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Main - Posts by Arisotura

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Arisotura
Posted on 10-28-17 12:16 PM, in melonDS 0.5 Link | #401
the hotkey system could be an extension of the regular input system.

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Kuribo64

Arisotura
Posted on 11-03-17 01:10 PM, in melonDS 0.6 TODO list Link | #405
most of it still applies to 0.6, because outside of UI not much was done at all

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Kuribo64

Arisotura
Posted on 11-05-17 01:56 PM, in The wifi thread Link | #407
Altwfc is something I want to look into. Auto-patching would definitely be a must-have.

Not sure netplay is possible with local wifi, considering the timings are tight and it sends a lot of packets.

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Kuribo64

Arisotura
Posted on 11-16-17 07:25 PM, in Problem Saving Link | #412
Did you use DeSmuME's memory backup export feature? The .dsv file can't be used as-is.

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Kuribo64

Arisotura
Posted on 11-16-17 07:30 PM, in Problem Saving Link | #414
Oh.

You can open the .dsv in a hex editor and strip the extra data at the end (it tells you where).

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Kuribo64

Arisotura
Posted on 11-17-17 04:40 PM, in New icon for melonDS Link | #417
It's pretty cool! Have smaller versions, tho? 32x32 and 16x16 would be cool for a program/window icon.

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Kuribo64

Arisotura
Posted on 11-19-17 01:45 PM, in Problem Saving Link | #424
Well then I'll look into it.

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Kuribo64

Arisotura
Posted on 11-19-17 01:48 PM, in New icon for melonDS Link | #425
Sweet! Thanks!

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Kuribo64

Arisotura
Posted on 12-07-17 01:14 AM, in Mario Kart DS: character select screen glitch (rev. 3 of 12-07-17 01:19 AM) Link | #436
The following glitch was reported in melonDS:





The kart shadow blends with the antialiased platform border. It looks abnormal but I'm not sure whether it is correct.


Stencil bits are set wherever the shadow mask fails the depth test. That is, for all the pixels that land behind the platform, including its borders.

When the shadow is rendered, it is drawn wherever stencil bits are set. Normally, pixels that land behind the platform fail the depth test and aren't rendered.

But, at the borders, we also check against the pixels that are underneath the platform pixels (that is, the background pixels). Depth test passes there, so the shadow is rendered over the background pixels. (the shadowed background pixels are then blended with the platform pixels during the final antialiasing pass)

I can't test the game on hardware currently (my only flashcart left sucks, and the physical cart is in the shithole) so I'd need to know whether this glitch happens on hardware. It'd be one interesting thing if it didn't (it would basically imply that the stencil buffer can hold two layers of pixels).

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Kuribo64

Arisotura
Posted on 12-07-17 02:55 AM, in melonDS 0.6 Link | #437
melonDS 0.6 is out!

This release brings a long-due sound fix and fancypants display modes.

The full changelog is below.


• don't fail completely if SDL haptic init fails (bentley)
• fail gracefully when ROM loading fails
• support Unicode filenames under Windows
• FPS counter is back (sorry!)
• allow Windows file picker to navigate through shortcuts (instead of trying to load the shortcut as a ROM)
• screen layout/sizing/scaling modes, screen gap, rotation
• toggle for screen linear filtering
• add support for 8bit GXSTAT accesses
• reset IE/IF properly
• fix sound capture/playback for things like surround


pile of copypasta

[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, 128KB, 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.

Screen rotation: lets you rotate the screens, for games that ask you to hold your DS sideways.

Screen gap: sets a gap between the screens.

Screen layout: natural (screens always stacked on top of eachother), vertical (screens always laid out vertically), horizontal (always laid out horizontally).

Screen sizing: even (both screens get the same size), emphasize top (bottom screen is kept at native resolution), emphasize bottom, auto (tries to determine which screen to emphasize)

Screen filtering: enables linear filtering when the screens are scaled.

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 12-10-17 11:37 PM, in Mario Kart DS: character select screen glitch Link | #439
Well, thanks. Interesting.

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Kuribo64

Arisotura
Posted on 12-13-17 04:01 AM, in How do you get wifi working? Link | #445
Most likely because the melonDS instances get sandboxed and are unable to communicate with eachother.


I guess the ideal way of simulating local multiplayer would be doing it like NO$GBA, where you tell it to emulate 2/3/4 consoles and communications are handled internally instead of using sockets and blasting things over the network.

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Kuribo64

Arisotura
Posted on 12-13-17 04:14 AM, in DeSmuME-Reloaded = Fork of DeSmuME with Wifi capacities Link | #446
That's cool if people want to revive DeSmuME's wifi support, but I'm not touching the codebase with a 20m pole. Not that I have any hate towards DeSmuME or its developers, I just think it needs a rewrite badly, for a variety of reasons. If you want I can go in detail about this.

Oh and from what I have seen, they haven't changed their stance towards wifi (it doesn't exist!!), so I guess sticking to your own branch is a good thing.


The bit about wifi is one of the reasons why melonDS exists, after all. Getting altWFC working is matter of emulating an access point and using libpcap or whatever to redirect data frames to the network. I could even auto-patch WFC-enabled games to use altWFC.

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Kuribo64

Arisotura
Posted on 12-17-17 09:55 PM, in DeSmuME-Reloaded = Fork of DeSmuME with Wifi capacities Link | #452
probably some old leftover, seeing as it predates the wifi interface system

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Kuribo64

Arisotura
Posted on 12-18-17 06:09 PM, in wifi/LAN: possible libpcap-like libs Link | #455
Windows

* WinPCap
* Win10PCap for Windows 10
* NPCap, modernized version for Windows Vista/7/8/10

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Kuribo64

Arisotura
Posted on 12-18-17 10:49 PM, in DeSmuME-Reloaded = Fork of DeSmuME with Wifi capacities Link | #458
I knew what the issue was back then (the EXTRA/CMD TX slot, the implementation wasn't accurate enough). I wouldn't know now though, seems the wifi support has degraded over time.

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Kuribo64

Arisotura
Posted on 12-19-17 02:39 AM, in Non-local wifi Link | #460
so yeah



Nothing too new though, it had already been done before with DeSmuME.


Anyway, a couple things about this.


* It's the same old "emulated AP + libpcap" setup. You know what they say, why fix it if it ain't broke?

* No need to choose between separate "adhoc/infrastructure" modes like in DeSmuME. The emulated AP runs alongside the rest.

* So far melonDS's wifi stack seems to be robust. I was able to stay connected to the IRC server for one hour, and it didn't disconnect or anything.

* I was also able to connect to an altWFC server, but there was nobody online.

* You don't need to seek an obscure, unofficial wifi-enabled build.

* You need a network adapter that supports promsicuous mode and raw packet injection, and doesn't get in the way. Some adapters will overwrite the 'source MAC' field of outgoing packets, which will interfere with melonDS's thing.

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Kuribo64

Arisotura
Posted on 12-19-17 01:11 PM, in melonds 0.6b error Link | #463
Actually, quick googling reveals this comes from PulseAudio.

The only audio related change was the addition of the resampler. Maybe it doesn't like the weird sound frequency? Then again the previous one was weird too.

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Kuribo64

Arisotura
Posted on 12-20-17 08:55 PM, in Non-local wifi Link | #468
I'd have to test it. I expect WinPCap to provide packets with Ethernet headers in all cases, but maybe in the case of wifi adapters it's providing 802.11 headers instead. I'd need a way to detect that and also to figure out how to make the 802.11 headers (it needs the access point's MAC address).

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Kuribo64

Arisotura
Posted on 01-02-18 02:29 PM, in melonDS 0.6 Link | #476
no need to post it in multiple places

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Kuribo64
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Main - Posts by Arisotura

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