Homebrew SNES9x for Old 3DS

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the games what crashes me be:the dragon balls of nes. can you help me?

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DragonBall Games Crash Me in the quicknes emulator can you help me?
 
QuickNES compatibility just isn't as good as with the more N3DS focused NES emulators, unfortunately. Try alternate roms if possible. That's pretty much all you can try, I think.
 
@bubble2k16

Just to ask, was the playback using NDSP going at double speed for half a second with an equal amount silence following? You need to adjust the pointer to buffer data when applying the master volume, because NDSP uses interleaved stereo samples. Most of your NDSP code is fine (and trying it out with a few changes, it works, and doesn't have the lopsided audio like CSND does). It'll be a bit before I can tinker with it some more.



It's not a palette issue with that game (and others). It's a sprite layering issue. Just FYI.

Thank you for letting me know. :)
 
I hope you can get the sprite issue fixed in Super Mario All Stars where the plants and stuff don't go behind the pipes. Thank you very much though for everything you have done. I appreciate it. Would also be a cool feature if you added a way to add different border images around the game, instead of just the black screen, the way BlargSnes does.
Oh! This reminds me, Yoshi's Island has sprite layering issues on the map (those Yoshis on the edge of the map there aren't right, they of course aren't supposed to be visible over the curled part).
L2RzaHt.png
 
v0.62 beta

For the first time I'm releasing a beta because I don't have the time to test the whole set of games in my library, and also the time to update all my posts and Github releases. :rofl2:

So here's a quickie for all the fixes I've managed to put into v0.62 beta:

- Improved zoomed-in Mode 7 appearance. Games like Seiken Densetsu, ActRaiser 1/2 look better when viewing the Mode 7 textures near to the ground. Thanks for Discostew for the motivation!

- Improved sound handling to ensure that it is not panned slightly to the left. It turns out the solution was simply to ensure both channels start at the same time instead of starting the left channel first, then the right. BlargSNES does exactly just that, and I simply incorporated the same idea. Let me know if the music is still panned to the left.

- Added option to change in-frame palette handling. There are three options to choose from:
> Enabled. (Slow, accurate, but never as accurate as software)
> Disabled Style 1 (faster, less accurate)
> Disabled Style 2 (faster, less accurate) works a little differently from Style 1
Most games are by default Enabled. Only Bahamut Lagoon and Front Mission Gun Hazard are by default Disabled Style 1.
Setting enabled fixes the colours in Judge Dredd, Wild Guns and Batman Forever.

- Fixed Clock Tower to run again. It was my fault that it froze, not the game's developers! :shy:

- Fixed Star Fox flickering problem when there are frameskips.

- Fixed outside-of-track texture problem with Super Mario Kart’s Bowser Castle stages.


I'll continue testing more games this over the next few days before I push the official release out.
 

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@bubble2k16

Thanks for the update. So you gonna keep CSND instead of using NDSP, or is it just temporary? If I recall correctly, I was told there's supposedly a conflict between CSND and NDSP if there's function calls for both included in the same project. Probably something to do with threads and timing, hence why it was opted to drop CSND in blargSNES completely once NDSP got used.

Is there an issue with Mode7 and transparency (not blending)? FFV's title cutscene is completely black when what it should show is a cut-out of the title with Bartz riding a chocobo in front of some scenery.
 
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There seems to be some randomly happening graphical corruption now. Nothing major, as it just randomly appear and disappear went changing stage in DKC for example.
I jumped from v0.41 to v0.62, so it could have happened during the v0.5 graphical refactor. Strange thing is that it seems to be just happening randomly and I don't know how to reproduce this corruption though.
 

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@DiscostewSM - Confirmed that FFV problem. Will look into it. Will just stay with CSND for the time being. For some reason it CSND also works on my new N3DS also. I always through N3DS home-brew didn't support CSND. So I find little reason to change.

@dekece - Confirmed the corrupted pixel problem too. It may happen in 0.41 to I suspect but it's more rare I suppose because of the way we render the tiles. Good find. Will dig into it too.

Thank you both for the finds. More testing! :)
 
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Might that I ask, where the save files are? I am curious if I can use my old .sav files...? Also, love the app, thank you. Huge fan of Snes9x. Use it on all my machines.
 
Wow, been really busy and all and there have been so many feedback over the past few days. I've only found some time today to reply to posts. Thanks to everyone who pointed out the emulation bugs. Those are the first things that I'll be looking at within my busy schedule. :)

@Shin Akuma - Clock Tower is developed by Human Entertainment Label and it's known to having some CPU-and-SPC700 timing issues in Snes9x. It's so sensitive that any faster or slower the codes in the SPC700 and the main CPU run a little off, it can cause the game to stop booting. Although the v0.6 release doesn't change the synchronisation between the main CPU and SPC700, it did make some modifications to the DSP core that might have interfered the speed in which the codes in the SPC700 chip run, thereby throwing off the sync and causing the game to stop booting. Call it less-than-ideal programming by the developers, but us emulator writers have to coax it into working. I'll have a look at it to see what can be done. In the meantime, you may just have to stay with v0.51 first until I can sort out the problem. But it's great that you brought this up, and I can now have Clock Tower (and probably some other games released by the same dev) as part of my test games before releasing the next version. :)

Wow such a hassle this game! Its an amazing game i have to admit and the translation was on spot
Even if you cant make it work just try it yourself,very atmospheric game.
Thanks for even considering fixing this :)

One small problem i have(maybe its my fault tho) i have all the roms in the root of my sd and everytime i have to boot a different rom i have to manually go all the way down to choose what i want
If it was possible for L and R to work as page up - page down between roms. When you press them now you go through the emulator menu and since all options just require up and down and A button i would really appreciate to work as i said ONLY in the menu select screen of the options.

But then again maybe i do something wrong because everytime i boot the emulator it gets me in other folders and i have to choose back and forth for the snes roms folder. I have a wrong path maybe :s

I love your work.Thanks a lot
 

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