logs archiveBotHelp.net / Freenode / #3dsdev / 2015 / September / 2 / 7
yuriks
iirc
Lectem
Csnd can
yuriks
per-sample
I mean the DSP
endrift
I tossed 32768 at it and it seems happy
Lectem
It supports a few formatw
endrift
but maybe it's rounding it
would explain some things
profi200
No one reverse engineered the DSP crap yet. It's pretty much the GPU a few years back.
endrift
supposedly someone (I forget the name) helped StapleButter getting it working well in blargSNES and it works way better in CitrAGB than it does in mGBA
and I have *no* idea why
yuriks
I've brifely looked at it, and Lectem has been looking at it the last days
profi200
And on top you can only use signed DSP binaries.
yuriks
endrift: Discostew?
endrift
yeah that was the name
yuriks
profi200: means you can't do arbitrary crazy stuff, but for sound output an official binary should be better than csnd already
endrift
I noticed that citra (properly) returns an error with csndInit
I have to wonder if that breaks any games
yuriks
don't think any games use csnd
endrift
...why is it there?
yuriks
it's only used by applets and things that have to run concurrently with a game using the DSP
endrift
oh
yuriks
(it was never meant to do streaming audio, which explains the crappyness)
endrift
quite
profi200
On 4.X csnd still gave you the playback position but they removed that for whatever reason.
yuriks
oh, in time
welcome to the freenode chan profi200 ;)
profi200
I'm just here because talking through another user is crap. Directly is better.
vaguerant
Pff, try being the relay. :p
endrift
anyway yeah, I don't think GX frame transfers are going to be enough in this case, sadly
profi200
(Action) throws vaguerant away. I loved you once :(
endrift
HOPEFULLY I can figure out CSND but I'm not sure I'll have much luck without help
vaguerant
Used up and discarded.
endrift
dang
harsh
profi200
http://fs1.directupload.net/images/150902/eeeqebzd.jpg
I was testing mGBA as CIA on old 3DS. No freeze at all but unplayable slow.
Could not you adjust the renderer so it renders sideways instead of rotating?
Even better would be to use hw accelerated rendering instead of doing it in sw.
That shoukd give a huge speedup.
StapleButter
you'd run into the same issues as with the SNES though
maybe worse
considering you can get two mode7 layers
but still, worth trying
profi200
Were not you talking about a better way to use hw rendering as the current one a few days ago?
StapleButter
it's mostly a theory and dunno if it'll make it to reality
I just wanted to minimize render target switches
I think they kill performance
I render a lot of sh*t but the PICA, as crapo as it is, should have the power to render it
and then there's the whole fake paletted texture sh*t with fragment lighting, but you know how it goes
and I should probably work on emulation itself too
profi200
The sound is not crackling but buggy. I would like an option to turn that interpolation crap off.
endrift
profi200: I can't tell the renderer to render sideways, no
it expects the memory to be contiguous
hardware renderer is a far future goal, considering the 3DS port is a tertiary platform
profi200
There is some basic OpenGL support for 3DS.
endrift
you can't do a lot of what I'd want to do with basic opengl
unfortunately
Seeing as GL doesn't support CLUTs
profi200
https://github.com/machinamentum/Caelina
http://gbatemp.net/threads/release-caelina-opengl-driver.392583/
yuriks
endrift: don't think the PICA does either, unless there's a way to hack something up using frag lighting
endrift
what I'd want to do is just do a CLUT in a shader
but that gets messy
especially without pixel arrays
(Action) stares at OpenGL
profi200
The 3DS also has the old GPU of the DS which has way better capabilities for 2D graphics but it seems it's not accessible in 3DS mode.
endrift
I wonder how StapleButter did it
profi200
Some tricks with the GPU. Don't ask me. I'm a total graphic noob :p
Maybe StapleButter can explain how he did it.
yuriks
endrift: no pixel shaders either
endrift
oh no
that could cause problems
profi200
The 3DS hardware is very outdated. The N3DS doesn't make it really better.
endrift
That's what Nintendo DOES
profi200
It's crazy however how much hw they baked into their SoC. It contains the entire GBA and DS hardware + 2 or 4 ARM11 cores with VFP coprocessor for each core, a DSP and 4 or 6 MB VRAM. Then there is the crypto hw and SDIO controller and more.
endrift
I mean the GBA hardware is really tiny at the point. Have you seen how small the CPU AGB E is? And that was like 10+ years ago so it'll only get smaller
DS can overlap a good bit, too
Lectem
StapleButter> considering you can get two mode7 layer <<< isn't mode 7 a texture rotated + zoomed ?
wouldnt it be possible to just have some nice perspective projection do the trick ?
endrift
mode7 is rotation + zoom yeah
but it's per scanline
(the two mode7 layer thing is mode 2 on the GBA)
Lectem
aw, per scanline ?
endrift
yeah that's how those perspective tricks are done
and the funky backgrounds in Earthbound
there's even a Castlevania game that makes the background look like a rotating barrel
(and a GBA game does that too)
Lectem
seems http://www.coranac.com/tonc/text/mode7.htm is pretty complete
yuriks
Lectem: rotozoom can only do affine rotation/scale, so to do perspective you have to change the params per-scanline
endrift
it doesn't really talk much about the per-scanline tricks
that much
also what yuriks said
Lectem
wouldnt it be possible with some big uniform and a tricky vertex shader ?
StapleButter
[22:51:57] <endrift> I wonder how StapleButter did it
did what?
[22:51:20] <profi200> The 3DS also has the old GPU of the DS which has way better capabilities for 2D graphics but it seems it's not accessible in 3DS mode.
good for the GBA I guess
but not so much for the SNES
endrift
not accessible to the 3DS though
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