Homebrew SNES9x for Old 3DS

angelhp

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Does changing the palette options help?



Great, thanks for pointing out! So far this is the only game I know of that use Mode 0 for drawing backgrounds, and Mode 0 has never been tested until now. You've helped to uncover a bug with the palettes. I've just fixed it and pushed it up as a nightly build. Thank you! :grog: Please get the latest build and try it out. :)

.3DSX: Download
.CIA: Download
Thanks !!
very fast ......:grog:
 

ArtemisM

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@bubble2k16 The 3D slider implementation is now perfect. You have no idea how much of a QoL improvement this is for some people :D (or maybe you do since we whined about it for ages)
 

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@bubble2k16 The 3D slider implementation is now perfect. You have no idea how much of a QoL improvement this is for some people :D (or maybe you do since we whined about it for ages)

:lol: I agree it does look good, but only when I look close enough. Under normal circumstances, it doesn't make much of a difference to my aging eyes -- when I have to look at the screen far away, the sharp mode and the bright mode doesn't make much of a difference to me (except for the brightness). :rofl2:
 

bubble2k16

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  • Battletoads in Battlemaniacs seems to be missing some effects. HUD and the selection screen mostly. You cannot see which mode you are selecting at the beginning due to not visual queues.
  • BS Zelda (Map 1&2 combined patch) was the only game I couldn't get to work. (Black screen) Hopefully an update makes it playable

I noticed that for Battletoads too. I haven't done an investigation, but I believe it's some in-frame palette change effects that the game uses, and as you may already know, this emulator has problems with that since we are using the 3DS GPU. It's something we can't run really fix without impacting performance.

I've tried my best in the latest nightly build to fix the BSX emulation, by porting some BSX code over from snes9x-sx2. I can actually get the BSX BIOS to boot now and you can walk around in the nameless town or whatever it's called, but I still couldn't get a number of games to boot - BS Zelda, BS Dragon Quest (gets stuck), etc. I tried booting those games directly, and through the BIOS, they either crash, or get stuck, or the BSX BIOS decides they are corrupted and removes them.

I don't really know what's wrong. I suppose that's the furthest I can go with BSX emulation, until someone familiar with BSX comes along to help.
 
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ShadowOne333

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I noticed that for Battletoads too. I haven't done an investigation, but I believe it's some in-frame palette change effects that the game uses, and as you may already know, this emulator has problems with that since we are using the 3DS GPU. It's something we can't run really fix without impacting performance.

I've tried my best in the latest nightly build to fix the BSX emulation, by porting some BSX code over from snes9x-sx2. I can actually get the BSX BIOS to boot now and you can walk around in the nameless town or whatever it's called, but I still couldn't get a number of games to boot - BS Zelda, BS Dragon Quest (gets stuck), etc. I tried booting those games directly, and through the BIOS, they either crash, or get stuck, or the BSX BIOS decides they are corrupted and removes them.

I don't really know what's wrong. I suppose that's the furthest I can go with BSX emulation, until someone familiar with BSX comes along to help.
Thank you for explaining in detail what is going on with those games.
Really appreciated :)
I wiill try to search if someone can help out with the BSX emulation, it's the least I can do.
 

DiscostewSM

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Does changing the palette options help?



Great, thanks for pointing out! So far this is the only game I know of that use Mode 0 for drawing backgrounds, and Mode 0 has never been tested until now. You've helped to uncover a bug with the palettes. I've just fixed it and pushed it up as a nightly build. Thank you! :grog: Please get the latest build and try it out. :)

.3DSX: Download
.CIA: Download
Be sure to test Equinox regarding Mode 0 (I can't right now). It's used for the title screen.
 

Canzah

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I think I'm not the only one that is extremely happy with how far along this emulator progressed, it really shines as a beacon of what emulators should be in terms of effort put into them especially considering the hardware limitations of the O3DS platform.
Now if only someone made a NES emulator of similar quality :P
 

bubble2k16

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Be sure to test Equinox regarding Mode 0 (I can't right now). It's used for the title screen.

I just did. Seems like there are some small color problems when the clouds appear. :(


I've tried my best in the latest nightly build to fix the BSX emulation, by porting some BSX code over from snes9x-sx2. I can actually get the BSX BIOS to boot now and you can walk around in the nameless town or whatever it's called, but I still couldn't get a number of games to boot - BS Zelda, BS Dragon Quest (gets stuck), etc. I tried booting those games directly, and through the BIOS, they either crash, or get stuck, or the BSX BIOS decides they are corrupted and removes them.

Something interesting I noted. BS Dragon Quest can actually run... if you leave it running long enough, at least in my Citra emulator. Apparently, it freezes for a long time at the map, but leave it there for a few minutes, the game eventually starts. There's also the week 1 Castle in the Rain (for those of you who know what I mean), again if you let rain fall long enough, a few minutes or so, eventually the game starts. Seems like it's waiting for some 'live' event... well because that's how Satellaview games worked. They were generally based on the Satellaview's unit's "real-time clock", or may have been dependent on some voice-acting/orchestrated music broadcast over the Satellaview radio.
 

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Does changing the palette options help?



Great, thanks for pointing out! So far this is the only game I know of that use Mode 0 for drawing backgrounds, and Mode 0 has never been tested until now. You've helped to uncover a bug with the palettes. I've just fixed it and pushed it up as a nightly build. Thank you! :grog: Please get the latest build and try it out. :)

.3DSX: Download
.CIA: Download

Enabling the palettes makes the item and special attack names the proper color, but there's still no dimmed backgrounds. I'm ok with it, though.
 

bubble2k16

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Ok v1.10 is out. I don't expect many more updates from now on... unless there are bugs that needs fixing, or some compatibility problems that are relatively easy to fix.

v1.10
- Implemented SA-1 sleep speed-hacks on the following games. These games run faster and some are able to run at 60 fps on the Old 3DS when things on-screen aren't too busy:
Super Mario RPG; Kirby’s Dreamland; Jikkyou Oshaberi Parodius; Kirby Super Star; Marvelous; Super Robot Taisen; Panic Bomber World; Dragon Ball Hyper Dimension; SD Gundam Next; Power Rangers Zeo; Daisenryaku Expert 2; Masters New Augusta 3; Bass Fishing; J96 Dream Stadium; Shining Scorpion; Pebble Beach New; PGA European Tour; SD F1 Grand Prix;
- Fixed mode 7’s CLIP_10_BIT_SIGNED formula to use the original Snes9x’s formula. This fixes Super Chase HQ’s mode 7 intro.
- Imported SPC7110 decompressor chip code from Snes9x 1.52. Now Tengai Makyou Zero (Far East of Eden Zero) can boot after 2 restarts, and in-game graphics appears without problems.
- Fixed important bug in cheat engine so that it doesn't not increment the 65816 processor's clock cycles when enabling/disabling cheats.
- Fixed the problem of the menu not using the correct font when the emulator first boots up.
- Added one more mode when using the 3D slider for a sharper image.
- Major refactoring of code.
- Fixed SA1 MMC's memory map code by copying it from Snes9x 1.54.2. Now Super Mario World hack VLDC 9 boots.
- Fixed Mode 0 rendering bug. The original bug was there since day 1 and with this fix, Lagoon's title screen looks right.
 

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ShadowOne333

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Ok v1.10 is out. I don't expect many more updates from now on... unless there are bugs that needs fixing, or some compatibility problems that are relatively easy to fix.

v1.10
- Implemented SA-1 sleep speed-hacks on the following games. These games run faster and some are able to run at 60 fps on the Old 3DS when things on-screen aren't too busy:
Super Mario RPG; Kirby’s Dreamland; Jikkyou Oshaberi Parodius; Kirby Super Star; Marvelous; Super Robot Taisen; Panic Bomber World; Dragon Ball Hyper Dimension; SD Gundam Next; Power Rangers Zeo; Daisenryaku Expert 2; Masters New Augusta 3; Bass Fishing; J96 Dream Stadium; Shining Scorpion; Pebble Beach New; PGA European Tour; SD F1 Grand Prix;
- Fixed mode 7’s CLIP_10_BIT_SIGNED formula to use the original Snes9x’s formula. This fixes Super Chase HQ’s mode 7 intro.
- Imported SPC7110 decompressor chip code from Snes9x 1.52. Now Tengai Makyou Zero (Far East of Eden Zero) can boot after 2 restarts, and in-game graphics appears without problems.
- Fixed important bug in cheat engine so that it doesn't not increment the 65816 processor's clock cycles when enabling/disabling cheats.
- Fixed the problem of the menu not using the correct font when the emulator first boots up.
- Added one more mode when using the 3D slider for a sharper image.
- Major refactoring of code.
- Fixed SA1 MMC's memory map code by copying it from Snes9x 1.54.2. Now Super Mario World hack VLDC 9 boots.
- Fixed Mode 0 rendering bug. The original bug was there since day 1 and with this fix, Lagoon's title screen looks right.
Will update as soon as I get home!
Thank you so much for your work! :D
 

ajfoucault

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I ran Rockman and Forte with that exact translation patch last night, with no issues on the latest test build.

Maybe I am using the wrong ROM, are you using the headerless one? or the one with a header? What's the right CHECKSUM number?

It should work fine, at least with Super Saiya Densetsu if that's th DBZ RPG game you're talking about. I know because it works for me, you're most definitely patching it wrong, probably using wrong rom.

I am using Lunar IPS to patch them, could that be what I am doing wrong?
 

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I tried it nearest neighbour stretch but it looks very, very ugly. So nope, I won't include it at all. :)

Could you post a screenshot of it? It's your project and your time and effort, I don't expect you to work on anything you don't want to, but I'm just curious to see how it compares to bilinear.
 

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@ajfoucault: I'm using the headerless ROM, I believe.

@bubble2k16: Thank you so much for the latest update! Before you stop the updates though, would you please be able to add an option to change controller ports? The official SNES VC has this, and it's nice to use when playing some 2-player games like Super Mario World.
 

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Just tested VLDC9 and it works perfectly, except for one thing: Going to the worst world and moving to the first dot is supposed to trigger an event where munchers destroy the sweets in the background. However, only one or two munchers show up and the event never finishes, meaning you're stuck, unable to do anything while the screen shakes forever until you reset the emulator. Not really high priority since the levels in that world have been judged to be absolute crap, so unless you're going for the 100% completion bonus world, it's not a big loss.
 
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