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White or black?
Black magic. The best kind of magic.

White or black?

I had to butcher the sprintf calls as well to get it to output correct shaders on VS2012, but after that everything worked great. You can pretty much do anything that doesn't involve using an item.

They are likely testbed games for the emulator, and sadly a byproduct of this is sometimes inconsistent or inaccurate emulation that, though it gets the job done with one game, might actually have negative repercussions with other games at large.I'm curious: why were Legend of Zelda: Ocinera of Time 3D and Cave Story the only games to not just boot, but run fullspeed? What's the difference between these games and other games build/graphics-wise that make them so compatible with Citra 3DS?
You guys do know it's still going to be years before there's any chance of it running commercial games, right?


This is definitely not the correct way to approach things. Alpha test discards the fragments with alpha values that fall under a specific criteria - it just so happens that cave story's text has alpha 0 on the unshaded parts on the text so it also works if you enable basic alpha blending. This approach will obviously never work in all cases, plus alpha test and alpha blending can be enabled at tge same time in some cases.Any more experienced devs wanna help me learn OpenGL? My crappy attempt at alpha testing is here, and here are some results: 1 2 3 4
The first 2 are examples of Cave Story working as it should, and the last 2 are examples of regressions in Ocarina of Time. Who knows; after I learn some more about C++ and OpenGL, I could be a lot more useful to Citra![]()

By not pirating the game and instead dumping it, like you're supposed to.A little help here, How do I get my file "Ocarina of Time 3D.3ds" to load in citra without a crash?