Yes, should be already possible. If not, any feedback is appreciated :-)You're telling me it will be (or already is) possible to play Cannon Fodder, Benefactor, Space Hulk, Space Crusade and Alien Breed on my n3DS?!
Holy shit i have to try it at home!
Thanks for the feedback - what's a scanline overlay?@Badda
First impressions
Great compatibility for an early release
Graphics look accurate on the n3DS screen
Works perfectly on Luma 6.6
Standard button mappings are very intuitive
Simple but effective UI
Save states are perfect
Issues
Audio playback sounds 10% slower than it should be across the board with standard n3DS Clock. Clock/L2 the same, almost like its a NTSC running in PAL issue?
Suggestions
Concentrate purely on optimising vanilla A500 experience first
Map power and disk lights to charge and wifi LEDs on 3DS
Ability to bind keyboard presses to buttons/remap
Scanline overlay
Disk read speed option
Map mouse pointer 1:1 with top screen cursor location
Overall a really good early release, surprised no one else has noticed the sound issue though.
Scanline overlay - scanlines are visible on old crt displays. Winuae or retroarch use shaders overlay for this, but with cost of performanceThanks for the feedback - what's a scanline overlay?
No matter how 'close' to a crt screen the effect give, a lot of people prefer images to be pixel perfect. On a screen that can easily create a 1:1 pixel image from the C64, that option should not be ignored. It's similar to saying new DVD players should blur the image on purpose just because old TV weren't as clear as new LCD ones.
Defending an unintended gfx issue should never be the way to deal with a simple request and lets remember, artificially blurring a screen will never look the same as viewing an image on an old computer monitor or TV.
I totally agree with his point. A scanline overlay would be emulating a defective (or rather: once unavoidable) screen behavior, which is fixed on todays LCD screens and that is a good thing! Apart from this, a scanline overlay would take away precious space on the small 3DS display.
Hm, no idea TBH. I'm checking though ... maybe I can find the cause ...Yeah, good points. The 240p screen on the DS is perfect for Amiga as it makes the games look how they should/as remembered.
@Badda what is causing this across the board slowdown? It really does feel like when a 60hz game is played at 50hz as its not stuttering just everything is happening at less speed than it should?
I'm just using regular A500 games to test so far and I've noticed it across the board with pitched down sound etc..
This same issue occurs on your excellent C64 emulator too.Hm, no idea TBH. I'm checking though ... maybe I can find the cause ...
Hm, no idea TBH. I'm checking though ... maybe I can find the cause ...
Thank you for working on this; it is very appreciated.
To be fair, I'm not sure the basis for judgement on such Emulators.
There are already very functional MAME cores on Arcade Emulators for the 3DS so why would anyone try to play the exact games on anything inferior.
The Adventure games are what this machine had over the Consoles and Arcade machines.
I already have the C64 Emulator in my Homebrew and I came looking for this because of the great Pixel Art this generation of machines had.
They fit so well on the handheld form factor and the 3DS does a much better job of creating the computer feel with its two monitors compared to the Switch.
Looking forward to its full development.
I've been able to fix this for Turrican by increasing the trottle in the menu to 60.@Badda
Issues
Audio playback sounds 10% slower than it should be across the board with standard n3DS Clock. Clock/L2 the same, almost like its a NTSC running in PAL issue?
I've been able to fix this for Turrican by increasing the trottle in the menu to 60.
Can you check if increasing the throttle fixes the issue?
Chui's uae4all page states throttle values and compatibilities for a lot of games:
http://chui.dcemu.co.uk/uae4all.html
I used the source code from https://www.emutopia.com/index.php/emulators/item/324-commodore-amiga/501-uae4all
That was actually the only code that compiled without a lot of changes. I tried with other versions as well, e.g. the gp2x version 0.7.2 from https://notaz.gp2x.de/other.php#GP2X. This one would not compile because it contains a lot of proprietary code which would have been too much effort to fix.
I checked uae4all2 as well (https://github.com/lubomyr/uae4all2 - this is what the switch-version is based on). I actually got it to compile ok but it always crashes :-(
Do you have any info on the pros and cons between the different version? If I switch to another base version, I would want to do it before I include too many 3ds-specific changes in the current one ...
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Thanks for the info - good to know that the 256kb version works as well. I updated the OP.
Played around with that and the sound is still off no matter what you do. Which source code did you port as the Dingoo one has the same issues. Have you looked at UAE4ALL2 source?
https://github.com/rsn8887/uae4all2/releases
As thats a great implementation on Vita.
Yes, that is basically the same code, I actually got it to compile by now but it is way too slow for the 3DS. In the end, the mentioned version is made for PS vita or Nintendo Switch which both have way more processing powerDon't know it that's the same uae4all2 source you're both talking about.
Whoa! You think the Amiga was just about "inferior" arcade ports and adventure games? You really have a LOT to learn about the Amiga, my amigo. Sheesh. I can't remember any of my Amiga friends getting excited over any adventure games (Defender of the Crown and other Cinemaware games were pretty, but unexciting and not among the best Amiga games of their day), and our arcade ports like Marble Madness not only were the best of any contemporary platform, but due to the controls of Marble Madness in particular, better than MAME can even achieve now. Lastly, games were a minor reason the Amiga sold, at least in the states. It was a multimedia production machine first, with Lotus-compatible spreadsheets, the first-of-their-kind databases that supported graphics and sound, and even WordPerfect for Amiga. Earl Weaver Baseball was by far best on the original Amiga version and, as late as 1994, appear in one magazine's list of the top 50 games ever. This was a 16 bit machine with separate co-processors for graphics and sound. No PC and no console in 1987 could touch it for arcade ports, arcade-style games, nor anything else.