Homebrew blargSnes -- SNES emulator for the 3DS (WIP)

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the_randomizer

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3DS is 268 MHz dual-core, PSP is 222 to 333 MHz single-core.

Also consider that you're limited to 30% of the second core on the 3DS.

N64 might be a fun one to attempt. Apparently there's a N64 emulator for the PSP, how does it run? Just out of curiosity, not like I'm going to be maintaining two emulator projects at once.


Not very well, N64 emulation on there's more a proof of concept than anything.
 

dekuleon

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3DS is 268 MHz dual-core, PSP is 222 to 333 MHz single-core.

Also consider that you're limited to 30% of the second core on the 3DS.

N64 might be a fun one to attempt. Apparently there's a N64 emulator for the PSP, how does it run? Just out of curiosity, not like I'm going to be maintaining two emulator projects at once.

TBH very bad... I think the only game that runs at a playable speed is Mario 64!
 

John Player

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Seems like 3DS is not much an improvement over PSP after all. Should have known; the original NDS lagged far behind its competition in all aspects, except exclusive games, of couse :). So it´s not like Nintendo likes to release cutting-edge technology..

Also, seems like its dual-core design makes the task of harvesting its power more challenging than it was on PSP. That said, it´s amazing to see how far Blargsnes has come in a short period of time. At this rate, maybe we can dream of playing Star Fox full speed in 3D someday!
 

shaosam

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I have the 1.2 .cia already installed. Do I need to find and uninstall that first before I install 1.3? Or can I just install 1.3 without worrying about the old version?
 

ubergeek77

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Not sure if StapleButter has established an 'official' compatibility list yet, but I'd like to report that Bahamut Lagoon (the English patched version) is currently unplayable. It loads and immediately brings up a Music Test menu, but nothing else can be done from there. None of the buttons work, can't move down the menu, etc. This is odd, because the game doesn't load up to this menu immediately while on a PC emulator or traditional hardware. The Japanese, unpatched version of the ROM simply displays a black screen and doesn't load at all. It doesn't crash the emulator to the point of a reboot, however.

This game does not use any special expansion chips.

(blargSNES 1.3 .cia on 9.2 emuNAND)
 

logg

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I have the 1.2 .cia already installed. Do I need to find and uninstall that first before I install 1.3? Or can I just install 1.3 without worrying about the old version?
You can just install over the old one.
 

AndrewPH

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3DS is 268 MHz dual-core, PSP is 222 to 333 MHz single-core.

Also consider that you're limited to 30% of the second core on the 3DS.

N64 might be a fun one to attempt. Apparently there's a N64 emulator for the PSP, how does it run? Just out of curiosity, not like I'm going to be maintaining two emulator projects at once.

N64 emulation is a lot better than it would be on the 3ds because it has a MIPS-based 64-bit processor.

Even then, it doesn't work very well - like another person said, only SM64 runs playably.
 

bobmcjr

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N64 emulation is a lot better than it would be on the 3ds because it has a MIPS-based 64-bit processor.

Even then, it doesn't work very well - like another person said, only SM64 runs playably.
PSP is only MIPS32, not 64. I believe it runs as well as it does because of the huge amount of HLE optimizations they've done. When you first boot a game, it caches patched game code into .hle files.
 

AndrewPH

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PSP is only MIPS32, not 64. I believe it runs as well as it does because of the huge amount of HLE optimizations they've done. When you first boot a game, it caches patched game code into .hle files.

My bad, I was under the impression it was 64bit from some cursory reading I was doing.

Still, I'm sure it being MIPS-based at all makes it a bit easier on it.
 

bobmcjr

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Hah, a game-specific hack.

I hope I'll be able to avoid those as much as possible in blargSNES.
They aren't actually game specific hacks, a lot of the 64-bit ops in the dynarec were pretty broken (Ari64 even admitted they weren't fully functional).
 

bobmcjr

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I was talking about the very first commit. It divides clocks_per_op by 2 if it detects DK64.

Oh yeah those. Heh. Mupen does have a lot of game specific settings unfortunately, especially with gfx plugins. We also hard code in some cheat codes that make games run better (prevent Pokemon snap from freezing, increase the speed of OOT's pause menu opening etc)
 
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