Hydra

Results 112 comments of Hydra

Audio definitely still has some issues. I'm not entirely sure why it dies; I've had it happen a couple times entirely randomly, but I've also had hours-long play sessions with...

Some of the rendering code relies on the assumption that incoming data is based on the 320x240 resolution (viewport and RECT commands, IIRC). Maybe not the best design decision on...

I don't want to change the control layout at this point; it might cause confusion. If I get around to it, I'd rather make the controls configurable by the user....

This started happening when I added depth interpolation. There are other issues with edges too, such as miscolored pixels. These are lower priority until I fix the flickering texture bug,...

Good point. I always forget to do that, heh.

The VI is pretty incomplete and is currently always on. You'll see this when games boot before the framebuffer has been fully initalized.

This is interesting, but I'm wary because any variation in the math could slightly change the physics of the game. Maybe it can be added as a compile-time option if...

I didn't write the game code, so I don't really know what's going on with it. I did the DS-specific stuff, and everything else was reverse-engineered from the N64 version...

Well, nothing here is really emulation. In terms of further optimizing the port, the best bet would be moving the rest of the audio work to the ARM7, but I'm...

@Antman5000 running this port on the 3DS means booting into DSi mode, which runs at the same clock speeds as the DSi, so performance will be the same. I've heard...