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StapleButter
Posted on 08-09-15 04:20 PM Link | #296
I'm not positive wifi would work that well. It would need pretty tight timings to work well, and dunno how much you can get with all the service crap.



It would also need a good design. There are multiple potential methods:


1) run all emulation on one console ('server'), others ('clients') basically being dumb terminals receiving audio/video and sending input data. There is the issue that this could take a lot of bandwidth, and also add load to the 'server', slowing down emulation.


2) distribute processing more. Server runs most of the emulation, and things like PPU/DSP writes are sent to the clients, and everyone handles PPU/DSP emulation. This would mean less data to transmit and thus less overhead, but also requires something to keep everyone in sync (for things like software vs hardware PPU, faster New3DS, etc...). While PPU emulation could be separated reasonably well (most of its interaction with the system can be separated from the rendering process), DSP has the issue that the game can choose to read back from it-- in this case, you end up with multiple instances of the DSP which might have produced different results.


3) send ROM over, have each console emulate it, sync input and framerate and that's all. Probably the easiest but also the most error-prone (again, the different instances of the emulator could produce different results, and this wouldn't be detectable trivially). Probably too much effort to be worth it in the long run.

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blargSNES -- SNES emu for 3DS
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Termingamer2-JD
Posted on 08-09-15 08:31 PM Link | #298
I was referring to local multiplayer which would work well with games like Super Mario Kart. :)
glad I haven't been banned, lol

Discostew
Posted on 08-09-15 10:36 PM Link | #299
Posted by Termingamer2-JD
I was referring to local multiplayer which would work well with games like Super Mario Kart. :)
glad I haven't been banned, lol


But what StapleButter was referring to includes local. One system becomes the host/server, and others are clients, transferring wirelessly between each other.

coto
Posted on 08-10-15 12:35 AM (rev. 2 of 08-10-15 12:45 AM) Link | #301
Posted by StapleButter

2) distribute processing more. Server runs most of the emulation, and things like PPU/DSP writes are sent to the clients, and everyone handles PPU/DSP emulation. This would mean less data to transmit and thus less overhead, but also requires something to keep everyone in sync (for things like software vs hardware PPU, faster New3DS, etc...). While PPU emulation could be separated reasonably well (most of its interaction with the system can be separated from the rendering process), DSP has the issue that the game can choose to read back from it-- in this case, you end up with multiple instances of the DSP which might have produced different results.



how about a command overlayer that reads cpu, ppu and dsp cycle timings, and if certain timeline is met (be it snes cpu cycle profiling), a command is sent over network, so the other client updates with a loss of one frame-interval (taking frame 60 for receive/sync/update emulation cycling on client, from server). So snes emulation would be stopped for that frame (so no desync problems arise) then restored

for example server loops/executes the main core, but override input to p1, while client executes main core but overrides input to p2.

edit: though for syncing , this would require accurate tracing of how many cpu cycles eat each opcode execution. something like polled cycle sync

this is a fairy tale idea ,i know


StapleButter
Posted on 08-10-15 09:57 AM Link | #302
Local multiplayer is pretty much the only thing you could do on a SNES anyway, without getting into those weird things that transmitted data over satellites.



(for future reference: Terminwhatever was banned because he's a known moron who just never changes or learns. He also has a fetish for throwing himself under a bus or something)

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blargSNES -- SNES emu for 3DS
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Kikirini
Posted on 08-12-15 02:29 AM Link | #303
Multiplayer is cool. I'm personally more interested in save states, is that something we could see in a future update?

supermariorick
Posted on 08-12-15 03:20 AM Link | #304
there is a bug when playing Earthbound. when I am fighting the Starman Deluxe and try the Shield killer, the game crashes and I have to reload the game from the emulator. Lmao

Abbott
Posted on 08-12-15 05:55 AM Link | #305
I am having problems installing the .cia. I tried installing with both FBI and BBM on EmuNAND and neither worked. The app shows up on the homescreen but when I launch it I get a black screen and have to force restart. I've tried re-downloading and re-copying along with rebooting at various times, all without success.

Any suggestions?

Discostew
Posted on 08-13-15 06:52 AM (rev. 2 of 08-13-15 06:53 AM) Link | #306
Posted by Kikirini
Multiplayer is cool. I'm personally more interested in save states, is that something we could see in a future update?


It's possible. From what I understand, it's basically a dump of RAM, register states, and timing values. I've never dived into that kind of stuff from an actual implementation level, so I couldn't really say how much work it would require.

Posted by supermariorick
there is a bug when playing Earthbound. when I am fighting the Starman Deluxe and try the Shield killer, the game crashes and I have to reload the game from the emulator. Lmao


Well, the emulator is still a WIP, so even if something works for a while, there's always a chance of something cropping up that wasn't expected. How does it crash? Does it give any information when it crashes?

Posted by Abbott
I am having problems installing the .cia. I tried installing with both FBI and BBM on EmuNAND and neither worked. The app shows up on the homescreen but when I launch it I get a black screen and have to force restart. I've tried re-downloading and re-copying along with rebooting at various times, all without success.

Any suggestions?


I haven't tried any installation of it via a CIA, nor with emuNAND booted up. I always test straight from sysNAND -> NinjHax. What firmware are you running?

Kikirini
Posted on 08-13-15 07:35 PM Link | #307
Well, I hope save states happen eventually...if only because I suck at Donkey Kong Country.

StapleButter
Posted on 08-14-15 05:42 PM Link | #308
You basically need to collect all the information the emulator uses while running, and make sure it is platform-independent (for example, build a representation of the memory mapping table that doesn't rely on pointers; more generally watch out for any pointers or data that would need to be rebuilt).

Some of the emulator parts use a lot of globals so it could be a pain. Atleast the worst offender, the PPU, has been covered, it's one big structure now. Although some things within the structure will need fixing when savestating.

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blargSNES -- SNES emu for 3DS
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Abbott
Posted on 08-16-15 05:30 AM (rev. 2 of 08-16-15 06:03 AM) Link | #309
Posted by Discostew
I haven't tried any installation of it via a CIA, nor with emuNAND booted up. I always test straight from sysNAND -> NinjHax. What firmware are you running?


I have both rxTools and Gateway Mode on my 3ds. I am on the latest 9.9 EmuNAND. I've been asking around and someone in #3ds on EFNet told me that there is a known issue running blargSNES on 9.9. I installed the .cia on my SysNAND (9.2) and it seems to be working fine.

yocow
Posted on 08-17-15 01:31 AM Link | #310
Hey! New user here. Just wanted to say that sound works now on New 3DS systems with tubehax/ironhax.

wiewiec
Posted on 08-17-15 02:23 AM Link | #311
I vote for cheats support! please please :)

AliTheAce
Posted on 08-17-15 04:16 AM (rev. 2 of 08-17-15 04:16 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 :)

break
Posted on 08-17-15 06:56 AM Link | #313
Nice, plays Lufia 2 : RotS with no problems.

* as of yet *

Is there anyway to terminate the emulator or even trigger a hard reset with this homebrew ?

Rather, is there a way to switch games without powering down the system ?

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michierusama
Posted on 08-17-15 08:31 AM Link | #314
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.

AliTheAce
Posted on 08-17-15 06:33 PM 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.

Team Fail
Posted on 08-17-15 06:44 PM (rev. 3 of 08-17-15 06:47 PM) Link | #316
The loading issues in ALTTP have been known for a while ever since 1.3 made its debut. If memory serves it's various SPC commands or something like that.

Anyways, decided to register here so I can keep tabs on this thread. I didn't even realize that the GBAtemp thread had long since been closed off until just a few minutes ago. Additionally, it seems that smealum has 1.2 in his homebrew pack instead of the more up-to-date 1.3. Perhaps someone should let him know about that hahaha.

Edit: I'm also looking forward to 1.4 myself, perhaps I should try building the source if it's been updated recently and try any new commits if I can get off my lazy rear end lol. Additionally, are there plans to allow for a built-in SPC player yet? Or is such planned for a future revision?

Discostew
Posted on 08-17-15 07:47 PM Link | #317
Posted by break
Nice, plays Lufia 2 : RotS with no problems.

* as of yet *

Is there anyway to terminate the emulator or even trigger a hard reset with this homebrew ?

Rather, is there a way to switch games without powering down the system ?


Touch the touchscreen to pause emulation, then press Select to return back to the game list. Doing this will close your existing game. Some games may screw up somewhat when you do this though (like playing certain games, then switching to Secret of Mana will cause audio issues), and if you try loading a game that doesn't work, it'll likely lock out emulation altogether for any other games to try to switch to until you exit the emulator.
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Main - Homebrew projects - blargSnes -- SNES emulator for the 3DS Hide post layouts | New reply

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