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Daggdroppen
Posted on 02-09-16 10:14 PM Link | #934
Has the compatibility increased Last 6 months? I have mainly been using retroarch snes emulation. But I miss the 4:3 scaling option on BlargSNES :)

arnaiyus
Posted on 02-11-16 08:43 AM Link | #941
Posted by Discostew
That room normally causes a crash on the official releases of blargSNES. The current unofficial ones don't seem to crash at that point, at least by my accounts when testing it with the unofficial ones.

And by the "current unofficial ones" do you mean the 1.19 one? Or is it an unlinked beta of some sort? Would be willing to test it if if means I can finish Super Metroid @100% :P

Discostew
Posted on 02-11-16 06:34 PM Link | #942
Posted by arnaiyus
And by the "current unofficial ones" do you mean the 1.19 one? Or is it an unlinked beta of some sort? Would be willing to test it if if means I can finish Super Metroid @100% :P


The recent unofficial ones that are built from the latest veryhard branch.

Wargla
Posted on 02-17-16 10:28 PM Link | #944
Blargsnes is the best solution for ones for have Old 3DS.
Since 1 year, there is no new official release, so I am just asking myself if 1.4 release is still on its way or not ? Can we hope to get it before end of year ?
And of course thanks guys for the fantastic work done since then.

TecXero
Posted on 02-22-16 09:18 PM Link | #949
Posted by Wargla
Blargsnes is the best solution for ones for have Old 3DS.
Since 1 year, there is no new official release, so I am just asking myself if 1.4 release is still on its way or not ? Can we hope to get it before end of year ?
And of course thanks guys for the fantastic work done since then.

The sourcecode has gotten some attention. It seems to work well enough as a couple of weeks ago, compiled as CIA. Just be patient, it may see another official release. If not, there's quite a few games that work well under it in its current form.

StapleButter
Posted on 02-29-16 12:01 AM Link | #951
to be entirely honest, I don't have much motivation ATM because I keep hitting a wall with CPU/SPC sync

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blargSNES -- SNES emu for 3DS
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profi200
Posted on 02-29-16 12:15 AM Link | #952
Don't give up! I'm sure there is a way to do it correctly.

StapleButter
Posted on 02-29-16 12:25 AM Link | #953
I'm sure it can be done without getting into cycle accuracy and without ugly fat hacks, but... how? Anything I could throw at it has failed.

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blargSNES -- SNES emu for 3DS
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profi200
Posted on 02-29-16 12:30 AM Link | #954
It's a matter of having good ideas how it could be done at this point i guess :p Maybe it could help if you talk with people which know the SNES hw as good as you do or better. They may have ideas you did not think of yet.

StapleButter
Posted on 02-29-16 12:39 AM Link | #955
well, maybe... I attempted asking at byuu's forum though, and didn't get much help


also doesn't help that I keep wanting to improve the hardware renderer, but at that point there's not much that can be done without impacting performance and/or ending up with a behemoth mess of code

(I also had an idea for speeding up software rendering, did a test to see how much I'd gain, but in the end it was disappointing)

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blargSNES -- SNES emu for 3DS
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profi200
Posted on 02-29-16 12:50 AM Link | #956
The hw renderer is not bad at this point. The problems i found with it before in older official releases seem to have disappeared on discostews fork. The GPU is not 100% documented yet so maybe we have luck and it has still a few surprise features which can help blargSnes. I don't know.

I guess to get the sw renderer faster you would need to sacrifice code safety and write messy code.

StapleButter
Posted on 02-29-16 01:01 AM Link | #957
the software renderer can't really be made faster, though, and it can hardly be threaded

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blargSNES -- SNES emu for 3DS
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TecXero
Posted on 03-02-16 07:17 PM (rev. 2 of 03-06-16 05:31 PM) Link | #959
I wish I understood the SNES better. I'll take a look this weekend, but I doubt I can help in any way. I hope things turn out well.

EDIT: Like I thought, I wasn't able to come up with anything.

MarkDarkness
Posted on 03-04-16 03:18 AM Link | #967
Well, you will now have the official VC to mess around with (announced today), so maybe by seeing how Nintendo is working the code out, it will help the emulator along,

Discostew
Posted on 03-04-16 10:10 PM Link | #968
Posted by MarkDarkness
Well, you will now have the official VC to mess around with (announced today), so maybe by seeing how Nintendo is working the code out, it will help the emulator along,


Be aware though. Their emulator is running on an n3DS. Videos of people downclocking the n3DS to o3DS speeds show that the emulator slows down with repeat audio glitching. That's a sign of not enough processing power to emulate a single frame's worth of data in a frame's worth of time, with no frame-skip compensation. They are using software-rendering because that is the most accurate method for rendering SNES frames, but it is also the most process-intensive.

StapleButter
Posted on 03-04-16 10:13 PM Link | #969
dunno if they optimized it hard, too


considering they do things like replacing BRR sound samples with preprocessed ADPCM samples (and repurpose an unused SPC700 instruction to handle playback of those sounds)

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blargSNES -- SNES emu for 3DS
More cool stuff

coto
Posted on 03-05-16 02:27 PM (rev. 2 of 03-05-16 02:28 PM) Link | #975
heres some wild ideas:

1) move planar 2 gpu opcodes to ARM9, so arm11 only cares about cycle processing and send commands (flush, gpu, sound and emulator commands).

how? make an overlayer (like gbaemu4ds handles exceptions), so you will have to ROP ARM9 right before it goes to sleep waiting for interrupts, so it would have to jump to your gadget (command handler) (which could be @ 0x00080000 AXI WRAM ) . This would mean saving CPSR and doing a stackframe snapshot (saving r0-r7,r11,r12,lr), then on exit these would be restored .

So ARM9 cpu would:

handle 3DS services first
rops
enter command handler ( implement planar 2 linear opcodes, for example, here)
exit
goes to sleep

as for the IO map that would be some shared memory between ARM11 and ARM9 .


edit: use GNU C to compile ARM9 gadgets (you implement emu stuff there as well)

also dont discourage. You are a great developer.

profi200
Posted on 03-05-16 02:49 PM Link | #976
blargSnes is an usrland only hb and i think it is in the interest of the creator that it will remain that way. What you described (not sure if that is even possible) works only with full system control.

Besides that ARM9 has nothing to do with the GPU and can't access it at all. The ARM9 is just a slave for security important things like crypto, gamecards, SD/NAND access and more in 3DS mode.

coto
Posted on 03-05-16 02:53 PM (rev. 2 of 03-05-16 02:54 PM) Link | #977
ah. I confused VRAM banks with GPU memory

https://www.3dbrew.org/wiki/Memory_layout

"ARM9 Physical memory regions", my mistake!

But my point still stands. I actually have done something like that before (for an experiment with gba code)

Blue Wizard
Posted on 03-13-16 07:27 AM (rev. 2 of 03-13-16 07:30 AM) Link | #981
Hi, great work as always. I was just wondering if this was still in development what with the official n3ds release and whatnot since I'm one of those o3ds peasants that needs my outdated game fix.
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Main - Homebrew projects - blargSnes -- SNES emulator for the 3DS Hide post layouts | New reply

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