be92533eb4
This does a number of things: - Introduces new shortcodes for figures and tables, allowing them to be embedded natively. - Fixes padding on Youtube videos - Adjusts old blog posts, fixing dead links, and updating/unifying syntax.
90 lines
6.3 KiB
Markdown
90 lines
6.3 KiB
Markdown
+++
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date = "2016-02-23T23:30:00-05:00"
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title = "Citra Progress Report - 2015 P1"
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tags = [ "progress-report" ]
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author = "bunnei"
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forum = 33
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+++
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While Citra was first founded in April of 2014, visible progress for the emulator didn't really happen until the turn
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of the year. After a long struggle to get anything to boot, 2015 saw Citra evolve from an experimental emulator that
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couldn't run games into an experimental emulator that can run games. And while it may not seem like Citra is that far
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along, it is truly amazing how much things have progressed in just a year since the first commercial title booted.
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However, with Citra's success and high visibility within the emulation community, it may be easy to think that we've
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gotten this far on our own, but that would be quite misguided. Citra would not exist without the work that others
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have done before and alongside it: Particularly the folks behind [3dmoo](https://github.com/plutooo/3dmoo/)
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([Normmatt](http://github.com/normmatt), [ichfly](http://github.com/ichfly), and [plutoo](https://github.com/plutooo)),
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who did a lot of the early reverse-engineering to boot commercial games; as well as those who have worked tirelessly
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to break open the 3DS and [share their work](https://www.3dbrew.org/wiki/Main_Page) publically
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([yellows8](https://github.com/yellows8), [Bond697](https://github.com/bond697),
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[fincs](https://github.com/fincs), among many others), and [smea](https://github.com/smealum) for providing a public
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[way to run](http://smealum.net/ninjhax/) (and a [library](https://github.com/smealum/ctrulib) to create) homebrew.
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We've been lucky to be part of a much larger community of hackers, developers and researchers that have always been
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willing to lend a hand in some way, which is something that many other emulator teams are not quite as fortunate
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to have!
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Like most young projects, Citra didn't have a great website infrastructure featuring a blog last year; there was no
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need to as it didn't boot games or have a big fanbase interested in its development. It was just one of several
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emulators that had promise. With that promise starting to be fulfilled and a shiny new blog ready and waiting, let us
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look back at the year that Citra rose above the rest and became **THE** 3DS emulator.
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## Winter: The First Retail Games
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In late 2014, Citra was a very small project developed primarily by [bunnei](https://github.com/bunnei) and
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[neobrain](http://github.com/neobrain). The heart and soul behind the effort to get a game rendering was their
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reverse-engineering skills put into figuring out how the 3DS GPU worked and accurately represented it in an accuracy
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focused software renderer. Meanwhile, [bunnei](https://github.com/bunnei) assisted with that while figuring out how
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to recreate the environment that the 3DS games run in, with a particular focus on emulating the 3DS' operating system.
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Because they focused on accurate emulation, parts of the emulator were fairly advanced despite no commercial games
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booting.
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Until one day...
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<br></br>
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{{< img src="entry/citra-progress-report-2015-p1/image01.png" center="true" >}}
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<br></br>
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Recognize the game? That's The Legend of Zelda: Ocarina of Time 3D rendering on Citra on
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[December 13, 2014](https://twitter.com/fail_cluez/status/543796766270046210). This distorted upside-down Triforce
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loading icon was the first rendering of a commercial title in Citra. After that, Ocarina of Time 3D would promptly
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hang, but even this little blip caused excitement from the developers. To get a retail game to show any graphics at
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all – be it a simple icon or a complex 3D scene – requires that a virtual environment be created that is sufficiently
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complete such that from the perspective of a game, it is running on an actual Nintendo 3DS. This isn’t just a matter
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of being able to execute the game’s native machine code, but also provide it with enough of the essential features it
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expects when running on a real 3DS. For example, 3DS games run within a full operating system (much like your PC or
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smart phone), that of which Citra needed to duplicate.
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Propelled by this breakthrough, [neobrain](http://github.com/neobrain) and [bunnei](https://github.com/bunnei) worked
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tirelessly day and night to push Ocarina of Time just a little bit further. With [bunnei](https://github.com/bunnei)
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focused on fixing core emulation bugs and implementing necessary OS features, [neobrain](http://github.com/neobrain)
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continued with GPU reverse-engineering based on the features that Ocarina of Time was lacking within the software
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renderer. While it took months to get the game booting, getting it to the title screen only took a few more days. The
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result of this hard work may look like nothing but a screenshot from a glitchy emulator, but when it happened it was a
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huge cause for celebration: Citra's first fully 3D-rendered scene.
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<br></br>
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{{< img src="entry/citra-progress-report-2015-p1/image03.png" center="true" >}}
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<br></br>
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This breakthrough only motivated developers further. With a 3D rendered scene under its belt, users had taken notice
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and news of Citra had spread. This fervor was met with more than just hype, but also results. It was only a matter of
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weeks before several more retail games were booting in Citra, some of which were able to be played in-game. It became
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a sort of friendly competition among the developers to see who could be the first to get a new game booting it. Among
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the next few games to fall were Cave Story and Cave Story 3D, VVVVVV, Ikachan, Gunman Clive, Super Little Acorns, and
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Retro City Rampage.
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<br></br>
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{{< youtube ZGQWVMCdfK0 >}}
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<br></br>
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While this was cause for excitement, there is a pattern to be noticed in the games that booted. Most of the titles were
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either simple 2D games, or ports from other systems. This actually has some meaning: ports and simple games are less
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likely to use new features of a system than say a blockbuster title from Nintendo designed for the system to show off
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what it can really do.
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In the [next part](https://citra-emu.org/entry/citra-progress-report-2015-p2), we'll continue our 2015 retrospective
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with Spring. By then, Citra fever was in full effect, with new devs and old faces showing up to throw their hat in the
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ring and see who could make the next big breakthrough. No one was ready for how much could change in just three more
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months.
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