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Main - Posts by fintogive


fintogive
Posted on 03-01-19 07:14 AM, in Action replay code suport and proper hacking tools to help with making codes? Link | #882
So since zeromus does give any craps about improving desmume broken hacking tools (or much of anything with desmume) i was hoping that maybe a programmer here would be willing to add support for action replay codes and functional hacking tools for making action replay codes. such as a disassembler, hex viewer/editor, and a ram search/trainer. me and many of my friends i know would love to see something like this :P

Cant have an emulator with out cheat code support i always say lol.

fintogive
Posted on 04-02-19 07:08 AM, in Action replay code suport and proper hacking tools to help with making codes? Link | #933
Posted by Arisotura
it's on the TODO list, it's just not going to happen tomorrow


i understand. as long as it happens some day lol. thank you! :P

fintogive
Posted on 06-04-19 06:57 AM, in opengl is amazing so far! i hope to see these features in the future! Link | #1078
i just tried melonds 0.8 with opengl. it excels 500% better than desmume as far as speed goes! i can run it on my surface pro 2017 at max resolution with very little slow down if any :P wile desmume creeps along like the nintendo van from the sega does what nintendont commercial lol. outstanding work!


im hoping to see these features in the future with the opengl renderer.

texture up scaling hq2x hq4x etc.
texture deposterize
texture smoothing
anti aliasing
24 bit color output.
x16 (or 4k) output.

adjustable aspect rashio (for widescreen mod) theres 50 plus games out there with widescreen codes now. (once ar codes are supported)

and framedumping with custom codec for youtube videos.

keep up the good work guys. i hope melonds becomes the best emulator on the web!

fintogive
Posted on 09-05-20 06:30 AM, in Size limit for AR codes? Link | #2275
first of all the code engine has been tested and works perfectly even with the more complex codes ive made (that alot of flash cards have trouble running) however i noticed codes that are any larger than 64 lines grey out the ok/save icon for imputing the code. there are many codes out there that go way over that limit for pokemon, mkds, and several other titles out there.
Is there a reason for this limitation? can it be made unlimited in the future? Many codes are not usable because of this.

Also just wondering if there any plans for making debugging tools for creating AR codes from scratch?


On a side note i noticed texture mapping is slightly off in open GL mode (for mkds not sure a about the rest) i guessing this is due to the tris and quads conversion.

Anyways other than that im very impressed by this release so far! desmume is almost obsolete :P
Keep up the good work!



fintogive
Posted on 09-06-20 01:15 AM, in Size limit for AR codes? Link | #2277
Posted by Arisotura
yeah, the engine is limited to 64 lines per AR code. making it unlimited would require using some form of dynamic array.

I had no idea there would be AR codes bigger than 64 lines, tho. now I have to think of a fix for this. heheh


there are more than you think actually lol. i have a friend who modded sonic collections to basically import a different game completely in AR code form which was optimized at 262,145 lines of code. obviously this was very experimental but if some time in the future the limit was at lease 1024 that would be adequate for all long AR codes that i know of. desmume has a 860 limit.

Anyways thanks!


Main - Posts by fintogive

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