Search results

  1. Arisotura

    melonDS 0.9.4 is out!

    Well... looks like DeSmuME just went and embedded the decryption keys in the emulator.
  2. Arisotura

    melonDS 0.9.4 is out!

    melonDS does this, but with the DraStic 'FreeBIOS', which is basically a drop-in BIOS replacement. DeSmuME's default BIOS is minimalistic, it's just the IRQ handler, and BIOS SWI functions are handled in HLE. I doubt DeSmuME can handle encrypted ROMs without original BIOS files, unless they...
  3. Arisotura

    melonDS 0.9.4 is out!

    You still need original BIOS files for encrypted ROMs. VC dumps are encrypted. I could make melonDS detect these situations, I guess.
  4. Arisotura

    melonDS 0.9.4 is out!

    that means making the melonDS codebase endian-safe, so that it could run on big-endian platforms (currently most if not all the code assumes a little-endian platform). in practice, this is a low-priority item. melonDS might run on the WiiU at acceptable speeds with a specific JIT and other...
  5. Arisotura

    blargSNES 1.4 released

    you can always try using frameskip; I will try making this game run better in the hardware renderer but no guarantees
  6. Arisotura

    blargSNES 1.4 released

    I will mostly just need help with testing builds whenever I get around to trying to fix this.
  7. Arisotura

    melonDS 0.9.4 is out!

    I know this has been a long wait, but finally, here it is: melonDS 0.9.4 is out. It has been numbered this way because 1.0 is going to be a milestone release: we want to get local multiplayer stable for 1.0. Anyway, what's new in melonDS 0.9.4? A bunch of improvements that should make things...
  8. Arisotura

    blargSNES 1.4 released

    The info on the blargSNES website is largely outdated, so don't trust it. blargSNES does take into account the faster speed of New3DS/etc models. But I don't think there's any adjustment in the audio section of the code, so maybe that part is running faster than expected and that causes issues...
  9. Arisotura

    blargSNES 1.4 released

    o, thanks! As for the compatibility list, I found there's one but it covers the older 1.3 versions: https://wiki.gbatemp.net/wiki/BlargSnes_Compatibility_List EDIT- I looked quickly at the Top Gear issue. It seems fixable but I'll have to give it a try tomorrow. It modifies the OAM midframe...
  10. Arisotura

    blargSNES 1.4 released

    I can look into it, sure. What's the game supposed to do/look like, though? I don't know what it's meant to be like.
  11. Arisotura

    blargSNES 1.4 released

    https://gbatemp.net/threads/cxitool-convert-3dsx-to-cia-directly.440385/ may be of interest to you. Other than that, I'll need to look into how to build a CIA. In the same vein: https://gbatemp.net/threads/release-3dsx-launcher-loader-cia-forwarder-for-3dsx-homebrews.432526/ - Regarding...
  12. Arisotura

    blargSNES 1.4 released

    I felt like reviving blargSNES some, so let's see how far this goes. Anyway: For blargSNES 1.4, the codebase has been renovated. It builds against modern libctru, and runs on the latest homebrew launcher, all while retaining its old early-homebrew feel. Then I found myself having to...
  13. Arisotura

    blargSNES revival??

    Lil' status update. After ADHDing for a while, I finally took the plunge and backported the last big item: DiscostewSM's new better mode7 renderer. Had some trouble getting it working, but it seems to be working smoothly now. There are still some tidbits I want to clean up and optimize before a...
  14. Arisotura

    blargSNES revival??

    Thanks! Anyway, I'm nearly done backporting the veryhard changes. The last one is the big one, DiscostewSM's new hardware mode7. Seeing as I already made heavy changes to the hardware renderer, I'll have to study how it works so I can integrate it properly.
  15. Arisotura

    blargSNES revival??

    Would you happen to have a link to that thread? These things are always so interesting to read. Like the ZXDS developer diary, which I recall reading back then -- it even inspired me to write one about blargSNES, although I never finished it. Anyway, I'm having fun with this, so I'm going to...
  16. Arisotura

    blargSNES revival??

    Okay, so for the day's progress: You know the n°2 glitch I mentioned in the previous post? That one has been a ride. I spent all of yesterday trying to track it, messing with things all over the place, fixing some other bugs in the process... In the end, it happened because the tile cache was...
  17. Arisotura

    blargSNES revival??

    Some more work on the renderer! Cool Spot is nearly perfect. Two issues remain: 1. on the explanation screen, the spot character animation is glitched. It's because the game starts DMAing new VRAM contents a bit too early (scanline 208, while forced-blank is enabled at 209). blargSNES doesn't...
  18. Arisotura

    blargSNES revival??

    Lil' update... I felt like trying to address some of the shortcomings of the hardware renderer. Namely, the graphical glitches that plague Cool Spot (and other games). The game does a couple fun things: 1. Some of the screen area between the HUD and the game area is force-blanked, the game...
  19. Arisotura

    blargSNES revival??

    You can follow the revival branch in the blargSNES repo if you want to stay updated. I've been optimizing the hardware renderer some, mostly reorganizing the way things are done in order to reduce the amount of render target/shader changes. I think it's paying off, even though I can't really...
  20. Arisotura

    blargSNES revival??

    Like many of my projects, it fell to a lack of motivation from me. Probably also doesn't help that this happened throughout late 2015 and 2016, that's been a troubled time for me (started with me getting sick of univ shenanigans, mom's shenanigans, and ended up with me moving out, some ensuing...
General chit-chat
Help Users
    BakerMan @ BakerMan: It's Mayday fellas