Simple-ish question about spell animations

ok, I primarily rom hacks due to this crippling desire to not be on a laptop to play GBA games.

I use the mGBA emulator on 3ds have noticed some spell animations cause the framerate to drop exceptionally hard, -15 frames, and that its usually added tomes that it happens with, but what makes it really odd it how inconsistent it is.

The biggest purpatrator is wind spells, event when just re-using excalibur’s animation it will drop frames in one hack while its fine in another, I’m even starting to run into issues where siege tomes on the whole are causing slowdown. One hack even managed to make nosferatu slow down the emulator at one point.

Does anybody have a clue as to why this is happening, or what I can try to fix it?

The MGBA version ok 3DS is not equal to official hardware in how well it can run since it has to be emulated on the 3DS.

Using a tool called superultimateinjector which you can find online you can use Nintendo’s official emulator that is from my recollection much better optimized instead which should make the games run better.

Hope this helps! I’m not too knowledgeable on this personally but if you want a more detailed explanation the information is out there.

Well, thats why I figured I’d ask around. What’s so frustrating about it is I have 2 different emulators in my 3ds, mGBA and GBA2runner through TWiLight Menu, which runs some of them better but I lose savestate access which I’m slowly finding more and more hacks starting to demand access to save states to be able to take proper breaks.

(Save points restrict the ability stop when I feel like stoping on a map)

In my experience, mGBA struggles with custom spell animations when it has a GBA bios file linked to it instead of using its own emulated bios.

Which is weird considering i don’t have a bios installed/linked but the exact same rom works differently between the two of them.

It may just be an issue with more recent versions of mGBA on 3ds.

The model of 3ds could also be a factor in it. My o!3DS can barely run MGBA but can run the injected roms using the official emulator for the ambassador program flawlessly

You, player of hack, cannot fix it. One major cause of this - a huge bugbear for hypergammaspaces, is that the system that decompresses graphics for spell animations is not fast.

Due to this and the way that the engine works to update the graphics, it has to decompress a lot of graphic, and it actually doesn’t hit vblank in time, so the game hitches or screentears or the emulator pads out the processing time before updating the screen… it varies a lot, but the end result of “bleh, that looked bad” is constant.

This is one of the reasons in the days of yore at this point that Hextator made the FEditor Custom Spell Animation system use half sized graphics that would be stretched to double height; a function used only for a few spells in vanilla such as Crimson Eye’s large purple ring with the pink energy ripples.

The reason why it’s inconsistent comes in with how the person re-using those graphics decided to implement it in the spell, including whether it’s tile aligned to reuse graphics, the version of Circles’ updated spell animation engine is in use, the size of the graphics in use, how many unique tiles there are, etc.

So that’s why even if a tome is using an already existing animation it can cause slowdown. Huh, good to know.

At least now I know why its happening, and why they can work right on 3 different emulators I have but not in the one I use.