Homebrew SNES9x for Old 3DS

Nimrod-002

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i noticed that turning up the 3d slider double screen lines removing scan lines, is it possible to implement this effect in other titles, with a patch?
 

Rahkeesh

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What is a "title"?

All of Bubble's emulators have this feature as well as Retroarch, its just turning on the parallax barrier and sending identical output to each eye.
 

TheBeverage

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i noticed that turning up the 3d slider double screen lines removing scan lines, is it possible to implement this effect in other titles, with a patch?

The 3DS’ “scanlines” are a physical attribute of the display, owing to it having twice as many pixels in the horizontal axis compared to the vertical. In bubble’s emulators, if your 3D slider is left on, the screen does not force into 2D mode like for some other software, which leads to you seeing more of a general “screen door” effect. Someone else would have to elaborate on why this software doesn’t ignore 3D mode, I’m assuming it would be difficult to add and is unnecessary when turning off the slider is trivial. If you happen to prefer that look, more power to you, but it’s really a bug not a feature.
 

Rahkeesh

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Its a trivial change if you have source code. Hacking it into compiled/commercial titles probably isn't. Though I wouldn't say impossible with the things Sono has pulled off.
 

Nimrod-002

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hey this is another request to be ignored by the OP but, i noticed that games that switch to 512*224 resolution are still rendered at 256*224, making text hard to read on games like Rudra no hihou and even invisible in games like Romancing saga 3, i hope you add the option in the next release to enable 512*224 fullscreen rendering. even if its getting squished to 400*240
 
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hey this is another request to be ignored by the OP but, i noticed that games that switch to 512*224 resolution are still rendered at 256*224, making text hard to read on games like Rudra no hihou and even invisible in games like Romancing saga 3, i hope you add the option in the next release to enable 512*224 fullscreen rendering. even if its getting squished to 400*240
Follow Retroarch development for the 3DS. Maybe they fix this someday.
 

Rahkeesh

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High resolution mode already works proper on PSX-Rearmed, especially with bilinear interpolation to smooth it together a bit. I would bet it works fine in the Retroarch SNES cores too, just not here.
 
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Johnny675

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Great emulater the only game that won't work is song of the angel english translation the game loads but the text boxes are blank when the characters talk
I wish you or someone could make a stand-alone PS1 emulator for 3DS because retroarch crashes and it's a pain

--------------------- MERGED ---------------------------

This is a great emulator the only game that I couldn't get to work was was song of the angel English translation the game loads but the text box is for the characters is blank no text at all
I wish that you were someone else would make a standalone PlayStation emulator because the retroarch really sucks and crashes all the time
 

30yoDoomer

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On an o3ds are there any tricks to fix audio crackle/sync with "Match 3ds refresh rate" enabled? With 60FPS enabled the sound is good but I get weird scrolling stutter.

Also, somewhat off topic, will SMW hacks generally work with SNES VC injections on a NEW 3ds?
 
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On an o3ds are there any tricks to fix audio crackle/sync with "Match 3ds refresh rate" enabled? With 60FPS enabled the sound is good but I get weird scrolling stutter
Try these settings.
  • In-Frame Palette Change: Disabled Style 1 (or 2)
  • DSP Core: BlargSNES Fast
You can also try playing the PAL versions of the games for the native 50 FPS. The 10 FPS drop should improve the speed. Don't run NTSC games at forced 50 FPS as that makes them run slower.

Also, somewhat off topic, will SMW hacks generally work with SNES VC injections on a NEW 3ds?
Romhack compatibility is rather hit or miss with Nintendo's official Canoe (SNES VC) emulator. You can try injection anyhow with NSUI.
 
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Oktopoda

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Is there any word on a release with some of the recent merged changes on the github? I noticed a fix went in a few months ago that allows for the Link to the Past/Super Metroid randomizer to work with the emulator, but there hasn't been an "official release" since then. If there's one soon or if someone could point out how to compile it myself, I'd appreciate it (though I am entirely inexperienced with this stuff, so if that's a drag to do or just very complicated, please understand my ignorance)
 

klhrt

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I have recently run into an issue in Final Fantasy VI/III where I was multiple hours in and hadn't loaded an in-game save yet (though I'd hit plenty of save points) because I'd been using save states. The issue is that I saved in the middle of a fight just before dying, and when I died I realized the game hadn't saved at all so I'm stuck with my only non cheatcode option being to restart the game and get set back a few hours. I can probably use cheats to salvage the playthrough, but regardless the in-game save didn't seem to work. The .srm file (which I would assume is SRAM but correct me if I'm wrong) is there, but I don't know if it simply isn't being written to at all or if the issue is with reading it.
 

Dracari

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I have recently run into an issue in Final Fantasy VI/III where I was multiple hours in and hadn't loaded an in-game save yet (though I'd hit plenty of save points) because I'd been using save states. The issue is that I saved in the middle of a fight just before dying, and when I died I realized the game hadn't saved at all so I'm stuck with my only non cheatcode option being to restart the game and get set back a few hours. I can probably use cheats to salvage the playthrough, but regardless the in-game save didn't seem to work. The .srm file (which I would assume is SRAM but correct me if I'm wrong) is there, but I don't know if it simply isn't being written to at all or if the issue is with reading it.

if your loading the state *AFTER* you now have a save file, (aka before you saved ingame) that'd be why.
 

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