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Discussion in '3DS - Homebrew Development and Emulators' started by masaki88, Jun 23, 2016.
For me is the opposite
I personally made some tests quite some time ago and MingW has always been faster than MSVC, to be quite honest.
For odd reason, some MingW builds are fast while some MSVC builds are faster to me. So yeah.
bcuz frankly MSVC is a $h1t compiler that just says "meh not gonna optimize this code ¯\_(ツ)_/¯"
Like I said, for me is always faster MSVC
Mingw is faster for me.
same thing here,sometimes,MSVC runs well,but it's very rarely that happen,stick with mingw for now if you wanna have some speed...
A question for people who make the builds with the "addticks" function: How difficult would it be to add per-game config files like in other emulators?
Because different games need different numbers to play FMVs at full speed, and they usually require some specific number in order to run 100%. For example, Pokemon Sun needs around 18000 for the intro FMV to play at full speed, Monster Hunter Generations needs 21000, but running Pokemon Sun with 21000 makes the FMV run at half speed. And some games behave weirdly if addticks is anything other than 0, but Pokemon won't even start if addticks is 0, the FMV gets stuck.
The default of 10500 seems to work fine for most games, as far as the game actually starting goes, but still there's the speed issues, not to mention Bravely Second, which just locks to a lower framerate.
Try my texscale build it has an auto FMV speedup builtin its not a general tickspeed hack as it specifically targets the video threads and speeds it up so the rest of the game stays stable. As for your question i remember valentincanelslande had something like that but idk.
On a side note heres what im working on
Texture replacement would be so cool.
I downloaded your build, and while it runs Monster Hunter Generations slightly slower than the build I was using, it runs other games faster or as fast, specifically in Pokemon Sun, there are areas where it went down to 24fps, on yours it runs 100% speed. So I'll probably keep yours for general use and the other one just for MHX.
Edit: I don't know if you're aware of this, but your build doesn't show the game version when a game has updates installed in the game selection icon.
yea its because its an old build havent updated it from the latest citra. i'll rebase it when i release my next build
Do you have a github for your builds or just the links you post here?
yes i do have a github but for now most of the latest changes are on my local repo because the code is messy. i'll put it there once im satisfied with it and make a PR
What does custom texture do BTW?
U can use replace the ingame textures to what ever you want. U can even change all to textures to memes if u want . But the main reason is so others can make their own better upscaled texture for the game.
Hmm. Interesting. I'll wait and see if it works for Smash Bros and the Warrior series(Hyrule and Fire Emblem).
Smash Bros 3DS have dt and ls files as game data and the texture format is either in .tex or .bch and the Warriors series use LINKDATA.bin and LINKDATA.idx as game data and the texture is in .dat, .gt1, .nfc, and .sdb. I wonder how it going to bypass the game daya though. But meh. I'm sure Dolphin Emulator did it before.
Lastly, does dumping texture actually dumps .png, .jpg, or .dds image files or the game's texture like .bch, .brres, .tex, .dat, etc?
I'm just curious because I want to grab the texture of Hyrule Warriors Legends on the 3DS now that some people got their hands on a special tool(which is private and not release to the public) that can export models and texture of that game. Same goes to FEWarriors.
How the texture dumping works it that every game textures that are currently on display will be dumped in .bmp or .png format (i still havent decided).
i just want citra to run DLC...