


The screen wouldn’t move properly, like, the stuff that gets moved whether it’s a frame or the whole screen it looks like resizing for a frame, moving, then resizing back after the movement. The 1 pixel line detail happening in WATGBS I mentioned about the continuous builds seemed to spread to every test when testing the. The screen has small details when rendering.
#Homebrew launcher cia an error has occurred code
We also have something else planned to reduce memory usage in general, but this isn’t ready yet ^^.ītw is the data abort when closing the CIA is gone? We had a double free in our code (deleted a texture twice). This out of memory problem was also one thing we tried to solve but always when increasing the heap (the space in memory where stuff is allocated) it worked in Citra but crashed on hardware :/. That SEs play all at once or cause BGM issues makes no sense either because BGM runs independend of SE (I think the problem is here that both BGM and SE (while decoding) read from the SD card at the same time and that’s too much for the slow SD card interface of the 3DS)īattleAnimations were already a problem on the Wii afaik, maybe we should really investigate whats wrong with them :o Right, the audio does actually pitch: For SEs due to how they are handled (they are decoded once and kept in memory) compared to BGMs which are streamed (to clarify: BGMs are not pitched on old3ds). unable to reach 60 FPS (which worked before). I already observed in January that the performance regressed a bit. When I have a 3DS again will try to find the reason for the bad performance. Have basicly no hardware at all at my current location besides my Laptop. Tl dr: You have to wait until August, when I have access to a 3DS again. Not gonna lie, I don’t blame you if you choose not to fix these issues as they may not be present when testing on New3DS, but whether this happens or not I will keep testing This moment is right before the game begins, after the screen displaying the title and the ocarina. Unfortunately there’s a specific point in the game where the player runs out of memory and thus makes it unplayable without exporting saves from other ports. The rightmost pixel line of the screen shows incorrectly. These are the most common reason for Standstill Girl to crash for instance.Īs a minor detail, I noticed a graphic issue in Wadanohara and the Great Blue Sea’s intro cutscene when the Sea Witch gets a panoramic scrolling from bottom to top. In any case, besides the audio pitch I seem to notice that there’s something else that causes framedrops: battle animations. One point to mention though, Ghabry stated that if using an old3ds audio pitch wouldn’t take place, but I noticed that audio still pitches in some instances. Did tests with games that supported midi music as well, and the truth is that it works, but performance makes the audio cut briefly, loop sound effects and accumulate sound playbacks up to when the player manages to play them all together. Framerate is pretty unstable in most of situations and the player managed to crash several times running out of memory, whether using the homebrew launcher version or the cia one. I’ve been testing the latest build as Ghabry stated to do in EasyRPG’s Gbatemp thread and I’m afraid to say that the performance is bad if using an old3ds.

Oh well, unfortunately I’m coming with bad news for old3ds users… Missed 0.5.1 by about 2 weeks… everything because I didn’t check the blog…
