3DS Emulator Citra Boots First Commercial Game

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.

8ezS5zx.png
 
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!
 
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!

4f570d5a46.jpg
ec8a940126.jpg
 
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!

What specs do you have? Did you use software rendering or OpenGL?
 
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!

Difference from my last pull:
151 files changed, 1625 insertions(+), 2448 deletions(-)
Seems they did some good changes although more deletions than insertions :)
 
What 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 tho :p it's sufficient to navigate through menus with a reasonable amount of lag.
 
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 tho :p it's sufficient to navigate through menus with a reasonable amount of lag.

Oh, I understood what you meant :) I remember "playing" Tekken 2 on a P2 266 MHz with pcsx... ;) Still amazing progress and I think they currently really should consider to implement as much as possible and concentrate on performance later.
 
So I know this is asking something crazy, but the emulator currently only outputs at native resolution correct?

I really want to jump into Animal Crossing and just grab a full 4K screenshot, letting it render however the hell long it needs because I'd love to see the art style in high res.
 
I know it may have been asked many times but I don't think it's a stupid question so I'll ask here :p

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 :p

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 :)

DS emulation has been possible for years. Typically, Mouse emulates touch. If you've got a touchscreen (like a tablet PC, or just a touchscreen monitor) you could simply make physical touch emulate touch. If you've got a drawing tablet, you can use something like that as well.

3D monitors and televisions have been perfectly usable for years on PC. I use my 3D monitor all the time and 3D on PC where you aren't limited in depth looks incredible.

On top of that, for many 3DS games 3D isn't really essential, though it adds a great effect. The 3DS first and foremost is a game console, and plenty of the games play great in both 2D and 3D.

To back up games, you need something like the Gateway 3DS flashcart, which lets you rip ROMs of your 3DS games to backup on your PC.
 
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 :p

I think it's a good place as the thread is not going that fast currently.

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.

Well, although 3d is nice for 3ds, there are people who don't like the effect and turn it off even on the real hardware and you can easily emulate the touch screen via a mouse input.
Also keep in mind not every game needs touch input so you can still play a lot of games without having to use a mouse at all.

Is it mostly for the technical challenge?

Also this, yes, but it also enables you to play these games in, let's say, 20 years (if cpus at that time still can execute x86-code ;)).

Also how do we back up our games? I don't find the information and I might try this just to see :)

I don't think this is the appropriate place for this but I guess gba temp is a better place for your interests.
 
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 :p

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 :)

A mouse can emulate touchscreen controls pretty easily. Having dual displays isn't an issue given the size and resolution of PC monitors, you can easily render both. Many people don't care for 3D on the 3DS, so they aren't bothered if that is never emulated, though 3D is possible on the PC too.
 
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.
 
Thank you all for the answers. Sorry to notice them only now. As always homebrew and emulation community is always very patient and it's so pleasant to discuss with you all.

Now go back to work for region free for everyone and make nice homebrew apps for my New 3DS :p
Oh and having a software to rip 3D movies on my 3DS would be sooooo awesome... I'm making a lit here, am I? :D

Anyway, I'll try this emulator at least for curiosity since I'm keeping almost every Nintendo system when there is a sort of BC "gap" :)
 
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 :D
 
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 :D

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.
 
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.

Thanks for the reply, that's really interesting. It puts things in perspective of just how big of an endeavor proper emulation is. I have a ton of respect for the people that figure this stuff out.
 
Top Bottom