Homebrew [WIP] 3DeSmume (DS emulator for 3DS)

shutterbug2000

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Yeah, you read that right.
I have been working quite a bit on porting Desmume to the 3DS. As it stands, it:
Runs at a decent fps on N3DS and doesn't run on O3DS
Uses the SVN DeSmuME emulation core, ported to 3ds by @MasterFeizz

Here is a video thanks to @Sasori :


Old videos:








BTW, please no spamming. Lets actually try to keep the discussion on topic, shall we? Thanks :P.

GitHub Repositories: https://github.com/shutterbug2000/DeSmume (my fork)
https://github.com/masterfeizz/DeSmuME (MasterFeizz's repo)
https://github.com/Robz8/DeSmuME (Robz8's fork)
 
Last edited by shutterbug2000,

KaduPSE

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Amazing. Really, I said multiple times that the 3DS couldn't emulate the DS, apparently I was wrong. Could you please share a PoC video? Even with graphical corruption, it would be nice.
 

Davidosky99

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Wolfvak

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Code:
     for(i=0; i < 256*192; i++)
     {
     dstA[i] = src[i]; //Screen buffer to top screen buffer
     dstB[i] = src[(256*192)+i]; //Screen buffer to bottom screen buffer
     }

    sf2d_texture *texture = sf2d_create_texture(256, 192, TEXFMT_RGB5A1, SF2D_PLACE_RAM);
    void* texturedata = texture->data;
    u16* texturedata16 = (u16*)texturedata;
     for(x=0; x < (256*192); x++){
        texturedata16[x] = dstA[x];
  
    }
According to http://hitmen.c02.at/files/yagcd/yagcd/chap17.html you should copy (256*192*2), due to each pixel using a short to define its color data.

I'm not an expert on these funky fb formats, so I could be completely wrong.

Also, you shouldn't be using sf2dlib for these operations, writing directly to fb will be much faster. Hell, I think doing bitwise pixel format conversions to RGBA8 might be faster than using sf2dlib too.
 
Last edited by Wolfvak,
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