Homebrew [Release] VirtuaNES for 3DS

bubble2k16

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What are mappers

It's a component that exists in every NES game cartridge. So in order for games to work, the mapper must be emulated with additional programming code.

The only problem is that there more than a hundred known mappers. VirtuaNES doesn't emulate all of them, just enough to run about maybe 90% or more games.
 

SG6000

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Feature Request: 3D displaying like the trick used in 3D Classics, not the one in 3DNES.

It's not a trick. It's hundreds of hours of painstaking rebuilding, recoding and optimisation that requires the game to run at 120 fps. It also required - literally - the worlds most talented emulation experts to slave away for years before any of those games were released.
 

orochi115

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You have no idea how hard and impossible that is. If you play excitebike 3d classics you'll see why. The games are remade to use the 3d. Excitebike gets completely new camera angles.
Well, I only have Star Kirby 3D Classic and it's not that hard. I just watched youtube video of excitebike. That game indeed has additional hint information and cannot be done just by emulator.

--------------------- MERGED ---------------------------

It's not a trick. It's hundreds of hours of painstaking rebuilding, recoding and optimisation that requires the game to run at 120 fps. It also required - literally - the worlds most talented emulation experts to slave away for years before any of those games were released.
Hundreds of man hours is not much for a commercial product. That's right.
"the worlds most talented emulation experts to slave away for years" - Do you think 3DNES project is of the same level as Dolphin or Wine?:lol:
 

SG6000

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Manually rebuilding a game by converting all of its graphic layers into having 3D values is no joke, and that's before you have to get it so run at 120 frames per second on 3DS hardware. There's a reason why it took M2 - a team with probably the greatest knowledge of 3DS hardware outside of the engineers who designed the hardware itself - years of cumulative knowledge to be able to produce the Sega 3D Classics range.

What you're asking for - an emulator to be able to somehow automatically assign and be able to display 3D values to graphic layers in NES games - is impossible. Even that 3DNES PC emulator requires the games to be manually modified in order for them to look and play okay.
 
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bubble2k16

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Well, I only have Star Kirby 3D Classic and it's not that hard. I just watched youtube video of excitebike. That game indeed has additional hint information and cannot be done just by emulator.

--------------------- MERGED ---------------------------
You over-simplify. :) There are two problems:

1. Kirby 3D Classic's background tiles has 4 different depths (or 5 if you consider the clouds with 2 depths). The most important problem is that the original NES doesn't store this information about which tile is at which depth. So the only way to do this is to mark the depths of each tile by-hand outside of the game.

2. To generate two images for the left and right eye, you need to vary the positions of tiles at each depth images slightly (parallax). That means that at same areas, some background tiles will peak through due to parallax. In reality, you should have up to 4 layers of tiles, one for each depth layer. Obviously the level design needs to pick the correct background tiles for each layer, otherwise, what shows through due to parallax will not look right. Again, the NES game has only ever stored 1 tile per square in its games.

So yea, it's impossible because it cannot be done within an emulator, because of the lack of depth information in the original games.

But yes it can be done, only if a developer re-develop the games individually from its original source, in which case the task for the developer is to design 4 separate layers of tiles, and place the correct tiles in the correct layer, then display those layers for the left/right eye (shifted by a bit for each eye).
 
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orochi115

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You over-simplify. :) There are two problems:

1. Kirby 3D Classic's background tiles has 4 different depths (or 5 if you consider the clouds with 2 depths). The most important problem is that the original NES doesn't store this information about which tile is at which depth. So the only way to do this is to mark the depths of each tile by-hand outside of the game.

2. To generate two images for the left and right eye, you need to vary the positions of tiles at each depth images slightly (parallax). That means that at same areas, some background tiles will peak through due to parallax. In reality, you should have up to 4 layers of tiles, one for each depth layer. Obviously the level design needs to pick the correct background tiles for each layer, otherwise, what shows through due to parallax will not look right. Again, the NES game has only ever stored 1 tile per square in its games.

So yea, it's impossible because it cannot be done within an emulator, because of the lack of depth information in the original games.

But yes it can be done, only if a developer re-develop the games individually from its original source, in which case the task for the developer is to design 4 separate layers of tiles, and place the correct tiles in the correct layer, then display those layers for the left/right eye (shifted by a bit for each eye).
I see. Thanks. :sad:
However, I still think we can make a bit use of the 3D effect just by emulator, using original layer info, without additional information or modifications to the rom. When I have time I'll give it a try.
 

bubble2k16

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I see. Thanks. :sad:
However, I still think we can make a bit use of the 3D effect just by emulator, using original layer info, without additional information or modifications to the rom. When I have time I'll give it a try.

Hmm then you will probably need to make a guess the depth based some information that we already have Like the tile color, or the tile's address. Minimally you should at least be able to make all sprites appear at a higher depth (but there is a catch for those sprites that appear behind backgrounds).

But I should also let you know that this emulator does only software rendering. To construct another screen for the other eye will impact performance to a large extent on the old 3DS. The new 3DS should be able to handle that load though.

You are welcome to try :)
 

orochi115

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Hmm then you will probably need to make a guess the depth based some information that we already have Like the tile color, or the tile's address. Minimally you should at least be able to make all sprites appear at a higher depth (but there is a catch for those sprites that appear behind backgrounds).

But I should also let you know that this emulator does only software rendering. To construct another screen for the other eye will impact performance to a large extent on the old 3DS. The new 3DS should be able to handle that load though.

You are welcome to try :)
Thanks a lot for your advice!
 

ShadowOne333

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Sorry to ask this, but is there a way to like avoid VirtuaNES/Snes9x for O3DS from creating a CFG file for each game and only use one, general CFG for all configurations, settings and button mappings?
 

FateForWindows

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So, how do I add cheats?

Sent from my SM-T280 using Tapatalk
From SNES9X's readme, should work with this too:

.CHX Cheat File format

The .CHX is a cheat file format that you can create with any text editor. Each line in the file corresponds to one cheat, and is of the following format:

[Y/N],[CheatCode],[Name]
[Y/N] represents whether the cheat is enabled. Whenever you enable/disable it in the emulator, the .CHX cheat file will be modified to save your changes.
[CheatCode] must be a Game Genie or a Pro Action Replay code. A Game Genie code looks like this: F38B-6DA4. A Pro-Action Replay code looks like this: 7E00DC04.
[Name] is a short name that represents this cheat. Since this will appear in the emulator, keep it short (< 30 characters).
The .CHX must have the same name as your ROM. This is an example of a .CHX file:

Filename: Gradius III (U) .CHX
 
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