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Main - Posts by Discostew |
Discostew |
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Member Normal user Level: 17 Posts: 1/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Daggdroppen Oh, they'll come, but they won't be able to stick around should they do that. |
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Member Normal user Level: 17 Posts: 2/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by VinsCool It's not a full replacement for software-rendered Mode7, but it gets used when the current settings allow it to be done faster than software would. To put into perspective, software-rendered Mode7 has to access what tile and pixel-color in that tile for each pixel on-screen, so it has to access tiles 256 times plus the palette 256 times for each row. It's constant because it's based on screen pixels, so no matter if zoomed in, zoomed out, rotated, or put into a perspective view, it has to do the same amount of work per scanline for every scanline used. Hardware-rendered Mode7 is based on tiles, so because the layer could be zoomed in or out, the number of tiles it has to render is variable, not constant. In perspective view, it has to do it per scanline, rather than a group of scanlines together. So, to summarize, it depends on the settings set for Mode7. It may do full software, or full hardware, or even a mix of the two within the same frame. Posted by StapleButter That was one thing I was gonna look into after I tackled the possible improvement to tile decoding. |
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Member Normal user Level: 17 Posts: 3/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by StapleButter Could that be why some games don't run at all, because they need to read from the DSP, and what they don't get causes it to lock up? |
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Member Normal user Level: 17 Posts: 4/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Just a word of caution for those attempting to build blargSNES using the latest ctrulib, an update from around May 24th will result in a corrupted background border, due to the width/height inputs being switched to conform to texture standards. In-game graphics looks to be unaffected because the textures uses for in-game hardware rendering have the same width/height values.
Posted by rotebrotobias Because it uses a special chip, which is not implemented. No special chips have been implemented. IMO, I think the base system needs more work done before those get implemented. Posted by Darklinkreturns I unfortunately can't help you there, since I not only have stuck with 9.2, but don't use CIAs or emunand. |
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Member Normal user Level: 17 Posts: 5/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by kellykel Many games still won't run because of a possible sync issue, including hacks. BTW, has anyone tried blargSNES with Ninjhax v2.0 on an n3DS? Supposedly, other apps and emulators are getting a speed boost through it, up to 2.5x like GameYob is. I run an o3DS, and from the look of it, it doesn't help there. It may just be CPU improvement, so software rendering may only be affected. |
Discostew |
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Member Normal user Level: 17 Posts: 6/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by StapleButter I'd imagine threading is better, since Ninjhax 2.0 is not capable of dynarec (yet?), insomuch that something like CitrAGB on n3DS actually runs better under NH v2.0 with interpreter mode than it does on v1.1b with dynarec (from what people are saying, not from self-experience). |
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Member Normal user Level: 17 Posts: 7/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
From what I've been hearing lately, the n3DS's CPU upgrade is the kind of upgrade the DSi got. Double the clock frequency, so apps that recognize it will utilize it. It was initially believed that they threw in a quad-core instead of a dual-core like the 3DS, and that may be correct still, but in any case, Ninjhax 2.0 is unlocking the full CPU core on the n3DS, making homebrew run far better than before, especially with single-threading.
So in turn, I'd imagine that blargSNES does run much better, at least in software mode. I can't really prove it because I don't have an n3DS to test with. Because I'm limited to an o3DS, I've simply been trying to find different ways of improving upon what's been established, since plenty others just have an o3DS as well. |
Discostew |
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Member Normal user Level: 17 Posts: 8/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Jim_e Of course, but the software renderer hasn't been worked on for quite some time, so while it does things correctly that the hardware renderer does not, the hardware renderer has things implemented that the software renderer does not. |
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Member Normal user Level: 17 Posts: 9/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Termingamer2-JD Multiplayer is unlikely to happen, if anytime soon. It's just not a priority. Compatibility is not limited by region, but just because a game in one region works doesn't necessarily mean the same game from another will. |
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Member Normal user Level: 17 Posts: 10/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Termingamer2-JD But what StapleButter was referring to includes local. One system becomes the host/server, and others are clients, transferring wirelessly between each other. |
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Member Normal user Level: 17 Posts: 11/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Kikirini 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 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 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? |
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Member Normal user Level: 17 Posts: 12/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by break 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. |
Discostew |
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Member Normal user Level: 17 Posts: 13/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Electric You may have been trying to help, but when it explicitly says in the ToS that you cannot do that (a link to the ToS is on the registration screen, which people agree to when they register), by doing it anyways, you either didn't read, or purposefully wanted to break it. You don't seem like the kind of guy to do it purposefully. |
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Member Normal user Level: 17 Posts: 14/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by CheatJoker There is current no support for any game that uses an enhancement chip. For a list of all games that use an enhancement chip (which therefore, don't work on blargSNES), please follow the provided link. https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips#List_of_Super_NES_games_that_use_enhancement_chips |
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Member Normal user Level: 17 Posts: 15/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Valou66000 Your English is just fine. There's really nothing you can do because it's a common problem among many games, likely an interaction/sync problem with the CPU and SPC emulation units. Some games used to work in 1.2, but don't anymore in 1.3 because of a change that did lead many games that didn't work in 1.2 to work in 1.3. |
Discostew |
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Member Normal user Level: 17 Posts: 16/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by emett I don't believe this to be a blargSNES issue, but a general issue due to the recent available hacks like tubeHax. Not only does blargSNES result in black screens when closing the 3DS (I have an o3DS and it does this), but Yeti, ftbrony, and even the Homebrew launcher does it too. However, with ninjHax 1.1b via Cubic Ninja, this problem doesn't occur with anything. I'll test via CN NinjHax v2.1b in the morning, but I have my doubts that it'll be any different from tubeHax. |
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Member Normal user Level: 17 Posts: 17/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by terriermon I believe because the server that tubeHax refers to (since you changed the DNS) is not up. That's where the code is downloaded from to initiate the process. |
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Member Normal user Level: 17 Posts: 18/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by terriermon Outside of Ironhax, there's only ninjHax, which requires a copy of Cubic Ninja. From what I understand, Gateway and other cards like it won't work. |
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Member Normal user Level: 17 Posts: 19/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
Posted by Player One As far as I understand, SuperFX chip support is not planned. While I can't say exactly what StapleButter thinks on the matter, I believe we need to get the base emulation working to a better level before enhancement chips should be considered. |
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Member Normal user Level: 17 Posts: 20/51 EXP: 21464 Next: 3279 Since: 05-21-15 Last post: 3093 days ago Last view: 2468 days ago |
The text window color oddity is normal for the current hardware-mode scenario, because hardware mode doesn't account for color palette changes mid-frame (the same reason why DKC had a black sky during the first levels). Hardware-mode takes whatever color palette remains after the frame is processed (from top scanline to bottom), so what you get is the same color as the lower window boxes.
The GP thing is something interesting. I hadn't actually bought anything in the game when I was doing various developments. Don't know why it does that. Possibly an incorrect opcode being processed? Can't really do much about sleep mode, since that is more of a problem with how homebrew is set up atm. Emulation is always a power drainer, especially when processing has to rely on the CPU. In past emulators for the DS and the GBA, the 2D hardware was really similar to the SNES with some differences that could be compensated. The 3DS, however, does not have such access to that kind of hardware, so it must instead use the 3D hardware, which means each and every tile used must be formed with at least 2 polygons (and with scanline changes, possibly up to 16 polygons). And there's no straightforward way of doing it, so while it takes less time than doing it all via software, it's still far more than what the GBA/DS required. |
Main - Posts by Discostew |
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