Where do we go from here? Maybe there's a bottleneck or the CPU is being throttled when loaded as a CIA app, but not as a 3DSX app. But I can't make that judgment, and I can't suggest that the Blargg S-SMP cores be removed, but I personally don't see any other option. I'm at a loss, if more optimizing can be done, great. So yes, I'm conflicted, it can run well via official emulators. From what I understand however, the 3DS version of Retroarch, and presumably the cores contained within it, are rough. mGBA was way too slow, and even gpSP had performance issues as well. I see the reason due to Snes emulation having current issues in performance in conjunction with 1.52 code. What's the fastest GBA emulator for the OLD 3DS So far, I've tried the latest version of mGBA, as well as the gpSP core in the latest version of Retroarch. I propose that Snes9x 2005 Plus and Snes9x 2010 be removed from the repository/build bot. Downside is there's only support for the Cx4 and DSP1 co-processors. On the other hand, the games that do run via Snes VC injection, run almost perfectly (60 fps, highly accurate audio). This is rather confusing, because, in my opinion, this accentuates the fact the N3DS was simply never meant to being able to run Blargg's S-SMP audio core, performance is affected to adversely. Snes9x 2005 Plus (Snes9x 1.43 with 1.52 audio)Ĭhanged audio latency to 200 ms (overkill, but for the sake of it)įinal Fantasy VI runs at 51 fps during the opening sceneĭonkey Kong Country 2 runs at 48 fps on the second level in first worldĪladdin ran at full speed during the first levelĬhrono Trigger ran at 52-55 fps during the opening scene I'm pretty sure I narrowed it down properly this time Here's the results of my testing your suggestions, Please let me know if there's anything else I can do. # bad: reenable rewind if the user disables netplay git bisect bad c2882164f9a1f1d68dc06a80df9bdee716b0c520 # possible first bad commit: netplay tweaks: disable rewind # possible first bad commit: reenable rewind if the user disables netplay I haven't been able to determine more than this since commit c101b4c doesn't compile, the build process throws a message saying some warnings are treated as errors (implicit declaration of function, etc). I have now verified that the offending change is contained in one of the following two commits: The commit which I pointed out a couple of messages ago was wrong. The patched game has an Arm11 crash that is not present in the base ROM.I'm sorry to say my original bisect took a wrong turn somewhere (I must have forgot to reinstall the program on the cia in one iteration or something). River City Ransom DX - Arm11 crash during opening sequence after starting new gameįinal Fantasy VI Advance patched - I use the sound restoration patch, the color restoration patch, and a handful of bugfix patches whenever I play this game. Mario Golf: Advance Tour - Game spontaneously reboots at character creation Golden Sun 2: The Lost Age - Game spontaneously reboots during intro Mario & Luigi Superstar Saga - Game freezes Here's what I've got so far:Ĭar Battler Joe - Runs without crashing, but the shadows under your character's feet are distractingly inaccurate I would like to get a list rolling of games that currently do not run ideally in gpsp, and are still best played as VC injects. I like being able to save state and exit my game immediately if my daughter is asking me to hand the 3DS over so she can play tomodachi. I like the 3DS going in to sleep mode when I shut the lid. I appreciate the slight smoothing done to the image as it is resized up to fill the 3DS screen. I like VC injects, and up until now I had most of my favorite GBA games prepared that way. On a new 3DS, most GBA games are now playable at 60 FPS. This means that gpsp no longer crashes when dynarec is enabled. Back in April, changes were made to the gpsp retroarch core which fixed dynarec for ARM processors.
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