Homebrew SNES9x for Old 3DS

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@TheRozitaKnight - What do you mean by overlays?

@MisterPantsEyes - Yes the O3DS is very weak for that. The SuperFX part takes up a significant portion of the emulation time, so even frameskips don't help much. You'd be better with a N3DS for Yoshi's Island.

@Louiskovskie - Yes, Snes9x for 3DS is already using hardware rendering, but it doesn't handle all these fade in/out masking very much. This is very noticable in games like Contra III (bomb explosions), DKC2 (Glimmer Galleon stage), BOF2 (battle transition). As Discostew said, it's done a little differently from BlargSNES so it's a little slower.

I've currently optimising the rendering to improve on the rendering speed. There's some good progress after some really painful hacking. :hateit: Hopefully the optimised rendering engine will help these games, and not cause existing ones to slow and screw up. The next release will fix some bugs in the Star Wars Empire Strikes Back, some graphics boost, and enabling the clock multiplier in N3DS (for those of you who would like to use this on the N3DS instead).

Back to hacking and hunting bugs! :rofl2:
 
Would be cool if you added the option to add custom borders and stuff around the game instead of just the black colour, the way you can in Blargsnes.
 
After a lot of painstaking work over the weekend, I'm glad to announce that v0.5 is released!

- Implemented major graphic rendering optimizations for color handling, transparency and window effects.
Although codes from BlargSNES was not used directly, the implement idea generally came from BlargSNES.
Some games that use windowing effects should see some / significant performance increase on the old 3DS.

For example:
F-Zero (US / EUR versions) run full speed (almost no frameskips)
Super Mario Kart (EUR) runs full speed (almost no frameskips)
Axelay (US) runs at a playable speed.
Breath of Fire 2 battle transition effects are smooth.
Super Mario World circular window fade-in/out effects are smooth.
Chrono Trigger Intro (the fade in/out from left/right) is now smooth. X-Strike effects also run very fast.
Tales of Phantasia magic effects are now smooth.
etc.

- Fixed sprite flickering problems in Yoshi's Island and DKC2.

- Fixed 256-color background problems. DKC1/2 and Earthworm Jim 2 intro shows up correctly.

- Fixed Mode 7 BG2 problems. Now Super Star Wars - Empire Strikes Back (snowspeeder stage) works correctly.

- Added code to use full clock speed on New 3DS

PS: Since a large part of the graphic rendering engine is overhauled. I will appreciate any bug reports related to games that look ok in v0.42 but have serious graphic defects in v0.5. I've done my best to test any many games as I have (almost a 100 of them) but I may have missed a number of them. :bow:
 

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Last edited by bubble2k16,
so, as far as i can tell, n3ds doesnt need any frameskip anymore. and barely does o3ds.
going to home menu doesnt leave you with a white screen, however, the last sound seems to infinitely hum in home menu now.

on o3ds, you definitely notice the changes.

bof2 doesn't slow down in the intro-flame animation or when the screen fades to black anymore, like, at all. frameskip disabled, no slowdown.
the sprite layering thing is still there.
mario kart u runs at almost 60 frames with frameskip set to 1.
mario kart e runs full speed without frameskips.

power rangers the fighting edition drops to 59.1 at worst

pilot wings runs full speed at least in the first mission i didnt manage to beat

earthworm jim 2 runs fullspeed, though for some weird reason, the framerate drops to 50 during the title and level name screen (which is just a still image)

final fantasy 6 still needs frameskips and a lot of it. during the magitec scene in narshe, theres a ton of skipped frames as enemies run towards you, then after the battle screen appears, at the beginning, theres a lot of frameskips and of course, during all manner of attack animations. frameskip 4 lets everything run at almost 60fps, but things get choppy here and there.

tales of phantasia on the other hand seems to have barely any slowdown during attack animations anymore. no slowdown on world map or during early battles.

very impressive
 
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now all this guy need to do is make a gba emulator that runs better on old 3ds gpsp is pretty good it runs pokemon full speed on the old 3ds only droping frames on title screen but games like mario kart super ciruit lag
 
now all this guy need to do is make a gba emulator that runs better on old 3ds gpsp is pretty good it runs pokemon full speed on the old 3ds only droping frames on title screen but games like mario kart super ciruit lag

This guy doesn't need to do nothing else, to emulate a system, you need to know how that system works in its entirely and knowing how more than 1 system works isn't easy.
 
Why don't work in N3DS ?

First: dude implemented code for using the full capabilities of N3DS hardware

Second: I'm f*cking tired. If we ask for a Snes emulator that works on 3DS we're told to buy a N3DS, now that we have a Snes emulator that works on o3DS, you guys come asking for him to work on N3DS qhile that console has a plethora of working SNES emulators working already at full speed.
 

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