Homebrew SNES9x for Old 3DS

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now that would be nice. though framerate isn't a big issue in most games (and where it is, i guess it's not going to make a world of difference), so performance gains could go towards sound timing.



could you link me to the exact version you're using? because I've had several gba emus as cia and none of them had 60 fps past the main menu screen

_________

as for further games i tried

Zelda - great, though minor graphic glitch in upper left corner in some dungeons
Earthbound - minor frame drops during some attack animations and at start of battles. minor graphic glitches (like heads disappearing behind background tiles like ATM Machines)
Magical Pop'n - surprisingly the voice effects work well, runs perfectly too
Contra 3: slowdowns during bomb usage, works well in mode 7 levels
Final Fantasy 6 - playable, but wonky framerate during battles / attack animations, terrible sound at least in Narshe.
Secret of Evermore - Some framedips during the story intro, but otherwise runs normal.
Seiken Densetsu 3 - Same text issues (high res mode) as Secret of Mana
Plok - Great. That one didn't work on blargsnes.
King of Demons - Perfect
Treasure Hunter G - minor graphic glitches. if you walk behind a npc sprite , the player sprite wont disappear behind the npc, but the npc will disappear behind player sprite.
It is the 1.3.3 STABLE version (not nightly) of retroarch gpsp. Note that this is on an O3dsXL, yet I doubt that makes much of a difference. I tried pokemon emerald and pokemon leaf green, both seemed to get full speed.

The only thing i can think of is if the extra post-processing settings are still enabled in gpsp. Note that I am playing with turning off things such as billinear filtering and putting the display into the native resolution without any scaling.

My settings are as follows:
under the 'video' tab:
No Hardware Billinear filtering
NO VSYNC OR HARD GPU SYNC
no frame delay
I turned on integer scale so that way the game is not being distorted by the viewport, currently at 320x240 (oddly, this is different from the original gba resolution of 240x160, yet I don't recognize any stretching).
I do not use any sort of filters

For under the 'audio' tab:
audio latency is 64ms

pokemon emerald stays in the 59-60fps range during most of the game, only dropping at the transition from overworld to battle by like 10fps, the main menu drops down to 52 fps for me, and the only drop I would consider super significant is when you save, it drops down to 6-8 fps (then it shoots right back up, but honestly, you really aren't doing anything when you save other than saving and waiting)

Also, I am using a gba bios. With gpsp, you have to set the bios directory under the "directory" tab.

Finally, under the quick menu (when you pause a game while its running) and go under "options", make sure dynamic recompiler is enabled, and restart the entire application if it was disabled previously.
On the latest stable, 1.3.6, There are some visual distortion issues with pokemon emerald (Only when you run really) at least. Enabling stuff like vsync and hard gpu sync does not help.
 
Last edited by TimX24968B,
v0.31 release. It's a small release that basically for a CIA version. As usual, the latest download will be available in the first post in a jiffy.

Here are the updates:
- Modified the frameskip factor to improve frame rates a little.
- Updated menu to allow you to exit to Homebrew Launcher / CFW's home screen.
- CIA version with sound! (still uses CSND)

For the CIA version, you can suspend the emulator and close it gracefully now. You can also select Exit SNES9x from within the emulator to quit it. But it currently doesn't support resuming from suspended mode... because if you do so, the top emulator screen turns all white. Resetting the emulator / reloading another save state will resolve the problem. I think I know what's the underlying problem, just haven't gone around to fixing it yet.

I'll probably be focusing my next efforts on getting rid of those 'scratchy' sounds. :lol:

PS: I really appreciate everyone for the testing and feedback, and to those who are helping with the compat list! :grog: Will be greatt if you could also share your experience with the CIA version.

@DespyCL - Will you mind sharing your save state for DKC2 at the Glimmer Galeon's level, so that I can see what's wrong? Thank you!
 

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Last edited by bubble2k16,
I will try the CIA with New3DS mode


It runs great with new3DS, but it seems I should enable the new3DS mode with luma setting/ntr cfw.
 
Last edited by pdapanda,
v0.31 release. It's a small release that basically for a CIA version. As usual, the latest download will be available in the first post in a jiffy.

Here are the updates:
- Modified the frameskip factor to improve frame rates a little.
- Updated menu to allow you to exit to Homebrew Launcher / CFW's home screen.
- CIA version with sound! (still uses CSND)

For the CIA version, you can suspend the emulator and close it gracefully now. You can also select Exit SNES9x from within the emulator to quit it. But it currently doesn't support resuming from suspended mode... because if you do so, the top emulator screen turns all white. Resetting the emulator / reloading another save state will resolve the problem. I think I know what's the underlying problem, just haven't gone around to fixing it yet.

I'll probably be focusing my next efforts on getting rid of those 'scratchy' sounds. :lol:

PS: I really appreciate everyone for the testing and feedback, and to those who are helping with the compat list! :grog: Will be greatt if you could also share your experience with the CIA version.

@DespyCL - Will you mind sharing your save state for DKC2 at the Glimmer Galeon's level, so that I can see what's wrong? Thank you!
Is it fine to share the save here, right? i've a save laying there with the game completed at 102%
 
testing the cia, earthbound is still running as before.

i noticed, that just opening and closing the emulator menu (tap screen, press B) is enough to get the screen back after pressing the home button.
exiting and suspend options are very much appreciated.
 
Any plans for zipped rom support? That would make life easier for those of us sharing our romsets with Retroarch.
 
I am pretty sure that if we have Ndsp and Dynarec we will get almost full speed on SFX games. Since Doom runs at 15 fps with the current build.
 
Hi all, the current SNES9x emulator uses software to mix the sound samples and then passes it on to the CSND for playback.

I don't have enough knowledge of 3DS's DSP and IIR filters and all those digital signal processing stuff to be able to utilise it to the full extent.

But what can say is that the SNES's DSP sound mixing is emulated using the 3DS's 2nd processor core, which allows us to use about 30% of its time. At its max, this emulator is already using up about close to the 30% of the time given to us. So by simply offloading the sound mixing to the 2nd core, this has already given us a good performance improvement.

I am not sure if hardware-accelerating some of the sound emulation to the DSP will give us significant improvements in performance.
 
Hi all, the current SNES9x emulator uses software to mix the sound samples and then passes it on to the CSND for playback.

I don't have enough knowledge of 3DS's DSP and IIR filters and all those digital signal processing stuff to be able to utilise it to the full extent.

But what can say is that the SNES's DSP sound mixing is emulated using the 3DS's 2nd processor core, which allows us to use about 30% of its time. At its max, this emulator is already using up about close to the 30% of the time given to us. So by simply offloading the sound mixing to the 2nd core, this has already given us a good performance improvement.

I am not sure if hardware-accelerating some of the sound emulation to the DSP will give us significant improvements in performance.
You can ask to someone of libreto team, all of the retroarch 3ds cores uses Ndsp for sound, sorry if I can't help even more >.>
 

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