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snes9x_3ds's Issues

Support for stereoscopic 3D in HyperZone.

This one actually might be a bit more plausible than Jim Power: HyperZone is a SNES mode-7 flight game by HAL Laboratory which includes actually includes a secret 3D mode—with proper, interleaved left/right frames. However, no way to actually view the 3D was ever provided by Nintendo. Interleaved 3D of this kind was usually viewed with shutter glasses (glasses that literally open and close each lens constantly, in sync with the television, so that each eye only sees its intended image).

Modern systems still use interleaving for 3D; e.g. Moflex FMV footage on 3DS is all left/right interleaved.

As you can see here (full disclosure: I'm an administrator at the linked wiki; if you feel this is a conflict of interest, feel free to edit the issue to remove the link), a button code entered on the title screen enables the 3D display.

From this point on, gameplay is in interleaved 3D (left frame/right frame/left frame/right frame). Hopefully, if you're interested, it should be possible for you to split odd/even frames into separate framebuffers in Snes9x 3DS. Sorry, I'm not sure which frames are meant for which eye. Also, any frameskipping would send the effect straight to hell, so it might be best to either: disable frameskip entirely, or only skip even numbers of frames in order to keep from losing the effect.

For the hell of it, here's two frames that I've converted to an MPO, you should be able to view it in 3D by opening this issue in the 3DS browser.
Hyperzone in 3D

Odd sound lag issue upon wakeup from sleep mode.

Hi, I'm running into a weird lag / de-sync condition in regards to sound. To replicate:

  1. Launch Snes9x from homebrew launcher
  2. Load a ROM (I used both Lufia 2 and Super Mario World as test cases).
  3. Get in game, play for a minute (or more if you distracted) then, without pausing the emulator, close the system to activate sleep mode.
  4. Let it sleep for a minute, then open the system to wake it up.

The sound should now be de synced, with obvious lag between events and their associated sounds. Touching the bottom screen to open the emulator menu and then returning to the game appears to fix the issue, but to me it still seems like there's a bug in how the emulator's sound buffer isn't properly recovering from sleep mode.

All in all, love the emulator though, and I appreciate the work done so far, so keep up the good work! :)

Feature Request

It's possible to add "infinite" savestate slot? like: create (n) savestate, load (n) savestate, save state on slot (n)? This will be very usefull. Thanks :)

Save Sync with Dropbox?

Hey, great work on this emulator! It's made my first play through of Earthbound awesome. I had an idea for a feature, which I'd like to implement, but I was wondering if it'd make it to the official release or just be a fork?

Something like a "Save Sync" option where you input Dropbox credentials and use ctrulib to upload/download the save files/savestates. Seems pretty doable.

What do you think? Would those saves/save states work on desktop snes9x?

Best,
Mike

3DS crashes on last commit

Pretty much the title. In a fresh install when I open the emulator and press "A" or any D-Pad button, the 3DS crashes.

I'm not even able to navigate through my SD to select a ROM.
The list of roms is just "/". If I press "A" to select the "/" folder, then it crashes.
If I press the D-Pad to go to another tab, it crashes too.

I'm on a n3DS, running Luma v8.1.1.

Yellow bottom screen freeze on 11.6 o3ds

(similar to issue #43 ) old 2ds on 11.6 running homebrew on oot3dhax. installed latest version of snes9x_3ds, shows up on homebrew menu, but when launched freezes on the yellow bottom screen. tried launching homebrew with stickerhax, same problem. no cfw installed. i have also tried blargSNES, but the top screen is grey(audio and game itself works fine).

Support for stereoscopic 3D in Jim Power: The Lost Dimension in 3-D.

All right, from the outset, I want to acknowledge that this is pushing it. It involves implementing a moderately complicated feature just to support one game which isn't very fun to play at all. I fully understand if this seems like a stupid waste of time, I'm really only suggesting it for the novelty factor. It's a 3D game, on a system not known for them, which we can now play back on a 3D display.

Jim Power: The Lost Dimension in 3-D is a SNES game which came with a pair of 3D glasses. Rather than the anaglyph (e.g. red/green) glasses everybody remembers from the '90s and earlier, the glasses included with Jim Power employed the Pulfrich effect.

As you can see here, this means one dimmed lens (like a pair of sunglasses) and one clear lens. The lenses are not colored at all. To summarize the way the Pulfrich effect works, which sounds like lies and nonsense until you try it for yourself:

  • the effect is only active when the image is in motion
  • the human eye actually takes longer to process the dimmed image
  • Jim Power uses a parallax layer which moves faster than the foreground
  • when the brain composites the two images through Pulfrich glasses, one image (the right, "immediate" eye here) looks as if it was taken from a slightly different angle as the other (the left, "delayed" eye)
  • the result is a (temporary) 3D effect, visual whenever the backdrop is in motion

As you might be able to guess, it's kind of a dumb way to do 3D, but it does work.

Apologies for the long intro.

To achieve the same effect on the 3DS, my supposition is that a delayed image could be kept behind for the left eye's framebuffer and displayed simultaneously with the current image (for the right eye), resulting in a sort of "glasses-free Pulfrich effect". It would work exactly the same as it does with the glasses, i.e. only when there is movement to support it. The effect would disappear if the player stood still.

The part of this I don't know at all is how long a delay would be "correct" to match the correct "3D depth" created by the Pulfrich glasses that come with the game. The way the Pulfrich effect works, the darker the dimmed image, the longer it takes to be processed, and the more pronounced the illusion of 3D stereoscopy becomes. I have no idea how much VRAM you have available to keep storing frames for the left eye, but perhaps a single frame would be plenty to cause the Pulfrich effect. Of course, on 3DS, the delay equates to the dimness of the image, so the longer the delay, the more pronounced the effect.

But anyway, all of this assumes you'd be interested in implementing a stupid feature for a stupid game nobody wants to play. 😄

If you'd like to try the Pulfrich effect for yourself, you can find any standard pair of sunglasses, and hold them so that your left eye is being dimmed by them, while the right is not. Any video of Jim Power should be able to show you the effect. Do remember that the effect only appears when in motion, so this gameplay video shows it frequently appearing and disappearing. The effect is perhaps at its most stable beginning at 17:40, a level where movement is constant rather than dictated by the player, such that it's not appearing and disappearing throughout.

[Request] Nearest-Neighbor Scaling

Hey! Just something I noticed is when you choose the "Pixel Perfect fit" to screen option that it seems to be scaling it with a linear algorithm which makes things a bit blurry. Would you be able to allow an option for scaling by Nearest Neighbor instead by any chance?

Load Savestat on PC

Is there any emulator, that can load a save state from snes9x for 3ds? I had tried snes9x for Pc, but it doesn't work.

Binaries in repository?

Is there a particular reason we have the compiled binaries in the repository? It's generally discouraged to do that in git, since git is bad at tracking binary changes and it noticeably bloats the repository filesize, and on Github we have a nice Releases tab where we can just upload the binaries for specific revisions instead.

Would anyone mind if we removed them from git and moved to putting them in the Releases tab instead?

snes9x not working on my o3ds homebrew

I am using the RPGMAKER FES PLAYER exploit and it loads homberew 1 out of 2 times, now after thta, the snes9x shows on the homebrew app, though after clicking it to load, a yellow screen appears and nothing. I am trying older versions and it is still the same. I am on the latest update for my 3ds so that is why I am using the RPG MAKER FES PLAYER exploit, any reason why it might not work or is there another version of snes emulator that can work better than snes9x since blarg only runs the audio.

Trying to add cloud saving

I've been attempting to add cloud save functionality to the libctru-1.0.0 build of the emu, but it's proving quite difficult with the limited documentation/examples online. I see there's some examples of sockets and httpc for libctru-1.3.0 (https://github.com/devkitPro/3ds-examples/tree/master/network), though it's not building when I upgrade. Has any effort been put into upgrading and/or adding cloud save functionality?

So far debugging has been a pain because network capabilities are not present on the citra emulator, so each build must be tested on the device for every change made. That and even with VS2017, the intellisense just isn't all that great for detecting if my syntax is correct with these different libraries.

My idea was to have it automatically sync up to dropbox/googledrive/etc if a user has entered their credentials in a config doc. Either that or just a selection in the menu where they can manually sync if that is less intensive on the emu. This would be great so players could seamlessly switch from 3ds to any device (assuming the other device also had cloud saving -- was mainly looking at snes9x on wii and Wiiu since the save files are the same). Let me know if you have any thought or ideas that could help me along in this effort. Thanks!

Cheats?

Does This Have A Color Tuner? If There Isn't Do You Plan On Making One?

Feature requests

I'd just like a couple tiny little features added.

  • C-stick support for movement (or configurable!)

  • Fast forward toggle assignable to a button

[Request] 2 players

Is there a chance you could make it like the official VC to play games in that you could switch between first and second controllers? It could help with hotseat multiplayer games.

[Sugestion] Disable the 3d slider to avoid frame drops

The emulator usually drop frames on the o3ds, it looks like frameskip but i have frameskip disabled and i think it is because of the 3d slider, i know this because since libretro implemented it on retroarch the same thing started to happen.

A posible solution would be to add the feature as an option or maybe release two builds in every release, one with the feature and another without it.

limit of list of roms

Hi, i'm running your application and i have an issue.

I unzip all the romset (SFC roms) in a folder to test it and the list stop at B (Batman Forever)
I can just list the first 1000 roms (around).

Keep up the good work. Thank you.

Star Fox (and possibly other SuperFX games) run too fast.

I recall this as a known bug from old versions of Snes9x, but I can't say with certainty when it was patched in order for the correction to be backported. I was able to find a potentially relevant fix in the old Snes9x changelog under Snes9x 1.5, which should match the rough timeframe when the bug was fixed:

Speed adjustment of C++ Super FX emulation. (zones)

According to @kode54, the issue was that the SuperFX chip was "not regulated correctly", and since Star Fox is timed entirely based on the SuperFX's performance rather than any sort of sane internal timing, the game will run at a speed relative to the SuperFX clock speed.

For reference, I think some other SuperFX games use more stable timers, so gameplay speed doesn't change along with performance when, e.g. the SuperFX chip is overclocked.

Paradoxically, patching this bug should mean that the SuperFX is emulated at a lower clock speed, which should improve performance in Snes9x 3DS, by reducing performance of the emulated console.

EDIT: A related request would be manual settings for the SuperFX clock speed. Games in general respond well to this (i.e. they don't crash), and other emulators such as the RetroArch Snes9x ports have long allowed overclocking the SuperFX to improve performance on systems where emulation is not taxing. On New 3DS, users can probably afford to overclock the SuperFX for improved performance in games which are timed sanely.

Add Image Art

I think you should add image icons of games. If you do this I can make icons for games that people want and I think that would be a great improvement.

4:3 Cropped Request. Looks much better than just 4:3!

Hi mate and thanks for this wonderfull project.

In summary, I was playing a few Blarg (another snes emu) Snes injections on my New 3DS and I saw an option to choose 4:3 Cropped. And to my surprise, it zooms in, takes away the horrible black bars (and just bit of the screen palette).

Thing is, this resolution (so to speak) looks MUCH better and less muddy than your 4:3 or fullscreen options in Snes9x (that was actually my surprise). You can even see some scanlines and the texts look much cleaner.

Is no 1:1 quality but it definetely looks much better than the options currently available for making the screen bigger.

My deep thanks, and I hope you consider this request!
Cheers!

Ignacio.

[Request] Blargg's S-SMP core from 1.52 into Snes9x 3DS?

Would it be feasible to borrow Snes9x 1.52's S-SMP/SPC700 core into Snes9x 3DS? I currently have a 2DS XL (which uses the 800 MHz ARM9 CPU), because as is, the ROMs themselves run great, but I am curious to see if there are any plans to add Blargg's S-SMP core in the near future? Thanks for your hard work ^^ I am curious if it would negatively impact performance or not, if not, N3DS owners can be benefited. Failing that, maybe a possible branch with Blargg's S-SMP.

I can provide ABX samples for comparison (recordings to simulate audio core differences)

Could we get the ability to set a default ROM directory?

I assume I'm not alone in not keeping ROMs in the SD card's root directory- could we get the option of defining a default directory for the file browser to open at automatically? It'd make navigating to games a bit less frustrating- particularly for people that have them nested several directories deep.

.gz support

snes9x supports files like .sfs.gz, but I've noticed they don't come up when selecting a ROM.

I believe this may be a bug. Line 605 in 3dsmain.cpp is:
std::vectorstd::string files = file3dsGetFiles("smc,sfc,fig", 1000);

I notice .gz isn't mentioned.

My apologies if gzip support was deliberately omitted.

current version doesn't compile under libctru 1.4.0

This is due to the missing deprecated functions: GPUCMD_FlushAndRun, and GPUCMD_Finalize.

I tried readding these functions by copying the versions from source revision that removed them, and putting them under a #ifdef:

#ifdef LIBCTRU_1_4_0
void GPUCMD_Run(void)
{
GX_ProcessCommandList(gpuCmdBuf, gpuCmdBufOffset*4, GX_CMDLIST_FLUSH);
}

extern "C" u32 __ctru_linear_heap;
extern "C" u32 __ctru_linear_heap_size;

void GPUCMD_FlushAndRun(void)
{
//take advantage of GX_FlushCacheRegions to flush gsp heap
GX_FlushCacheRegions(gpuCmdBuf, gpuCmdBufOffset*4, (u32 ) __ctru_linear_heap, __ctru_linear_heap_size, NULL, 0);
GX_ProcessCommandList(gpuCmdBuf, gpuCmdBufOffset
4, 0x0);
}

void GPUCMD_Finalize(void)
{
GPUCMD_AddMaskedWrite(GPUREG_PRIMITIVE_CONFIG, 0x8, 0x00000000);
GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_FLUSH, 0x00000001);
GPUCMD_AddWrite(GPUREG_FRAMEBUFFER_INVALIDATE, 0x00000001);
GPUCMD_AddWrite(GPUREG_FINALIZE, 0x12345678);
GPUCMD_AddWrite(GPUREG_FINALIZE, 0x12345678); //not the cleanest way of guaranteeing 0x10-byte size but whatever good enough for now
}

#endif

This allows snes9x_3ds to compile, and it seems to run correctly.

However, I'm not sure this is the correct way to fix this, and I'm not familiar enough with either the snes9x_3ds codebase or the libctru codebase to know if this is the right way to fix the issue.

When I lauch Snesx9 it loads but then crashes

Every time i try to load Snesx9 it loads then it crashed with the top screen being a glitched out ,and the bottom just red.
this started after i updated my N3DS to 11.4.0-37U. I've tried different versions but nothing works and ideas?

Yoshi's Island has line issues with 3D objects

I'm using the most current version of SNES9X on my New 3DS (which is 1.20) and YI runs fine except for one issue; during stages with 3D objects (mainly fort and castle stages, like the spinning log platforms) there seems to be a rendering issue where some lines show up in the background. They're usually red and yellow ones. This issue wasn't present in 1.11 but somehow is in 1.20. Is there any way to fix this? This is the only ROM giving me GFX issues. SMRPG, KDL3, KSS, and SF don't have any GFX issues, as long as the "enable mid frame palette changes" option is selected yet YI still does, regardless of the situation.

[Wish list] 3DS feature list ordered by priority

In order to add some pros from Snes9x 2005 - retroarch, I wish following features ordered by priority:

  1. Allow to load roms directly from zip archives

  2. Indicate which save slots are free / used

  3. Allow to select save & savestates directory

  4. Allow to set bottom screen ALL black ; tap should make appear the menu

  5. Add left and right analog stick support for key binding (for ex. save/load state, volume up/down, etc.)

  6. Filter rom list by : All | saves | roms (depending on point 3.)

  7. Allow the switch controller port hack (thinking about mario bros 3 in all stars)

That's all I was thinking about for the moment.

For point 4. adding the choice in a drop down list (empty screen, fps, etc.)
Personnally, when point 1. will be released, I will delete Snes9x 2005 - retroarch from my 3DS :).

Not buildable with newest libctru - Compilation errors

With current libctru (1.2.0 or git), it is not possible to compile snes9x_3ds at all, because it runs in a build error due to the rewrite of the APT services in libctru. In snes9x_3ds, you still use a fairly old version of those services (the change to them was already made on 1st July, 2016). The messages after invoking make look as follows:

shaderslow2.v.pica
shaderslowm7.v.pica
shaderfast.v.pica shaderfast.g.pica
shaderslow3.v.pica
shaderfastm7.v.pica shaderfastm7.g.pica
shaderfast2.v.pica shaderfast2.g.pica
shaderslow.v.pica
3dsmain.cpp
arm-none-eabi-g++ -MMD -MP -MF /root/snes9x_3ds/build/3dsmain.d -g -w -O3 -mword-relocations -finline-limit=20000 -fomit-frame-pointer -ffunction-sections -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft   -I/root/snes9x_3ds/include -I/opt/devkitpro/libctru/include -I/root/snes9x_3ds/build -I/root/snes9x_3ds/source -I/root/snes9x_3ds/source/unzip  -DARM11 -D_3DS  -fno-rtti -fno-exceptions -std=gnu++11   -c /root/snes9x_3ds/source/3dsmain.cpp -o 3dsmain.o 
/root/snes9x_3ds/source/3dsmain.cpp: In function 'void menuSelectFile()':
/root/snes9x_3ds/source/3dsmain.cpp:1326:9: error: 'APT_AppStatus' was not declared in this scope
         APT_AppStatus appStatus = aptGetStatus();
         ^~~~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:1327:13: error: 'appStatus' was not declared in this scope
         if (appStatus == APP_EXITING)
             ^~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:1327:26: error: 'APP_EXITING' was not declared in this scope
         if (appStatus == APP_EXITING)
                          ^~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp: In function 'void menuPause()':
/root/snes9x_3ds/source/3dsmain.cpp:1411:9: error: 'APT_AppStatus' was not declared in this scope
         APT_AppStatus appStatus = aptGetStatus();
         ^~~~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:1412:13: error: 'appStatus' was not declared in this scope
         if (appStatus == APP_EXITING)
             ^~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:1412:26: error: 'APP_EXITING' was not declared in this scope
         if (appStatus == APP_EXITING)
                          ^~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp: In function 'void snesEmulatorLoop()':
/root/snes9x_3ds/source/3dsmain.cpp:1944:9: error: 'APT_AppStatus' was not declared in this scope
         APT_AppStatus appStatus = aptGetStatus();
         ^~~~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:1945:13: error: 'appStatus' was not declared in this scope
         if (appStatus == APP_EXITING)
             ^~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:1945:26: error: 'APP_EXITING' was not declared in this scope
         if (appStatus == APP_EXITING)
                          ^~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp: In function 'int main()':
/root/snes9x_3ds/source/3dsmain.cpp:2534:9: error: 'APT_AppStatus' was not declared in this scope
         APT_AppStatus appStatus = aptGetStatus();
         ^~~~~~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:2535:13: error: 'appStatus' was not declared in this scope
         if (appStatus == APP_EXITING)
             ^~~~~~~~~
/root/snes9x_3ds/source/3dsmain.cpp:2535:26: error: 'APP_EXITING' was not declared in this scope
         if (appStatus == APP_EXITING)
                          ^~~~~~~~~~~
/opt/devkitpro/devkitARM/base_rules:79: recipe for target '3dsmain.o' failed
make[1]: *** [3dsmain.o] Error 1
Makefile:162: recipe for target 'build' failed
make: *** [build] Error 2

Best,
Michael

6+MB SA-1 rom not loading

When I try to load a 6MB SA-1 rom in the emulator, it gets stuck in an endless loop of printing R: followed by an incrementing hex value from about 0x2200 to 0x2FFF. This is, functionally speaking, a softlock. The rom works just fine on current desktop builds of snes9x, so it isn't an issue with the rom itself.

[Request] Either Blargg's or Anomie's S-SMP for N3DS users

Here are the current Snes emulators for N3DS users:
Snes9x for 3DS*
Snes9x 2002*
Snes9x 2005*
Snes9x 2005 Plus
Snes9x 2010
BlargSnes*

  • Primarily to substitute the lack of Snes VC on old 3DS models, due to the weaker CPU.

Current situation:
Currently, Snes9x 2005 Plus and 2010 are severely bottle-necked by the S-SMP core used in snes9x 1.52..On the other hand, the Snes VC has more accurate sound than iterations of Snes9x 2005 and below (versions 1.43, 1.51, don't have the accurate sound), and sounds on par with at least Anomie's S-SMP.

So here's the rundown:
Is it possible have a branch (for N3DS/N2DS XL users) of Snes9x 1.43, implemented with Anomie's audio and have it optimized with minimal performance degradation?? Some games are completely broken with no sound effects, Earthworm Jim 2 streams SPC700 data, and as such, only a few emulators play it correctly. Either Blargg's or Anomie's audio core? Nintendo optimized their emulators, so surely, the N3DS surely is powerful enough to handle full speed and better audio,

I can provide some information showing comparative audio samples taken from Snes9x 1.51, 1.52, etc to show what I mean by games that require a certain S-SMP core to have full audio. Would this be better suited towards Bountysource in hopes of garnering more attention? Thank you for your time.

Request: crop border pixels option

Would it be okay to add an option that allows you to crop away a row/number of rows of pixels from the top/bottom/left/right edge of the frame? There're often distracting visual oddities at the border of the picture in SNES games which were probably hidden on old CRT screens, and it'd be nice to be able to choose to render them as black pixels instead.

Thanks so much for creating this emulator by the way, I'm so delighted to be able to play SNES games on my old-3DS. :D

Weird Layers

First i wanna thank you guys for your wonderful work, almost all games i've been playing are working flawlessly, all the donkey kong series are working perfect! and the sound are almost perfect as well.
But, recently i have notice some issues with some games, the layers aren't correct, i notice that with Chrono Trigger and Super Mario Bros 3 (All-Stars), here some pics

Crono depressed on his bed
http://i.imgur.com/93Qf7c8.jpg

Mario breaking the laws of physics
http://i.imgur.com/9zuNpcM.jpg

edit: just notice that with DKC3 also

{Suggestion} Option to disable 3d slider function.

Alright, my 3D Slider is busted so moving the system at all causes the 3D to flicker on and off. I have the Parent controls enabled to disable the 3D all together. Despite launching the application in 2D only mode, but because the 3D slider is used to adjust the graphical settings it doesn't seem to respect this setting, so the flickering and such. Could you please implement a setting to enable/disable this feature (The 3D slider controlling the brightness) or allow for the application to follow the parental controls?

Edit: Changed the name to make it seem less like I am being an ass and more just stating my wishes.

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