since cia builds are broken. 10/5 build, o3ds 9.2
I'm not sure about the 3dsx builds, but I guess broken CIAs are only affecting O3DS? I'm not having any problems on N3DS currently. *checks the changelog on Github out of curiosity..*
since cia builds are broken. 10/5 build, o3ds 9.2
It should say "press start" on the touch screen. If it doesn't say that then it probably froze and that shouldn't happen.is it normal for 3dsx builds to freeze when exiting? My first time trying one since cia builds are broken. 10/5 build, o3ds 9.2
It's been broken after 9/30 builds if installed on sysnand only I believe. Just checked 10/5. Still broken for me.I'm not sure about the 3dsx builds, but I guess broken CIAs are only affecting O3DS? I'm not having any problems on N3DS currently. *checks the changelog on Github out of curiosity..*
Thanks. I get that with the working cia 9/30 builds. I'll try previous 3dsx builds then.It should say "press start" on the touch screen. If it doesn't say that then it probably froze and that shouldn't happen.
It's been broken after 9/30 builds if installed on sysnand only I believe. Just checked 10/5. Still broken for me.
well..., don't do that !!!It's been broken after 9/30 builds if installed on sysnand only I believe.
Aquatic Ruin? Runs fullspeed underwater for me. 10/4 build 3dsx o3ds 9.2. 10/5 freezes when exiting. So try 10/4.Hello, no I haven't tested any stuff for the O3DS users. I'm waiting until Picodrive really gets a big improvement before I use up a write cycle on my SD card =p
I did get further in Sonic 2 though. That game still hates it when you go underwater, frame drop to 48~fps. 3DSX that is, not sure about .CIA
What'll happen? I've reinstalled dozens of times. So far so good. I have a nand backup anyways.well..., don't do that !!!
good thing that they broke on sysnand I guess this is one thing I shouldn't fix
GpSP cia build from 2015-10-05 is not working on sysnand 9.0 or emunand 9.5 on my new 3ds. I'm getting a audio driver error and it quits back to the home menu. It works if I turn off audio.
I had that on Genesis GX after playing around with stuff like core video render option (composite/lcd shadow) or was it ratio?Apparently Super Mario All Stars not having controls is a known issue with CatSFC.
https://www.raspberrypi.org/forums/viewtopic.php?t=79083&p=795905 has an apparent workaround, but I can't seem to get it to work yet..
Or if there's a way to change our player 1 controller slot to instead be player 2, then that would work.
On an unrelated note, I finally got around to taking screenshots of what's happening with Nestopia. It's hard to describe what exactly is wrong, but it's like it's chopping off 1/3rd of the screen, is zoomed in too far, and is much too dark. This is the only core I've found that does this so far. If it matters, the console says "Video @768x672".
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nestopia uses 32-bit colors and only 16-bit is supported currently.On an unrelated note, I finally got around to taking screenshots of what's happening with Nestopia. It's hard to describe what exactly is wrong, but it's like it's chopping off 1/3rd of the screen, is zoomed in too far, and is much too dark. This is the only core I've found that does this so far. If it matters, the console says "Video @768x672".
View attachment 26415 View attachment 26417
Apparently Super Mario All Stars not having controls is a known issue with CatSFC.
https://www.raspberrypi.org/forums/viewtopic.php?t=79083&p=795905 has an apparent workaround, but I can't seem to get it to work yet..
Or if there's a way to change our player 1 controller slot to instead be player 2, then that would work.
When you think about it, the 3DS's screens really are perfect for displaying these classic games at 1:1, since a lot of them were 320x240 or something similar.
Virtual Boy is pretty sluggish. Runs around 22-30 FPS for me. It could probably stand to have a dynamic recompiler written for it, assuming that's the bottleneck..
That's interesting. Presumably it's a libRetro-specific issue then because the original CATSFC on the DSTwo has no such issue. I'll test the Vita versions tonight to see if they are affected.