Recent content by TarableCode

  1. TarableCode

    Mini vMac DS(i)

    New version with various improvements: https://github.com/TaraHoleInIt/minivmac-dsi/releases/tag/Test4 Disk image quickstart guide: https://github.com/TaraHoleInIt/minivmac-dsi/blob/main/doc/Mac%20Quickstart.md Usage guide: https://github.com/TaraHoleInIt/minivmac-dsi/blob/main/doc/Using.md
  2. TarableCode

    Mini vMac DS(i)

    Thank you. I know what's causing it, and after I think of a solution I'll make another release and post it. Hopefully not too long. 1781468094 Try this and let me know what happens.
  3. TarableCode

    Mini vMac DS(i)

    I'll have to think of how to test for this since I don't have a DS lite anymore. Did you put the files in the new location (/data/minivmac)?
  4. TarableCode

    Mini vMac DS(i)

    New update: https://github.com/TaraHoleInIt/minivmac-dsi/releases/tag/Test2 Keybindings from the original post no longer apply except for START and SELECT. I'll have to add key binding back in sometime in the future.
  5. TarableCode

    Mini vMac DS(i)

    VERY WIP: https://github.com/TaraHoleInIt/minivmac-dsi This is a port of the Macintosh emulator Mini vMac to the DS(i). Unlike the original DS port, this should be full speed with sound on DSi systems. I have not tested this on the DS phat/lite, sound probably will only work on the DSi only...
  6. TarableCode

    Homebrew GBA Micropolis (SimCity) WIP

    I'll be working on the city evaluation window and budget window soon. In the meantime, if you're feeling adventurous you can build Micropolis with support for music via the Sim City 2000 soundtrack: https://github.com/TaraHoleInIt/gba-micropolis/blob/main/doc/music.md It's a bit involved, but...
  7. TarableCode

    Homebrew GBA Micropolis (SimCity) WIP

    Update: https://github.com/TaraHoleInIt/gba-micropolis/releases/tag/test-stuff Missing from this release (at least): RCI Indicator Budget window Maps Adjust simulation speed Sound Probably more I'm forgetting What's in this release: Save/load Scenarios Disasters Starting a new city...
  8. TarableCode

    Homebrew GBA Micropolis (SimCity) WIP

    The simulator core is fairly straightforward to work with, and I have no complaints about it. Getting everything to fit onto the GBA is another matter. By default Micropolis has a "high-res" 16x16 tileset consisting of roughly ~960 16x16 tiles. I originally wrote a renderer to handle this and...
  9. TarableCode

    Homebrew GBA Micropolis (SimCity) WIP

    Hi. I'm currently working on porting Micropolis (SimCity) to the GBA, and if you want to mess around with what I have so far you can grab the latest .gba file from the main branch of my GitHub repository: https://github.com/TaraHoleInIt/gba-micropolis Controls: DPAD: Scroll around R: Next tool...
  10. TarableCode

    Homebrew Homebrew Development

    That was it lol. *sigh* Okay so I've been trying to teach myself arm assembly in an attempt to speed up graphics conversion. I kind of succeeded in a sort of way. The speed difference between (on o3ds hardware at 30% syscore): void Unpack8BPP( const uint8_t* PixelsIn, uint16_t* PixelsOut...
  11. TarableCode

    Homebrew Homebrew Development

    Yeah I do my basic testing on citra to spare the hinges on my n3DS and move it to hardware every few times or so. I don't get why it's not blocking for the duration of the mutex lock though, svcWaitSynchronization( RenderThreadReadyEvent, INT64_MAX ) seems to return instantly. Normally this...
  12. TarableCode

    Homebrew Homebrew Development

    Okay, I got it working to the point where it will not request another update if it's already busy. However, one thing I don't understand is that as a test I cannot block until it finishes. #include <stdio.h> #include <stdarg.h> #include <stdlib.h> #include <3ds.h> int ShowError( const char*...
  13. TarableCode

    Homebrew Homebrew Development

    I just want to check if it is actually locked, if it is then don't ask the thread to update the screen.
  14. TarableCode

    Homebrew Homebrew Development

    It doesn't need to know when it's done, more like "If you're still rendering then don't bother, I'm moving on anyway". That way the emulator won't block waiting for the framebuffer to convert. e: I'm only blocking in my examples for perf testing.
  15. TarableCode

    Homebrew Homebrew Development

    I'm trying to wrap my head around this lol, I haven't spent much time with threading. Step 1: Main thread signals render thread to start converting the framebuffer svcSignalEvent, svcWaitSynchronization. Step 2: Render thread waits for signal, does the conversion and releases the mutex with...