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Main - Homebrew projects - blargSnes -- SNES emulator for the 3DS | Hide post layouts | New reply |
Daggdroppen |
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Newcomer Normal user Level: 6 Posts: 5/5 EXP: 671 Next: 236 Since: 11-21-14 Last post: 3162 days ago Last view: 3581 days ago |
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 |
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Newcomer Normal user Level: 3 Posts: 1/1 EXP: 56 Next: 72 Since: 02-11-16 Last post: 3161 days ago Last view: 3160 days ago |
Posted by Discostew 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% |
Discostew |
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Member Normal user Level: 17 Posts: 47/51 EXP: 21320 Next: 3423 Since: 05-21-15 Last post: 3046 days ago Last view: 2422 days ago |
Posted by arnaiyus The recent unofficial ones that are built from the latest veryhard branch. |
Wargla |
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Newcomer Normal user Level: 3 Posts: 1/1 EXP: 56 Next: 72 Since: 02-17-16 Last post: 3154 days ago Last view: 3153 days ago |
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 |
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Newcomer Technovert Level: 7 Posts: 5/7 EXP: 1055 Next: 393 Since: 11-16-15 From: Mainframe Last post: 3126 days ago Last view: 3126 days ago |
Posted by Wargla 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 |
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Member blarg Level: 30 Posts: 161/184 EXP: 150436 Next: 15433 Since: 10-27-14 From: France Last post: 2603 days ago Last view: 2514 days ago |
to be entirely honest, I don't have much motivation ATM because I keep hitting a wall with CPU/SPC sync ____________________ blargSNES -- SNES emu for 3DS More cool stuff |
profi200 |
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Member Who knows? Level: 19 Posts: 53/70 EXP: 34284 Next: 1493 Since: 05-21-15 From: Germany Last post: 2948 days ago Last view: 2816 days ago |
Don't give up! I'm sure there is a way to do it correctly. |
StapleButter |
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Member blarg Level: 30 Posts: 162/184 EXP: 150436 Next: 15433 Since: 10-27-14 From: France Last post: 2603 days ago Last view: 2514 days ago |
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. ____________________ blargSNES -- SNES emu for 3DS More cool stuff |
profi200 |
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Member Who knows? Level: 19 Posts: 54/70 EXP: 34284 Next: 1493 Since: 05-21-15 From: Germany Last post: 2948 days ago Last view: 2816 days ago |
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 |
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Member blarg Level: 30 Posts: 163/184 EXP: 150436 Next: 15433 Since: 10-27-14 From: France Last post: 2603 days ago Last view: 2514 days ago |
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) ____________________ blargSNES -- SNES emu for 3DS More cool stuff |
profi200 |
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Member Who knows? Level: 19 Posts: 55/70 EXP: 34284 Next: 1493 Since: 05-21-15 From: Germany Last post: 2948 days ago Last view: 2816 days ago |
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 |
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Member blarg Level: 30 Posts: 164/184 EXP: 150436 Next: 15433 Since: 10-27-14 From: France Last post: 2603 days ago Last view: 2514 days ago |
the software renderer can't really be made faster, though, and it can hardly be threaded ____________________ blargSNES -- SNES emu for 3DS More cool stuff |
TecXero |
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Newcomer Technovert Level: 7 Posts: 6/7 EXP: 1055 Next: 393 Since: 11-16-15 From: Mainframe Last post: 3126 days ago Last view: 3126 days ago |
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 |
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Newcomer Normal user Level: 3 Posts: 1/1 EXP: 56 Next: 72 Since: 03-04-16 Last post: 3139 days ago Last view: 3040 days ago |
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 |
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Member Normal user Level: 17 Posts: 48/51 EXP: 21320 Next: 3423 Since: 05-21-15 Last post: 3046 days ago Last view: 2422 days ago |
Posted by MarkDarkness 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 |
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Member blarg Level: 30 Posts: 168/184 EXP: 150436 Next: 15433 Since: 10-27-14 From: France Last post: 2603 days ago Last view: 2514 days ago |
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) ____________________ blargSNES -- SNES emu for 3DS More cool stuff |
coto |
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Member (u32)(0xffff & (~0x3f8f)) Level: 11 Posts: 15/19 EXP: 4847 Next: 1138 Since: 05-23-15 From: chili Last post: 2917 days ago Last view: 2916 days ago |
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 |
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Member Who knows? Level: 19 Posts: 61/70 EXP: 34284 Next: 1493 Since: 05-21-15 From: Germany Last post: 2948 days ago Last view: 2816 days ago |
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 |
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Member (u32)(0xffff & (~0x3f8f)) Level: 11 Posts: 16/19 EXP: 4847 Next: 1138 Since: 05-23-15 From: chili Last post: 2917 days ago Last view: 2916 days ago |
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 |
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Newcomer Normal user Level: 6 Posts: 4/5 EXP: 630 Next: 277 Since: 01-25-16 Last post: 3126 days ago Last view: 3120 days ago |
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. |
Main - Homebrew projects - blargSnes -- SNES emulator for the 3DS | Hide post layouts | New reply |
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