http://citra-emu.org/ said:Can I play <insert retail game here>?
In nice, bold letters: No! Citra is not ready yet!. You can not play Pokémon, Super Mario Bros., or any of your other favorite 3DS games yet.
If you check back in a year or two, this may no longer be the case.
I can wait.
Animal Crossing: New Leaf can now get in-game.
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It's impressive how fast these guys progress. I download the latest nightly every once in a while and throw some games at it that I have lingering around. Two weeks ago, the P&D demo was barely crawling past the opening logo and now it actually runs at a useable speed!
I love following an emulator while it is in this rapid improvements stage. There seem to be some kind of breakthrough every week or so!
I think the builds from the homepage don't have OpenGL, do they? Anyway, didn't change anything in the config so I assume it's software. I have a i5 4570 @ stock (and a GTX 970 but I don't think it matters huh). By useable I didn't mean to say playable thoWhat specs do you have? Did you use software rendering or OpenGL?
I think the builds from the homepage don't have OpenGL, do they? Anyway, didn't change anything in the config so I assume it's software. I have a i5 4570 @ stock (and a GTX 970 but I don't think it matters huh). By useable I didn't mean to say playable thoit's sufficient to navigate through menus with a reasonable amount of lag.
Will playing online multiplayer with other 3DSs ever be possible?
Great job guys!!
Is it possible to upscale games to HD?
Are they able to boot up the 3DS Shinobi?
Improved home menu emulation:
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Chû Totoro;163659274 said:I know it may have been asked many times but I don't think it's a stupid question so I'll ask here
I understand homebrew and emulation. This is awesome things we have the chance to use for free thanks to talented developers. Still in specific cases like 3DS I don't understand how emulation (not homebrew) can be perceived as something exciting since no 3D on the upper screen, no touch screen etc.
Is it mostly for the technical challenge?
Also how do we back up our games? I don't find the information and I might try this just to see![]()
Chû Totoro;163659274 said:I know it may have been asked many times but I don't think it's a stupid question so I'll ask here![]()
I understand homebrew and emulation. This is awesome things we have the chance to use for free thanks to talented developers. Still in specific cases like 3DS I don't understand how emulation (not homebrew) can be perceived as something exciting since no 3D on the upper screen, no touch screen etc.
Is it mostly for the technical challenge?
Also how do we back up our games? I don't find the information and I might try this just to see![]()
Chû Totoro;163659274 said:I know it may have been asked many times but I don't think it's a stupid question so I'll ask here
I understand homebrew and emulation. This is awesome things we have the chance to use for free thanks to talented developers. Still in specific cases like 3DS I don't understand how emulation (not homebrew) can be perceived as something exciting since no 3D on the upper screen, no touch screen etc.
Is it mostly for the technical challenge?
Also how do we back up our games? I don't find the information and I might try this just to see![]()
So apparently OpenGL is indeed built into the master branch -- any idea how to enable it? Can't find any documentation on the wiki that clears up the question. On mobile right now, so maybe I'm missing something.
I was just browsing through the source and found this folder (https://github.com/citra-emu/citra/tree/master/src/video_core/renderer_opengl). Might just be a placeholder or sth, no idea if it's actually implemented; just figured it was worth askingI don't think it is. There is a pull request for an OpenGL hardware renderer from just yesterday but is hasn't been merged.
Hi, I've always been fascinated by people's ability to rework tech and understand hardware that has no basis for comparison or documentation. I just had a question about the general process of developing the software and hardware involved with emulation.
How do you go about development on a day to day basis? I know I won't understand the very technical aspects but just in simple terms, is it alot of experimentation that you'll make small changes to code, test it out and rinse and repeat? And how do you know what changes to make, is it experimentation or following the digital architecture you're attempting to emulate through access to internal code on said system?
I guess I'm unsure of how someone knows where to start in such a large endeavor. I know if I was provided all the hardware necessary to figure out some tech I had never seen that I'd have no idea what to do/where to begin.
How did people develop the hardware to either read code from the system itself or to even read games? My mind is blown by the fact that people are able to create hardware capable of interfacing with these closed systems that I can't even imagine how they would know where to start in terms of creating software capable of interacting with tech that's previously undocumented.
To put it in the simplest terms, I have no idea how someone begins a project like this, do they begin by attempting to recreate the O.S. from scratch? Do they find a way to read processes as they are running and then change values, comparing what happens to find out what function affects what?
I apologize for this wall of text and so many questions, it's entirely passion driven as it amazes me what some people can do with tech that didn't exist before the console manufacturers made it.
I remember being shocked about initial D.S. emulation as I had assumed that DS carts are manufactured using proprietary hardware that "readers" didn't exist for, in the way that SD cards used for save files were an existent tech beforehand.
Thanks for bearing with me, and a big thanks for all the hard work put in by the people working on this emulator and explaining it to people like me, I can't wait to see how it turns out down the road![]()
Well, in the beginning you want to write a debugger, combined with opcode emulation. That is where you start "executing" the code from the emulated machine on your machine. Documentation for the system is very helpful, of course, like ISA manuals and stuff like that. Other things include "inner workings" of the emulated machine as you don't want to only emulate the CPU but the whole system so you get to know memory mappings, encrypt and decrypt, you have to reverse engineer file types, API calls, other chips like sound and so on. It is often a story of redoing work, trying out things, finding out things and quite often you rewrite code you have written before because of recent findings make you better understand what is really going on.
lol yeah, I keep trying to boot up 3G and 4G whenever I download the latest nightly but so far no luckOh shit! This progress is amazing. I can't wait to play some mh in high-res on my tv.