hey guys, I heard that it is now possible to have sound on ninjhax for the n3DS, will you guys implement it in your emu?
Edit: indeed, it is already implemented in Gameyob ^^
Yeah, if you see our posts Discostew, you should consider implementing this for blarg
I don't have an n3DS, so I have no idea whether it would work or not.
Well I can be a tester if you need one, I'd be glad to help you manage to implement this
I have a 3DS with Gateway and an n3DS with ninjhax...
Use FBI or Big Red Menu to import cias which you have stored on your sd card.Used blargSnes for the first time yesterday with my Gateway. The green marked games from the Comp.-List are really working fine, but no sound with gateway
What steps are reqired to install the emu as cia?
GameYob can do that? Details would interest me. So far I haven't seen any DSP interaction code in it. If it uses CSND, it'll have the same restrictions as blargSNES.Any chance for blargSnes to get sound through Ninjhax on New 3DS like Gameyob?
GameYob can do that? Details would interest me.
GameYob can do that? Details would interest me. So far I haven't seen any DSP interaction code in it. If it uses CSND, it'll have the same restrictions as blargSNES.
GameYob can do that? Details would interest me. So far I haven't seen any DSP interaction code in it. If it uses CSND, it'll have the same restrictions as blargSNES.
I wish I could work on blargSNES some more. I have exam shiz to get done, and I'm working on other projects, so eh.
Last time, I tried supporting midframe palette changes in the hardware renderer, but there were issues with it. Basically need to come up with a better way of detecting whether graphics actually have to be recalculated; the current way caused all the tiles to be trashed and recalculated every frame, which kinda defeats the point of the hardware renderer.
Will also take a while to get used to all the changes DiscostewSM did in the meantime, heh Apparently he got it working with latest ctrulib, so that's one task out of the way. Might also improve the blargGL layer or get rid of it entirely, dunno.
Something worth trying would also be redesigning the hardware renderer to avoid switching framebuffers unless necessary. Will probably help performance.
But eh, something new I could also work on would be expansion chips. Or savestates.
Ooooh, that's quite an interesting thing! Gonna look into it.
All you really need to do is include libkhax and run "khaxInit". It gains kernel access through memchunkhax and patches SVC access to allow the current thread access to all SVCs. It also patches the PID to 0, reinits SRV, and patches it back, in order to gain access to all services.
Correction, it's the best emulator for the 3ds available at the moment, his awesomeness is besides the point, to be clear this man stands atop the snes emulator mountain, we stuck at the bottom can only marvel at his coding magic.Thanks StapleButter for such an awesome emulator.