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

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davhuit

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It's already implemented, more or less. You can press Left/Right.

I guess I should have mentioned it in the changelog.


DiscostewSM hah, not bad! I'll have to look into that shit eventually :)

Ah yeah, nice. In the next version, can we have an option to go through the letters with L/R or something like that? Then, it would be perfect but still, it's now easier to move in a long list of roms, thanks :)

I assume it's better to wait until 1.3 before trying lots of games? As you said 1.3 will definitively improve compatibility a lot.

Which render should we use in priority to make the tests? Hardware? Software?
 

piratesephiroth

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Ah yeah, nice. In the next version, can we have an option to go through the letters with L/R or something like that? Then, it would be perfect but still, it's now easier to move in a long list of roms, thanks :)

I assume it's better to wait until 1.3 before trying lots of games? As you said 1.3 will definitively improve compatibility a lot.

Which render should we use in priority to make the tests? Hardware? Software?
First of all, none of the games in this list will work.
 
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Seraphiel

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I tested the following games,

B.O.B - runs smooth
Cool Spot - it seems like the background has a flickering layer(nothing serious tho) and runs smooth
Joe and Mac - runs smooth
Joe and Mac 2 - runs smooth
Captain Commando - seems to run a bit slower than on pc but might be my imagination
Knights of the Round Table - runs smooth
King of Dragons - has this issue with monsters and player sprites getting all screwy while attacking or doing certain movements, otherwise runs in optimal speed and sound
s6ohtk.jpg
 

davhuit

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First of all, none of the games in this list will work.

I know, I'm used to emulators (I even do some romhacking, so). All the games that use a dedicated chip won't work for now (and probably never work).

By the way, is there an option in blargsnes to display a fps counter? Might be useful to check speed of games we don't know/never played.
 

Arisotura

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I know, I'm used to emulators (I even do some romhacking, so). All the games that use a dedicated chip won't work for now (and probably never work).

By the way, is there an option in blargsnes to display a fps counter? Might be useful to check speed of games we don't know/never played.
Shouldn't be that pessimistic :P

A while ago I'd keep saying hardware acceleration was impossible. We all know how this shit ended ;)


FPS counter would be a nice thing to have, yeah.

I really need to start writing proper UI code, perhaps using the GPU for that too. Framebuffer drawing is slow, that's the main reason why there isn't a FPS counter or anything in the like. The bottom screen UI is coded to only redraw when needed.
 

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It's already implemented, more or less. You can press Left/Right.

I guess I should have mentioned it in the changelog.


DiscostewSM hah, not bad! I'll have to look into that shit eventually :)

I'll hand it over to you once I get a few things dealt with it. The issues with Contra 3 (upper and lower) are fixed. All I have left to tackle is Tetris Attack and trying to figure out why the bottom section clips as it does and fix it. I was also beginning some Mode 7 EXTBG stuff.
 

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Correct, I used the source from smealum's github, downloaded aemsgtro from smealum's github, and am using Python 3 since it was built for it. I do have 2.7 installed as well, which I use for FileInsight, but I verified that aemstro launched from Python 3.


Figured the problem out, I had to backtrack a good aemstro_as.py from smealum's github. The more current version of it broke it.
 

VinsCool

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Wow ! I finaly got latest revision and this is a bomb!
F-Zero ran flawlessly! it has a frameskip of 1, which is very good right now :)

Psp has been beaten by this ! I hated to play this shit on a aproxsoft render with a frameskip of 3 :nayps3:
At least Blargsnes renders lightning properly with mode7 in the same time :P
StapleButter you did an amazing job!

1.3 is definitely going to be HUGE :yay:
 

AkiraCast

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Hi guys, Ninjhax user here. Not sure if it's been mentioned already but anyways hey StapleButter, I started Super Metroid and there's an area in Maridia where the game seemingly crashes but the audio keeps playing. It's weird like, I take a step into the left side of a room and then the screen goes blueish with what looks like terrain at the bottom. If you want I can upload a screenshot for you once I get home.
 

DiscostewSM

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Got Mode 7 ExtBG working with regard to being 128 colors and having a priority bit.

e497epE.png
vUjizzv.png


It works, but I may not be following proper guidelines to implementing it. If ExtBG is not set, it handles Mode 7 normally, but when ExtBG is set, I use a different function that plots colors to separate buffers (because the 8th bit of each palette index is used to determine priority), and then I send the buffers to the GPU based on their layering with everything else. Because it's plotting 2 colors for each spot on the screen, it is going to take more time to process.
 

the_randomizer

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Got Mode 7 ExtBG working with regard to being 128 colors and having a priority bit.

e497epE.png
vUjizzv.png


It works, but I may not be following proper guidelines to implementing it. If ExtBG is not set, it handles Mode 7 normally, but when ExtBG is set, I use a different function that plots colors to separate buffers (because the 8th bit of each palette index is used to determine priority), and then I send the buffers to the GPU based on their layering with everything else. Because it's plotting 2 colors for each spot on the screen, it is going to take more time to process.


Either way, dayum that look fantastic :D
 

DiscostewSM

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There is still sprite corruption on that stage, but that's not related to ExtBG. It's possibly related to the graphical corruption seen in Actraiser with the first boss (which oddly enough, that game and some others don't work for me anymore...of course, I'm using the latest commit that's not an official release).
 

the_randomizer

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There is still sprite corruption on that stage, but that's not related to ExtBG. It's possibly related to the graphical corruption seen in Actraiser with the first boss (which oddly enough, that game and some others don't work for me anymore...of course, I'm using the latest commit that's not an official release).


Still, this emulator is getting better all the time, and most assuredly proves the 3DS is more than capable.
 

Myria

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In a nutshell. Nintendo wants commercial games to use the DSP.
Do you mind elaborating on this? I don't understand. I am a programmer and reverse engineer, though, so would understand a technical description.

By the way, I'm running v1.2, which is likely old by now, but I noticed a problem: window color add/subtract doesn't implement the inverted range mode correctly. I saw this in Triforce of the Gods 1 a.k.a. A Link to the Past: during the story intro, the yellowish color add effect is only on the left side of the screen.

Melissa
 

loco365

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Can't wait for an unofficial release to give it a whirl! I have a few games that still don't work, so I'd like to give those a try and see what works now.

That and F-Zero would be fantastic to play.
 
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smealum

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Figured the problem out, I had to backtrack a good aemstro_as.py from smealum's github. The more current version of it broke it.

fyi gpu stuff is undergoing a big revamp so aemstro and ctrulib will be pretty "unstable" in the coming weeks; you probably won't want to be on the bleeding edge.
 
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