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Yeah... They ain't gonna do anything about this build. It's an unofficial build.Agreed, I mostly brought it up just to point it out in case the devs would want to know. Otherwise, it's not a big deal to me.
I know, just going off of what Discostew posted, it might be worthwhile mentioning. Even if not, it only took a couple of seconds to type that up so nothing lost.Yeah... They ain't gonna do anything about this build. It's an unofficial build.
Retroarch works well.
Comes in both.this is available in cia format or only 3dsx format ?
Comes in both.
You're quite welcome.Thanks buddy, very new to emulation, this is my first step into a new world lol, i will take a look at the RetroArch thread, thanks for the info
Yup, it was Glimmer's Galleon. On the old version it was unbeatable, because it was just pure darkness. I replayed up to there, and finished the level without any issues!Didn't tested DKC2 yet, but on the .3dsx version, I needed to change something on the BlargSNES settings in order to play that level. Otherwise, it was unplayable indeed.
Do you remember which level it was? Since my savegame on BlargSNES is pretty much done and the .cia version is loading my old saves too, I can run directly into this level to see what happens now.
*EDIT*
I think it was Glimmer's Galleon on the third world, the stage where everything's dark and you have a fish enlightening the way... well, this one is working fine now on the cia version
As I said, DKC3 becomes a lot better on waterfall stages, the slowdown is reduced now on the cia version.
Other than that, it's the same for me as before...
Didn't tested other games yet.
Fyi, you need to use dsp firmware dumper if you want sound with this.
My bad. Was thinking it did since it was ciaUnless you made a completely new build from the current veryhard branch today, the old version still uses CSND. That branch now is updated with a bunch of stuff, including replacing CSND with NDSP, which will require the dsp binary when running the cia (or *hax under 2.5). The latest update supports sleeping and also suspending, but DO NOT put your system to sleep while in suspension mode, because there is a problem with it, causing it to not reactivate and requires a forced shut-down of the system.
So, there's a new official build (i guess i'd have to compile it myself to cia) and it needs a dump of my own 3ds' DSP?
hmm. I compiled it and the sound's a bit buffer-underrun-y (and the border image is offset by ~8px for whatever reason); guessing both known bugs?
As for audio, I've been running the Chrono Trigger Music Library for at least a good 15 minutes, and have not heard it go off as you described. Hooked up to headphones to intently listen for any such problems, but did not, and CT's music is one of the more complicated. Are you running on o3DS or n3DS, and as 3dsx, cia, etc, and what games were you noticing audio problems? Some games still don't play audio or play it very well due to lack of sync between the CPU and DSP mixer.
Ah, romhacks. Honestly, they are not expected to work well with blargSnes. I tried the patch, but it completely screws up blargSnes's interface. Must be doing something wrong since the patch I made wasn't even working with Snes9x.o3DS XL, CIA on emuNAND 10.3, and a Super Mario World romhack (Yoshi's Strange Quest 1.3.1b4, available on smwcentral.net; probably uses AddmusicK)
A lot of romhacks are designed to use imperfection in emulation on a given emulator, especially SNES romhacks. They're generally emulator specific. I wouldn't expect it to work on any other emulator, including BlargSnes, unless the romhack was designed to work on real hardware.o3DS XL, CIA on emuNAND 10.3, and a Super Mario World romhack (Yoshi's Strange Quest 1.3.1b4, available on smwcentral.net; probably uses AddmusicK)