole SPC700 + DSP core from Snes9x v1.51 has been transplanted in. It is more accurate than the v1.43 sound cores. Some of the Clay Fighter and Mortal Kombat sounds are fixed. It also should now sound more like a real SNES because of the use of Gaussian Intepolation, except from time to time there's some occasional static.
If you happen to be building the CIA yourself using devkitPro r46 + libctru 1.2, there is a serious problem (it runs on New 3DS at Old 3DS speeds). But if you just used the latest CIA off GitHub, then it shouldn't be an issue.
yeah, i noticed the music in Secret of Mana sounds broken before 0.90, but you already fixed it on 0.90, so i didn't report it here. There's still some 'click' sound in SoM during gameplay (it's on 0.90 anyway, haven't checked in 1.00).For now you will have to enter the cheat codes using a Windows version of Snes9x 1.43, then copy the .CHT file into your SD card for the 3DS version.
I'm toying with the idea of loading off cheats via a text file and translating it into Snes9x's .CHT format (instead of creating a full-blown cheat editor in the emulator). I don't think I will want to create a complicated user interface with a full keyboard input for this plus all the add / delete / sorting functions, certainly not in the 3DS coding environment. I will like to close this project and move on to something else soon.
Nice! glad you like it. By the way, a number of sound issues (not all) are fixed because the whole SPC700 + DSP core from Snes9x v1.51 has been transplanted in. It is more accurate than the v1.43 sound cores. Some of the Clay Fighter and Mortal Kombat sounds are fixed. It also should now sound more like a real SNES because of the use of Gaussian Intepolation, except from time to time there's some occasional static.
If you happen to be building the CIA yourself using devkitPro r46 + libctru 1.2, there is a serious problem (it runs on New 3DS at Old 3DS speeds). But if you just used the latest CIA off GitHub, then it shouldn't be an issue.
Wait, what you mean is that this emulator will move aside from snes9x? That is nice, I'm exited to se the new name of the project and hopping for new features (perhaps msu1 (? Dreaming is free [emoji28])
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So the .CIA on GitHub from 10 hours ago is good? Or is it using o3ds speeds?
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Where i download the 1.0.0 version?