So things have been quiet lately. My apologies for that, and I can assure you that melonDS isn't dead.

First thing is that real life is striking back. My current job is ending at the end of this month, and I need to finish their project (fresh new website) and put it live. Most of it is done already, but it takes time to check everything and ensure it's alright and looks nice and all. So this occupies my mind more.

I'm also busy with parts of the melonDS adventure that don't produce a whole lot of visual results. For one, I'm investigating interpolation, and once again we're into weird land.

Z interpolation, for example: the depth buffer is 24-bit, but in Z-buffering mode, interpolation suffers from precision loss at various stages. The output precision actually depends on the value range being interpolated over (the greater the difference, the bigger the precision loss).

W-buffering doesn't have these issues as it uses untransformed W values, and uses the regular perspective-correct interpolation path (while Z-buffering requires using special linear interpolation as transformed Z values are already linear into screen space).

Regular perspective-correct interpolation is weird too. It seems to apply correction to W values based on their first bit. I don't quite see what was intended there, if it was intended at all -- after all, it could just be a hardware glitch. But regardless, that causes slight differences that can have visible effects. It's generally a texture being one pixel off, so one would say it doesn't really matter, but I like figuring out the logic behind what I'm observing.

I also want to finally tackle the UI. melonDS has become a fairly solid emulator, but the current UI doesn't really reflect that.

I still haven't picked something to go with, though. I think I'll pick something lightweight, like byuu's hiro, and modify it to interoperate nicely with SDL. I'm not sure how well that can work across platforms, but ideally I would create a SDL window and add a menubar to it, rather than having two separate windows.

I'm also thinking about a buildbot type thing. People wouldn't have to wait for proper releases, but on the other hand, I fear it reduces or kills my incentive to do proper releases.
Lunos says:
Aug 16th 2017
I personally agree with Ririshi, an option to disable/hide the CMD would be nice since for users it's just useless.
That aside I wanted to ask, will any major optimization be done at some point so low-end hardware gets a better performance or that's just at the bottom of the to-do list?

In any case, don't apologize, making an emulator is no easy task I'm sure, so taking breaks be them on purpose or not isn't a bad thing. Keep up with the good work dude, greetings from Uruguay :)
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