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blargsnes's Issues

Sound in Secret of Mana not decoding properly

Title says it all. Not surprising considering the current state of the emulator, but getting squaresoft's particular style of sound programming right is probably an important milestone. As it is, sound is scratchy in-game.

That said, kudos to staplebutter for whats been done so far. It does super metroid right, so that's always a plus.

Donkey Kong Country (USA)

It might've been a one-time glitch, but I feel it's worth mentioning that on the 1st water level (can't remember the name) the level started endlessly scrolling upwards. I was also using version 1.2 of the emulator on Ninjhax. Not sure how much info you need.

Mega Man X2/X3 Error

Hey, I just want to thank you all for your hard work! As a whole, blargSnes v.1.2 runs fantastic on my USA N3DSXL (running Homebrew via IronHax). However, when trying to run the US rom(s) of Mega Man X2/X3, the game reads: "Interface Register ERROR! Register File ERROR! Data Ram ERROR!"

I tried running Mega Man X, and it runs perfectly and doesn't have this issue. Guess it's a compatibility issue that'll get ironed out in the future? Thank you for your time.

SNES video output on the bottom screen

Giving the ability to display the SNES output on the bottom screen would be pretty interesting and useful: for 2|3DS devices with a broken top screen, for GB Macro builds, and for using the touchscreen as a mouse in Mario Paint (if the SNES Mouse gets implemented in that way).

There's also some people that doesn't like how the pixels on the top screen of 2|3DS devices look and the scanline it adds (except for the o2DS), so that's another use case for this feature.

Freezes when lid is closed

On my New 3DS XL, when the lid is closed blargSnes freezes immediately. I'm forced to hard shut down to get out of it

Feature parity with official SNES VC

It would be interesting to add the three main features of the SNES official Virtual Console into blargSNES:

  • An in-game button combo to switch from first player controller to second player controller.

  • Add an option to display the screen in pixel perfect mode and in 4:3 aspect ratio at the same time, giving sharpness and the right aspect ratio.

  • If possible, implementing save states.

  • Optional: implementing a GUI for the bottom screen like the official one, so you can resume the game, save a state, load a state, reset the game and/or open 'blargSNES config', all just by a single touch on the bottom screen. And also, making a message screen for the bottom screen while in-game, like the official one, that indicates something like 'Touch here to open blargSNES options', so you can pause the game and check the bottom screen options.

Music and SFX slow on Parodius da!

The music and SFR playback seems to be slow on Parodius da!. This slow-down depends on the activity on the screen - it's slow when only few things are happening, and it gets even slower with more action. It's already "visible" on the intro screen.
Gameplay speed is ok as far as I can tell.

Other games like SMW are ok.

I'm using blargSnes 1.3 from http://kuribo64.net/get.php?id=fYRTHLeS0pR3DXFw on a New 3DS with the homebrew launcher. Interestingly, the Readme.txt still states that sound doesn't work with this setup.

UI button controls suggestions

I think it would be useful if the settings and main menu could be controlled with the buttons too.

My idea is: on the main menu, press X to exit the emu and Y to open 'blargSNES config'. On blargSNES config, press B to cancel, START to save changes, use the D-Pad to move between options and A to change the setting.

More accurate scaling options.

Some of the scaling settings currently are a bit iffy and there's one or two additional ones I'd like to see, but I'm too incompetent to make a PR, so here's an issue instead; my apologies.

First up, 4:3.

case 3: // 4:3
            x1 = 0.0f; x2 = 240.0f;
            y1 = 40.0f; y2 = 360.0f;
            break;

This doesn't make sense based on the way the SNES video signal works. When games are running in 224-line mode, there are still 240 lines in the video signal being output by the SNES, it's just that the first and last eight are left blank. To scale the 224-line picture to 4:3 means scaling it vertically when a TV would have instead displayed 4:something-slightly-less-than-3-with-letterboxes-padding-out-the-area-to-3 (or more accurately, the letterboxes would have been in overscan). I mean, maybe some users manually calibrated their TVs to fit the 256*224 picture but then they would have lost a big chunk of 239-line games.

How 4:3 should look instead:

case 3: // 4:3
if (SNES_Status->ScreenHeight == 239)
            {
                x1 = 1.0f; x2 = 240.0f;
            }
            else
            {
                x1 = 8.0f; x2 = 232.0f;
            }
            y1 = 40.0f; y2 = 360.0f;
            break;

Otherwise, if you're attached to the idea of the 224-line picture calibrated to fill the TV screen (current 4:3), I think it'd make sense for this to be added as a sort of "4:3 Letterbox" scalemode--although the letterbox will only appear when running 224-line games so the name might be considered a bit sketchy.

I really, really, really very much do not understand how Cropped 4:3 works. Again though, it seems weird to crop the 224-line mode as if that's the full image. It would be more correct to crop if running 239 lines but leave uncropped (i.e. "cropping the letterbox") if running 224 lines. I seriously don't understand the math going on here and stuff, but here's the current Cropped 4:3:

case 4: // cropped 4:3
            {
                float bigy = ((float)SNES_Status->ScreenHeight * 240.0f) / (float)(SNES_Status->ScreenHeight-16);
                float margin = (bigy - 240.0f) / 2.0f;
                x1 = -margin; x2 = 240.0f+margin;
                y1 = 29.0f; y2 = 371.0f;
            }
            break;

And I think what makes more sense to me is Cropped 4:3 where only 239-line mode is cropped using the following. The code here is probably all messed up; as is clear by now, I don't know what I'm doing.

case 4: // cropped 4:3
if (SNES_Status->ScreenHeight == 239)
            {
                float bigy = ((float)SNES_Status->ScreenHeight * 240.0f) / (float)(SNES_Status->ScreenHeight-16);
                float margin = (bigy - 240.0f) / 2.0f;
                x1 = -margin; x2 = 240.0f+margin;
            }
            else
            {
                x1 = 1.0f; x2 = 240.0f;
            }
                y1 = 29.0f; y2 = 371.0f;
            break;

Getting toward the end, an additional scalemode I'd like to see is 8:7 PAR Letterbox:

case 5: // 8:7 par letterbox
if (SNES_Status->ScreenHeight == 239)
            {
                x1 = 1.0f; x2 = 240.0f;
            }
            else
            {
                x1 = 8.0f; x2 = 232.0f;
            }
            y1 = 54.0f; y2 = 346.0f;
break;

This is based on the dot clock rate for the SNES as documented on PinEight. The SNES should have pixels 8:7, which this does with its 292*ScreenHeight display, with my example here using the same letterboxing as I suggested in 4:3. To round things out, I'll do a version of the 8:7 PAR scaling that's rigged up to fill the full screen height. Personally I don't give a damn about this mode but maybe somebody wants full-height 8:7 display.

8:7 PAR Full-Height:

case 6: // 8:7 par fullheight
if (SNES_Status->ScreenHeight == 239)
            {
                x1 = 1.0f; x2 = 240.0f;
                y1 = 54.0f; y2 = 346.0f;
            }
            else
            {
                x1 = 1.0f; x2 = 240.0f;
                y1 = 44.0f; y2 = 356.0f;
            }
break;

More apologies if I horribly screwed these up. I hope they're still sensible or if not that what I was intending can still be gleaned from them. Basically the information I want to get across is: there are 240 lines even in 224 line mode on SNES so those extra 16 lines should be factored into any scaling operation, and SNES pixels are canonically shaped 8:7.

Thanks for your time, sorry for the nonsense.

The Legend of Zelda: A Link to the Past Crashes

Hello! Appreciate all the hard work you've all been putting into blargSnes! I've just upgraded from v1.2 to v1.3, and ever since, "The Legend of Zelda: A Link to the Past" now consistently black screens whenever you either start a new file, or continue from a previous save (after selecting either 'start from house' or 'start from sanctuary'). The emulator itself doesn't crash, because I can still access the menu and quit, but the game is perpetually blackscreen. When starting a new file, I can hear the rain from the intro on a loop, but that's about it and is unresponsive otherwise. I tried resetting the 3DS or deleting my current save, but nothing seems to work. The game ran perfectly fine on v1.2, so I don't think it's a rom issue (using US rom btw). Maybe a compatibility issue?

CIA version doesn't load on GW3D 9.9.0-26U EmuNAND

I installed blargSnes on my Gateway emuNAND as a CIA, but when I try to open it, after displaying the 3DS logo screen, the screen just turns black. At this point, my 3DS appears to be frozen. Nothing works except holding down the Power button until it shuts off.

The 3DSX version works fine when loaded via Ironhax in the same firmware.

SUper Mario World Crashes

At the stage after the first ghost castle, by the second time i play the game crashes after i leave a pipe,
details:
Game has crashed (STOP)
PC: 0518A94
P: 001 M=0 X=0 E=0
A: 013C X=004C Y=0006
S: 01FS D:00 DBR:00
Stack
0F 8B 34 00 E9 A2 00 00
C0 74 80 18 F0 7E 36 20
F0 7E 36 28 F0 7E 36 84
F0 76 29 84 F0 76 29 84
Full RAM dump can be found on SD
Ptr table entry: 080AA005
Tell StapleButter

Freezing when selecting Rom with themehax/homemenuhax

N3DS 10.1.0-27U
Exploit: themehax/homemenuhax 1.2

When you select a game (I've tried different games that are compatible) it freezes and you have to turn the system off then back on. Also, if I use tubehax it works without any issues.

[veryhard] Messed up sound & scaling with mode 7 filter

System: New 3DS XL on 10.4.0-29E.
Build: CIA build from latest source (veryhard) with latest ctrulib from Github. devkitARM r45.

Problem(s):
The mode 7 filter makes the bg look very messed up like it got scaled 50 times or something. Here is a screenshot of it: https://i.imgur.com/SsyWy0D.png

And the bigger problem is if hw rendering is enabled the sound misses notes. With sw rendering the sound is fine. @fincs can confirm the same problem.

Yoshi's Island crashes the emu

'Super Mario World 2: Yoshi's Island' crashes the emu after you try to run it. You need to reset the console to be able to keep using blargSNES and the whole system.

SNES Mouse support for Mario Paint

I remember using 'Mario Paint' on SNEmulDS (SNES emulator for DS) and it was cool, it supported using the touch screen as the SNES mouse. If you pressed on a certain part of the screen, the mouse jumped to that coordinate and just drew or selected the option you were pressing.

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