4dsdev
Views: 614,232 Main | Rules/FAQ | Memberlist | Active users | Last posts | Calendar | Stats | Online users | Search 11-24-17 09:00 PM
Guest:

Main - Posts by AliTheAce


AliTheAce
Posted on 08-17-15 12:16 AM, in blargSnes -- SNES emulator for the 3DS (rev. 2 of 08-17-15 12:16 AM) Link | #312
Hey there, new member here.
Firstly, I'd like to thank you for your hard work. The emulator runs almost perfectly on my O3DS with 9.9, using Ironhax.

Now, I have one issue. Playing Final Fantasy VI, I have been playing it for a short while on the Wii, and I transferred the SRAM save to blargSNES. It loads up the game and save perfectly. However, I've gotten to the point where I exit a cave and enter a house. It has some beds which I can use to heal up. However, when I get in those beds, it plays the music that plays when you go to sleep, and I can't get back in game after that. It shows a black screen. I am able to pause the game using the touchscreen, but it doesn't display anything after I sleep, i.e I can't "wake up" in the game.

I'm using hardware rendering, and I tried playing without it. Same issue.

I'd appreciate any assistance :)

AliTheAce
Posted on 08-17-15 02:33 PM, in blargSnes -- SNES emulator for the 3DS Link | #315
Posted by michierusama
I was testing Zelda a link to the past USA rom from emuparadise and it does not work when try to start a new game or continue from a previous file from 1.2. It works in 1.2, can someone test, thanks.


Can confirm, doesn't work in 1.3. Black screen after selecting a save file.
It works fine in 1.2

Also, I'm having random freezes in Lufia II in that 1st dungeon. Pressing the select button will sometimes cause the game to freeze up when selecting a skill.

You can exit by pressing the touch screen, pressing Select, and then touching the X icon.

Are you not getting freezes in Lufia II during that first dungeon, when you have to select skills? Using an O3DS here.

AliTheAce
Posted on 08-18-15 05:51 PM, in blargSnes -- SNES emulator for the 3DS Link | #332
Was playing Chrono Trigger, it was running flawlessly up to the point where you have a courtroom trial. When you get knocked out at the end and the screen fades to black, that's it. The game doesn't display anything after that. Same thing happens with FF3 USA rom: Black screen when sleeping, nothing displays after that. I can still access blargSNES menus, and everything.

@StapleButter can anything be done about this?

AliTheAce
Posted on 08-22-15 04:27 PM, in blargSnes -- SNES emulator for the 3DS Link | #364
Alright, so I tried to play Tactics Ogre: Let Us Cling Together on my O3DS, using he translation patch. With software render, the game runs at a smooth 60FPS. However, when the first battle starts and you press X to bring up the menu, the game freezes, with a repeating sound fragment, and so does the 3DS< forcing a hard reboot.

Same problem with hardware render mode.

I forgot what the message was, but once it showed some text like EXT PPU on the bottom screen, which might be helpful in locating the problem :)



AliTheAce
Posted on 10-30-15 03:10 PM, in blargSnes -- SNES emulator for the 3DS Link | #624
Posted by StapleButter
Okay. blargSNES may see an upgrade, depending on my motivation and... things. fincs has been doing a lot of reverse-engineering, enabling many new fun things.


It will be adapted to the great-refactor branch of ctrulib. (anyone remember 1.0->1.1 and the ctrulib branch switch it involved? living the old times again~)

The blargGL layer will need to be rewritten accordingly. The new GPU API is basically the minimum you need to use the GPU. blargGL will come on the top of that. Better understanding of the GPU also means it will be more performant.

I also want to rewrite the hardware renderer for better performance (and more manageable code). There are also new ideas from Discostew and me that are waiting to be implemented.


There will also be other changes unrelated to graphics.

New ctrulib features an API for using the DSP (along with an official binary), and the DSP is much better fitted to do proper sound streaming than CSND. Needed precisions will be given about which situations require obtaining a DSP binary yourself, and how to do it.

Oh and I hope to finally fix the SPC700 timing. If I manage to get it right, that will fix many issues, especially the "game works in version X but not Y" shit.




Before all that, there'll be a new build with minor fixes (fixed APT, and setting for New3DS overclock).


Would the new GPU API, DSP service, and the SPC700 timing fix get rid of some problems, like blackscreens after fading away? Eg: In FF3 (US), the game black screens when I go to sleep in a bed. I'm unable to wake up. (I have a save file played up to a certain point). Similarly, in Chrono Trigger, certain cutscenes cause blackscreens when they fade away, eg the Courtroom scene, and the screen does not wake up. The emulator is responsive, but the game does not respond.

If it matters, I'm using an O3DS on 9.9.0-26U, with Ironhax 2.1

AliTheAce
Posted on 11-03-15 10:28 PM, in blargSnes -- SNES emulator for the 3DS Link | #676
Posted by StapleButter
Well, feel free to try making a libretro port if you want, I don't really have interest into that atm though.



In other news, trying to address the timing issues for release 1.4. I'm getting there, but not quite yet. I got Soul Blazer to run, and DKC2 seems stable too. FF games are still giving me trouble, though.

I see. Thank you for your hard work.

May I ask which FF games are giving you trouble? So far, only FFIII/FFVI are giving me trouble, with the fading black screens, and minor slowdown when a battle starts.

What is the part which prevents the emulator from drawing the textures and sprites after going to sleep in FFVI/III? Does it have something to do with the GpuFlush code, or is it SPC700 timing?


Main - Posts by AliTheAce

Page rendered in 0.021 seconds. (2048KB of memory used)
MySQL - queries: 22, rows: 71/71, time: 0.014 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2017-11-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.