The idea has been brought up even with blargSNES, but there are issues with doing it. Location and size of the texture cache is one of them. The amount of polygons for a single frame is another. It all amounts to the GPU becoming the bottleneck, imo, enough to where the game may not even run at 60fps. that's not including that not all games could handle 3D very well, as some are designed in a way that could cause "cracks" to form at the seams of tiles.
That's not to say it's impossible. It just requires a lot of work, and a different method to rendering. Based on StapleButter's work, we have a working method to render a luminous texture (typically used for bumpmapping) as if it's a 256-color paletted texture with optional transparency. A thread I made some time ago requested help for anyone that understands bumpmapping to see whether it's possible to "rotate" the palette LUTs in either the vertex/geometry shader. If it could, then that would immensely help in the effort. It would reduce the "cache" by a LOT, allowing this cache to be transferred to VRAM in much less time, and because it would be in a paletted form, changes in the palette would be easier to handle, with no need t
Just tried it myself (USA ver), it works smoothly and without any issues. Though it says 59.8 fps (30 skipped), don't really know what that means.Does anyone know how well Kirby's Avalanche runs on the newest version?
it means it has to skip drawing about every other frame to reach a speed of 60fps, making animations look just a little choppy. though that shouldn't be that big a deal for a game like that.Just tried it myself (USA ver), it works smoothly and without any issues. Though it says 59.8 fps (30 skipped), don't really know what that means.
Yup, you are right! Keep up the good work btw!@KJ1 - I doubt I will add an option to turn off the 3DS from the menu. Doesn't seem like it's absolutely necessary, not at this point.
@TheGag96 - Yes it's pretty much what you said. But other than drawing things twice (which means rendering will end up being slower), there are other problems related to SNES's layers. Tiles in each layer can have two priorities... meaning some tiles in a same layer appear at a lower depth, some higher. And then other layers and sprites interleave in between. I find that it may actually look a little disorienting when some of these tiles from the same layer appear near to you than others.
I don't know, but I think I am just giving excuses, because I don't think this is something I will want to venture into.
But if anyone wants to try, source codes are available!
@TheGag96 - Yes it's pretty much what you said. But other than drawing things twice (which means rendering will end up being slower), there are other problems related to SNES's layers. Tiles in each layer can have two priorities... meaning some tiles in a same layer appear at a lower depth, some higher. And then other layers and sprites interleave in between. I find that it may actually look a little disorienting when some of these tiles from the same layer appear near to you than others.
I don't know, but I think I am just giving excuses, because I don't think this is something I will want to venture into.
But if anyone wants to try, source codes are available!
Someone did that: https://geod.itch.io/3dnesAh, I see. Stuff like this is as never as simple as it seems lol! :S I wonder if this method would work better on something like an NES emulator, though it might have that interleaving stuff too...
Someone did that: https://geod.itch.io/3dnes
@bubble2k16, do you know if special chips will be supported on this port? Keep up the amazing work! Thanks
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@CrashMidnick - You might want to give this version a go to see if you can repro the DKC tile corruption problem. Keep me posted.