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Arisotura
Posted on 06-27-17 10:42 AM, in Link to Melonds IRC? Link | #238
er

https://melonds.kuribo64.net/board/thread.php?id=3


if what you need is a client: you can use the Mibbit web client

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Kuribo64

Arisotura
Posted on 06-29-17 07:15 AM, in The wifi thread Link | #244
Well yeah. Seems some sites made posts that imply 0.3 has the wifi, when it's infact not the case. 0.3 is able to send/receive some things but you aren't exchanging pokemons or playing MvsL with it.

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Kuribo64

Arisotura
Posted on 07-05-17 07:02 PM, in Link to Melonds IRC? Link | #250
well it's weird. I'm going to try contacting IRCops.

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Kuribo64

Arisotura
Posted on 07-16-17 01:07 AM, in (because every board needs one) The introductions thread Link | #256
welcome aboard :P

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Kuribo64

Arisotura
Posted on 07-16-17 01:15 AM, in melonDS 0.4 Link | #257
melonDS 0.4 is out!

The highlights of this release are several 2D and 3D fixes and improvements, but also, working wifi multiplayer.

The full changelog is below.


• implement access modes for certain IO registers that were unhandled
• actually implement RCNT instead of hardcoding it
• wifi: emulation of multiplayer cmd/reply/ack transfers
• wifi: more accurate RFSTATUS/RFPINS
• wifi: some games can go into multiplayer now (Pictochat, NSMB, Pokémon known working)
• improved savemem detect heuristic
• implement firmware write, fix SPI bugs
• accurate emulation of 'main memory display FIFO'
• 2D: fix render/capture order
• 2D: implement mode6 large BG
• 2D: fix bitmap BG sizes
• 2D: fix rotscaled bitmap sprites
• 3D: fix missing term in MatrixTranslate
• 3D: fix toon highlight mode
• 3D: fix boxtest bug
• 3D: accurate viewport transform
• 3D: polygon Y-sorting
• 3D: more accurate interpolation, still not perfect
• 3D: more accurate Z and W transforms, fix some cases of Z-fighting
• 3D: separate polygonID attributes for opaque and translucent pixels
• 3D: start documenting and implementing depth test edge cases
• emulate delays for SPI transfers and div/sqrt
• misc bugfixes/additions as usual


pile of copypasta

[image] [image] [image]

How to use

melonDS requires BIOS/firmware dumps from a DS. You can dump them with the following dumper.

The files must be placed in the same directory as the melonDS executable, as follows:

* bios7.bin -- ARM7 BIOS, 16KB
* bios9.bin -- ARM9 BIOS, 4KB
* firmware.bin -- firmware, 256KB or 512KB

Note: the DS-mode firmware in the 3DS isn't bootable. It only contains the bare minimum required to run DS games. Be sure to enable direct game boot when using a firmware dump from a 3DS.

Settings

Emulation: settings related to emulation. For now it lets you enable direct game boot (directly runs the game instead of going through the firmware) and the threaded 3D renderer.

There's also a wifi-related setting (which only ended up there because I'm lazy and I need to redo the UI). You should try toggling it if you have trouble getting multiplayer working.

Input: allows you to configure keyboard and joystick input. You can change a mapping by clicking the corresponding entry, then pressing a keyboard key or joystick button. For now, joystick input uses the first joystick available if multiple joysticks are plugged.

If your game fails to save

Check the size of the savefile. melonDS can, in some circumstances, misdetect the save memory type.

Save memory type detection is done only when no existing savefile is present.

If you provide an existing savefile with the correct size, melonDS will use the correct save memory type and saving should work properly.


Downloads

* Windows 64-bit
* Linux 64-bit


If you feel generous

melonDS Patreon


Have fun! :D

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Kuribo64

Arisotura
Posted on 07-16-17 11:47 AM, in Action Replay? Link | #260
either way, WFC isn't supported

anyway dunno. I don't manage and don't support the libretro core.

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Kuribo64

Arisotura
Posted on 07-21-17 07:39 PM, in Game issues Link | #271
this is the wrong thread for this

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Kuribo64

Arisotura
Posted on 07-24-17 09:42 AM, in LCD brightness: how to implement? (rev. 2 of 07-24-17 09:43 AM) Link | #275
Pondering ideas for this.

The demo 'LMNTS by Titan' uses it to do fades. I know the DSLite version does. I saw no such activity in the DSPhat version -- is it just 'broken', or does it do things differently? Can't test it, it refuses to run on my flashcart.

(why don't they just use master brightness)


So.


LCD backlight can be disabled per screen. On the DSLite, it can also be set to four levels, but the setting affects both screens.


When backlight is disabled, the screen graphics are still visible, but you need strong light. Graphics are more visible on the DSPhat.

But there's no way to emulate a "make graphics more visible if user is pointing light at their monitor". So, is it better to completely obscure the emulated screens or to let it a bit visible?

(PS. I don't take overcomplicated options like "add a button to emulate light being pointed at the screen")


DSLite backlight levels: level 0 appears to be around 50%. Have a better estimate?

Levels 0, 1, 2, 3 could be respectively mapped to 50%, 67%, 84%, 100%. Or 40%, 60%, 80%, 100%.

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Kuribo64

Arisotura
Posted on 07-24-17 02:28 PM, in Legend of Spyro glitch Link | #276
It's about that fire bar that depletes as you spit fire. Every emulator has trouble drawing it properly, it sometimes has a gap in the middle or is misaligned.


That game is another case of "fuck you I won't run on your flashcart", it just sits on the flashcart loading screen forever.


So, could someone test this on real hardware, atleast until I get a better flashcart? Do we have an excellent GPU test case, or just a shoddy game that also exhibits the glitch on hardware?

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Kuribo64

Arisotura
Posted on 07-24-17 09:22 PM, in Legend of Spyro glitch Link | #278
It happens in The Eternal Night.

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Kuribo64

Arisotura
Posted on 07-24-17 09:32 PM, in Legend of Spyro glitch Link | #280
well good, we don't have shit to fix there, and we can add it to the list of game issues.


thank you!

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Kuribo64

Arisotura
Posted on 07-24-17 10:43 PM, in LCD brightness: how to implement? Link | #283
I guess I can do it that way. The issue is that, in the case of the demo, they disable backlight to hide the screen they don't want. On the other hand, SM64DS has a backlight setting, and you don't want your screen to go completely black when you turn it off, atleast so you can turn it back on.

So, slightly visible (10% or so) may be the best option.


Also, thanks for the video. Confirms my feeling that they just didn't bother, even though they could still turn backlights on/off without doing fades.

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Kuribo64

Arisotura
Posted on 07-25-17 11:51 AM, in List of DS emulators (rev. 2 of 08-01-20 12:28 PM) Link | #284
A list of DS emulators available for PC, so you can find what you like.

I'm not including non-PC emulators as most of them are DeSmuME. Not listing Ensata either.


* dsemu
* Dualis
* NeonDS
* iDeaS (there have been a billion website URLs. bleh)

* NO$GBA
* DeSmuME
* DuoS DSEmu
* ndsemu written in Go
* dasShiny
* GBE+
* medusa
* melonDS
* CorgiDS
* NooDS


No particular order, other than that the first 4 are long dead.

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Kuribo64

Arisotura
Posted on 07-30-17 04:39 PM, in Discussion for Implementing XDG Support (rev. 2 of 07-30-17 04:41 PM) Link | #288
why is it in a spoiler


well if it kills portability, it's a no-no

however, having configurable paths is something I could very well do

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Kuribo64

Arisotura
Posted on 08-01-17 12:18 AM, in GPU rasterization notes (rev. 4 of 08-10-17 07:34 AM) Link | #291
* we know from edge slopes, that the X offset is calculated with a reciprocal and not a 'proper' division. for example: slope with dx=2 and dy=96. x isn't incremented until y=49 (would be 48 with proper division).

* trying to figure out the reciprocal. its precision, how it's calculated (proper 1/X division? Newton-Raphson? LUT?)


* Z interpolation along Y loses precision for whatever reason. Z range 0-0x800000 loses 14 bits, 0-0x400000 loses 13 bits, 0-0x200000 loses 12 bits and so on. except: 0-0x200 still loses 2 bits. weird.

* Z interpolation along X seems to have full precision. (losing two bits, but I think fog is losing them)

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Kuribo64

Arisotura
Posted on 08-03-17 01:46 PM, in LCD brightness: how to implement? Link | #293
Yeah, you need to direct light directly at the LCD to see the pixels.


I figured I can also make brightness emulation optional.

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Kuribo64

Arisotura
Posted on 08-03-17 11:33 PM, in LCD brightness: how to implement? Link | #295
The point would be for the occasional demo that abuses brightness :P

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Kuribo64

Arisotura
Posted on 08-05-17 11:49 PM, in Savefile Exporting Link | #299
Can the converted save file be read by any other emulator?

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Kuribo64

Arisotura
Posted on 08-06-17 02:48 PM, in Savefile Exporting Link | #301
ok well

What's the exact size of the savefile?

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Kuribo64

Arisotura
Posted on 08-06-17 05:05 PM, in Savefile Exporting Link | #303
exactly 256KB?

anyway, what's the game?

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Kuribo64
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Main - Posts by Arisotura

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