Added feature to allow players to switch disks for FDS games.Enabled support of FDS ROMS without the standard FDS headers.Added settings to allow players to switch between global/local config for audio, button mapping and rapid fire.Games that are now working on this version:įinal Fantasy VII Demake (both English / Chinese versions).Detect and auto-patch correct header numbers for certain ROMs (database of corrected mapping for ROMs taken from FCEUX).Fixed rendering problem with Mother (J) and Marble Madness.Migrated some mappers from VirtuaNES Up (thank you dragon2snow, and authors of VirtualNES Plus).Examples are: Crisis Force (Japan), Feng Yun (Ch), San Guo Zhi (Ch), and many others. A number of games are fixed due to the mapper updates.Minor optimizations for sound generation.The old 3DS was too slow to render sounds at 32KHz or even at 22KHz. Fixed Lagrange Point VRC7 emulation for the Old 3DS by playing at 20KHz.Added ability to map any 3DS key to insert coin for VS games.Migrated and fixed some mappers from VirtuaNESEx (thanks to the authors of VirtualNESEx).Added key mappings to fast forward (capped at 180 FPS), and open the emulator menu.Fixed mapper problem in Kabuki Quantum Fighter.Fixed cheats (previously cheats couldn't be activated whatever you did).Fixed occassional crashing bug when loading a ROM.Optimized rendering to 16-bit buffer to reduce cache misses, and minor optimizations for MMC5 rendering.Fixed bug in MMC5 mapper that was causing Castlevania 3's graphics to corrupt.Replaced the FCEUX palette with FirebrandX's Smooth FBX Palette.Palettes don't apply automatically to Duck Hunt, Castlevania, Dr.May require resetting the NES with "Reset Console" for change to take effect.Includes default FCEUX palette, plus palettes from FirebrandX's palette selection.Now works for all games without resetting.You can quit the emulator to your homebrew launcher / your CFW's home screen.Use Left/Right to change between ROM selection and emulator options.(Hold down X while pressing Up/Down to Page Up/Page Down) Use Up/Down to choose option, and A to confirm.Rename the BIOS to disksys.rom and place it in /3ds/virtuanes_3ds/bios/disksys.rom.FDS games, make sure that you get the FDS BIOS. Exit your CIA installer and go to your CFW's home screen to launch the app.Copy virtuanes_3ds_top.png to ROOT of your SD card.You can also use FBI to download from TitleDB. Use your favorite CIA installer to install virtuanes_3ds.cia into your CFW.Go to your Homebrew Launcher (either via Cubic Ninja, Soundhax or other entry points) and launch the virtuanes_3ds emulator.Copy virtuanes_3ds.3dsx, virtuanes_3ds.smdh and virtuanes_3ds_top.png into the /3ds/virtuanes_3ds folder on your SD card.It also runs on your New 3DS as well! Homebrew Launcher: This 3DS version also fixes a few bugs from VirtuaNES's MMC5 mappers and even plays Rockman 4 Minus Infinity and Zelda Legend of Link hacks. As a result, the library of games it supports are huge. It's not as accurate as FCEUX or Nestopia, but it runs at full 60 FPS for almost all games, and supports tonnes of mappers: MMC1,3,5,6 VRC1,2,3,4,6,7 and tonnes of other mappers. Note: this feature only works with games that use CHR ROM, because Code/Data Logger only logs accesses to CHR ROM.VirtuaNES for 3DS is a high compatibility NES emulator for your old 3DS or 2DS. ![]() Alternatively, you can only mask tiles that were used (drawn or otherwise accessed) and emphasize the tiles that weren't used (e.g. ![]() When Code/Data Logger is running, you can also use the "Mask unused graphics" feature. Moving cursor over palette color will give palette address. Putting the mouse cursor over a tile will display the tile address. Right clicking on one of the PPU panels will change the palette it is shown with, cycling though pattern palettes, then sprite ones, then a ninth fixed grey palette (useful for inspecting CHR if all the palettes are currently black). It is useful for games like SMB, that swap pattern tables mid-frame (e.g. This options makes it show what the PPU looks like when the screen is drawing that particular scanline. The PPU viewer will only display the contents of the current PPU memory. The PPU's video memory is separated from the main CPU memory and can be read/written via special ports (see PPU Memory ). The NES architecture includes a 6502 CPU as well as a custom video controller known as a PPU (Picture Processing Unit).
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