Recent content by TheGag96

  1. TheGag96

    Homebrew Homebrew Development

    Well, strangely, if I compile that example with the vshader.v.pica from the both_screens example (I assume that's what you used)? on Citra, my entire computer grinds to a halt (my CPU is no slouch). Very strange lol. Maybe the sprite stuff (and possibly your example) is worth bringing up on...
  2. TheGag96

    Homebrew Homebrew Development

    I'm the one who made that issue haha. I posted here because no one responded. Are you saying that you too see the slowdown at around 700 sprites on the unedited example? Also, I'm doubting it's a fill rate limitation (at least given the little I understand about that). Check out the PICA200...
  3. TheGag96

    Homebrew Homebrew Development

    At around 350 sprites (I've edited the example to draw to both screens, so it would be double this limit if using only one screen), the FPS drops while the percentage readouts are: CPU: ~8.5% GPU: ~85% CmdBuf: 0.26%
  4. TheGag96

    Homebrew Homebrew Development

    I've been making a homebrew game for a little while now using citro2d. Through making it, I've noticed that citro2d, at least through the way the gpusprites demo draws sprites, can only get around 350 sprites drawn to both screens (~700 total draws) before it starts to lag on o3DS. I know the...
  5. TheGag96

    Super Mario 64 has been decompiled

    Oh wow, that actually somehow worked! I got plenty of the same error I was getting before, but I guess they were warnings all along, as they just got ignored... The game compiled just fine after that. Thank you!!
  6. TheGag96

    Super Mario 64 has been decompiled

    Is there anyone that could help @BridgetX, @TheGamingLord, and I out? People have clearly gotten this to compile, but all 3 of us are unable to and get the same error message. @MurraySkull, maybe you'd be able to lend us a hand? Thanks.
  7. TheGag96

    Super Mario 64 has been decompiled

    I appear to be getting the same compiler error as him... I'm on Arch Linux x64 - had to install mips64-elf-binutils off the AUR (hoping that's right lol). For some reason I had to chmod +x the cc executable mentioned in this error. In file included from include/ultra64.h:23...
  8. TheGag96

    Homebrew SNES9x for Old 3DS

    Do you think a dynamic recompiler could improve that CPU percentage?
  9. TheGag96

    Homebrew SNES9x for Old 3DS

    Ah yep, it was a PAL ROM. False alarm lol. It's interesting that a lot of emulators will speed them up to 60 FPS by default.
  10. TheGag96

    Homebrew SNES9x for Old 3DS

    I've noticed something when playing today (though I'm not sure if it's a bug): Mega Man X runs at a solid 50 fps (and is thus 5/6 the speed of normal). I tested the same ROM on my 3DS and my phone and it definitely runs slower on my 3DS... Is this actually accurate or a bug? Thanks.
  11. TheGag96

    Homebrew SNES9x for Old 3DS

    Ah, I see. Stuff like this is as never as simple as it seems lol! :S I wonder if this method would work better on something like an NES emulator, though it might have that interleaving stuff too...
  12. TheGag96

    Homebrew SNES9x for Old 3DS

    Could you fill me in a little bit more as to how the rendering works? Was it that each tile in each layer was made up of two polygons or something...? If you could separately render each layer to a texture with this new method like you said, wouldn't depth be just a matter of recopying the layer...
  13. TheGag96

    Homebrew SNES9x for Old 3DS

    I've always kind of thought about how an SNES emulator could implement 3D. Since the console operates with layers, you could potentially have each layer configurable to be drawn at a certain depth level on-screen. Of course settings would need to be different per-game and probably even different...
  14. TheGag96

    Homebrew SNES9x for Old 3DS

    Ah, didn't realize someone already found that problem. That's the same patch, but the garble doesn't look quite like the stuff I get (it's more varied for me).
  15. TheGag96

    Homebrew SNES9x for Old 3DS

    I tried out the Super Mario World Hack "Yoshi's Strange Quest" and found some bugs/quirks. The hack uses a textbox/dialog system that (IIRC) uses Layer 3, which on this emulator causes the screen to become incredibly garbled whenever it's active (though no crash occurs, and if you close the...
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