blargSNES revival??

  • Thread starter Thread starter Arisotura
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I find this thread really interesting. Like one of Daves threads covering his DS development work. We haven’t had one on the 3DS side for a long time. I hope you keep plugging away and keep sharing your findings.
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 continue and see how far we can go :)
 
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 continue and see how far we can go :)

You can have an example here : https://gbatemp.net/threads/introdu...n-emulator-for-the-ds-dsi.593786/post-9619002

But you have many other examples in ColecoDS thread and Atari 8bit threads from Dave in the NDS forum.

I like the way @wavemotion (Dave) is explaining things, we learn things about the hardware and some tricks used by devs back in the days and of course problems he faces during the emulator development/improvements.
 
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.
 
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 1.4 release. For example, I need to fix frameskip. I also need to see which GPU buffers really need to be in VRAM, because we're running out of that.

EDIT- so what do we have left:
* switching between renderers causes bugs
* I want to add proper vsync/frameskip settings
* need to look into VRAM usage/distribution, and also optimize the renderer some
 
Last edited by Arisotura,
Yo, thats some oldschool stuff right here, love it! Also where the heck is bubbles? I consider him the god of emulation on old3ds.
 

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