Second, how hard is to get SA1 chip to work? I'd love to play Kirby in Dreamland 3.
Thanks again for your hard work!
on o3ds sa1 chip games are virtually impossible to get anywhere near full speed.
halfspeed is probably what would be possible
Second, how hard is to get SA1 chip to work? I'd love to play Kirby in Dreamland 3.
Thanks again for your hard work!
has it? its really just slowed down while bubble is living his life for a whileThe development has stopped, sadly. :'( RIP and thanks
That was just my thought (didn't want to tell it like it's a fact), but you're probably right.has it? its really just slowed down while bubble is living his life for a while
Can wait I'm very happy with the current state of snes9x :yayds:Development is definitely on hold for a while too busy with my day job. I will probably only have time to come back to this early next year I guess.
Development is definitely on hold for a while too busy with my day job. I will probably only have time to come back to this early next year I guess.
With adding that in, wouldn't it require even more processing? A reason why bubble2k16 chose an older version of SNES9x is because of its speed, iirc.
That is why I'm asking, I'm not sure how msu-1 works and how is implemented on snes9x, but hope CPU doesn't a threat.With adding that in, wouldn't it require even more processing? A reason why bubble2k16 chose an older version of SNES9x is because of its speed, iirc.
@bubble2k16 - maybe you already answered this for me before, but do you have a rough estimate for how much CPU power is used on an o3DS to handle getting everything put together for the GPU to do its thing? Like, how much of a % of the CPU does it take to create the lists for the GPU to use?
As i remember someone mentioned it, but just in case - if snes9x is running and then close 3DS, handheld can't return from sleep mode, just black screens. it happens on v 0.63 (CIA, running on Gateway Emunand 11.2.0)
Hm-m, yes, snes9x was suspended both times when it happens. Thanks!On my A9LH+Luma3DS SysNAND 11.2 setup running v0.63, I can only reproduce this if Snes9x is suspended and you are on the home menu.
Putting your 3DS into sleep mode without suspending to the home menu is safe however.
It's an issue due to using the GPU to speed up the emulator's render process instead of using the CPU to plot each pixel one at a time. Same issue as on blargSNES.I love the program, and it has been working great. I have one thing I wanted to ask, I'm playing final fantasy 3 (USA) and the only thing that's wrong so far is that the "screen distortion" effect when you enter a battle doesn't actually happen, but the sound does. Is this a known issue with the emulator? Or is there a setting I've missed?