Homebrew [Release] FCEUMM3DS

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I don't think so, but you can use Ninjhax if you don't want to get a flashcard, but for the price, it might be better to get directly a gateway (or a sky3DS to use Cubic Ninja rom in order to load Ninjhax).
 
I got it to not crash when closing the emulator.

What I did? Nothing as far as I can tell. There seems to no pattern to when it works and when it doesn't (I tried it a few times in a row and it didn't crash, but I don't know what weird factors might be different between when it crashes when closing and when it doesn't.)
 
Yeah i can't build the latest either, not sure if the problem is something on my end or not but it gets as far as linking the elf and throws...
ctrcommon / ctrulib etc are all up to date.

Code:
linking FCEUMM3DS.elf
11625233 relSymAddr=00D492A1 relSrcAddr=002389F8 topAddr=00375000
Relocation to invalid address!
 
No need to bother compiling unofficial versions.

I'm sure he'll compile a new one when it'll worth it, and if it didn't yet, it probably because it change nothing (visible, at least) to the emulator.
 
Yeah i can't build the latest either, not sure if the problem is something on my end or not but it gets as far as linking the elf and throws...
ctrcommon / ctrulib etc are all up to date.

Code:
linking FCEUMM3DS.elf
11625233 relSymAddr=00D492A1 relSrcAddr=002389F8 topAddr=00375000
Relocation to invalid address!

It isn't really that big of a change. Although for future reference, you'll need to compile the latest source of 3dsxtool from the devkitPro 3dstools repository and put it in your devkitPro installation.

Although, now that I'm not using Nestopia, I could probably turn off exceptions and remove the need for that.
 
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Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.
 
Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.


Fuck yeah!

Edit: Actually, not meaning to be a pest but... Is it still crashing on exit?
 
Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.
I saw one of you commits and I had an idea. Since the NES already outputs at 240p, wouldn't it be possible to write directly to the Final output buffer. Sure you would lose the ability to (easily) correct the 4:3 ratio, but as a bonus you wouldn't have to deal with the z-curve order shit that goes on in the Textures or the gpu frame buffer.

I actually haven't looked at the hardware close enough to know if it's possible or what caveats there would be, but it should offer a decent speed up.
 
I saw one of you commits and I had an idea. Since the NES already outputs at 240p, wouldn't it be possible to write directly to the Final output buffer. Sure you would lose the ability to (easily) correct the 4:3 ratio, but as a bonus you wouldn't have to deal with the z-curve order shit that goes on in the Textures or the gpu frame buffer.

I actually haven't looked at the hardware close enough to know if it's possible or what caveats there would be, but it should offer a decent speed up.

The command used to copy the frame to the texture (GX_SetDisplayTransfer) is already fairly quick. I did try what you suggested, but it ran at pretty much the same speed.

If I could get rid of the buffer translation here, at the very least Super Mario Bros. may be boosted up to full speed. I just need to figure out a good way of writing the color values as RGB565 values in the first place without messing things up.
 
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Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.


Yay for speed boost, will try as soon as I can :)
 
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It crashed my N3DS when I went to options and I had to make another folder with 5 roms in it apparently it didn't like the folder with over 750 roms lol
 
It crashed my N3DS when I went to options and I had to make another folder with 5 roms in it apparently it didn't like the folder with over 750 roms lol


Try to make a folder per letter? That's what I did for the GameBoy Emulator (and it's also make it easier to find a game).
 
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Sadly it's a common limitation with emulators ported to consoles/portables as they have limited memory. It's best to sort them out on a per letter basis.
 
still getting crash on exit, but you can launch another program 1st instead of exiting directly and it won't crash
 
The command used to copy the frame to the texture (GX_SetDisplayTransfer) is already fairly quick. I did try what you suggested, but it ran at pretty much the same speed.

If I could get rid of the buffer translation here, at the very least Super Mario Bros. may be boosted up to full speed. I just need to figure out a good way of writing the color values as RGB565 values in the first place without messing things up.
I was looking at NESDEV and I saw this. Christ, I didn't know the NES games were practically racing the beam.
 
I managed to get it to lock up when pressing home and *resuming* the emulator (run as a 3DS on Gateway, rather than closing it.

Also, when you run a FDS game, how do you switch the disk to side B?
 
Updated the download link to the latest source commit. Speed is somewhat improved, FDS support works properly (disksys.rom goes in the fceumm folder), .cht files are now supported for cheats, and various other tweaks were made to things like saves, states, etc.

Thanks for the update! (already said it but I had forgot to test it the first time :D)
 

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