Anyone have CD roms working? I need some help here.
So far no luck, with getting the PC Engine CD games to run.
I've not had any luck getting ISOs for Gradius II or Castlevania running however, and have made sure that the BIOS file is named correctly, in the right place and selected via the options menu.
Silly me: Please put the BIOS in the /3ds/temperpce_3ds/syscards folder instead!
I'm surprised that 3DS isn't powerful enough to run the software renderer. On GP2X most games could run full speed (no frameskip, the emulator didn't even implement it originally) at 150MHz or less. This is with an ARM9.
Do you have any profiles showing where the performance problems are? Is there a lot of overhead from background processes or updating screen textures/the framebuffer in software?
EDIT: Thinking about it now, the "new" video renderer didn't have an ARM ASM implementation. There's an older codebase that supports the old renderer, it's probably faster (but you'd lose SuperGrafx support and I think some types of scaling) I uploaded zips for both way back when but I can upload it again if necessary.
EDIT2: This should really have platform specific defines for 3DS in platform_defines.h, where ARM_ARCH should be defined like the other ARM platforms (and ARM_V5). I don't think that the makefile is pulling in the assembly in the arm subdirectory. So it's probably not even using the ARM CPU interpreter, taking another big unnecessary performance hit.
Hey, I'd like to thank you for the original work on Temper. I got your source from gameblabla's GitHub - he ported it to GCW0.
As a rough gauge, in this current port, I use 2 CPUs of the Old 3DS. The first runs the main emulation + graphics, the second emulates the PSG and mixes it with the raw CD + ADPCM output (which comes from the main CPU). When running most games, the CPU + graphics (hardware-accelerated) takes up about 60% without idle loop patching. Raiden, in some areas in the first stage, gets rather busy and hits 110%-120%. I tried earlier to define the CPU_ARM_FAST_MODE before to use the cpu_arm_asm_fast.s, but for some reason, it ran a wee bit slower than the original C core. I didn't spend too much time to figure out why, and I just went back to the original C core.
Obviously when I went software, the total CPU time goes up to 150% or more for a bulk of the games. The Raiden one is probably much worse. I could do some timings for you if you want more details.
To know that the ARM9 can run this at 150Mhz at full speed is a great reference. And it does seem to me that we don't have full access to 100% of the 3DS's app core, or I am missing something in my codes.
Last edited by bubble2k16,