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Anonymous
Posted on 04-02-17 08:46 PM, in The Compatibility Thread Link | #30
Posted by naknow
  • Picross 3D: Near Perfect. At first, the game seems to run flawlessly, until you get into the actual game. There are models that should normally be white, or another color, however, they appear transparent in melonDS. It runs almost at a constant 60fps like Tetris DS, so, thumbs up for that.


  • >Near perfect

    In what bizarre world does near perfect look like this?
    [image][image][image]
    The dog on the title screen is colored all wrong and missing its textures. In game, many blocks are transparent for some reason, the wireframe is rendering incorrectly, and there's no edge marking.

    The last pic might look fine to someone that's never played the game on real hardware, but it's missing antialiasing.

    Obviously, the edge marking and AA aren't implemented. But you can't call it 'near perfect' when they're not there.

    Anonymous
    Posted on 04-05-17 06:42 PM, in The Compatibility Thread Link | #47
    Posted by Asiv
    Ketsui - Death Label (JP) - Stuck in one screen with japanese text. may be DRM.

    It says the data could not be written.

    Anonymous
    Posted on 05-02-17 06:01 PM, in Transformers Autobot (I) (rev. 2 of 05-02-17 06:01 PM) Link | #140
    I just tested that ROM on my DS with a DSTWO flashcard, and it black screens after the intro cutscene. So, it probably is a bad dump.

    Anonymous
    Posted on 06-07-17 12:00 AM, in Building melonDS in Windows with Code:Blocks (rev. 2 of 06-07-17 12:01 AM) Link | #182
    Posted by Nadia
    g++ -O3 src/*.cpp src/wx/*.cpp -static -static-libgcc -static-libstdc++ $(pkg-config --static --cflags --libs sdl2) $(wx-config-static --cflags --libs core,base) -Isrc -Isrc/wx -I/mingw64/include/wx-3.0 -I/mingw64/lib/wx/include/msw-unicode-3.0/ -o melonDS.exe

    Try this.

    How can I get it to build with the command line logging window? The exe made by this just gives me the two main windows.

    Anonymous
    Posted on 06-23-17 01:01 AM, in Castlevania - Dawn of Sorrow Link | #231
    Everything in this game is rendered with the 3D engine. I think that's unoptimized in melonDS, so it runs slow.

    Posted by fcocarlos
    I hope so! I am very happy this emulator has show up, I tried playing with DesMume but is a desappointment.

    What exactly is disappointing about running the game in DeSmuME? As far as I can tell, it runs perfectly in it. Are you just regurgitating opinions that you've read on reddit?

    Anonymous
    Posted on 06-29-17 06:24 PM, in Game issues (rev. 3 of 06-29-17 06:28 PM) Link | #245
    Ultimate Mortal Kombat
    Sometimes there is a visible gap between polygons on the fighters:
    https://i.imgur.com/VPxsZuN.png

    melonDS had a lot of problems with this game in the past where there would be gaps between basically everything. So some might assume that there were still lingering bugs in the emulator causing this, but it happens even on real hardware.

    Anonymous
    Posted on 07-24-17 09:17 PM, in Legend of Spyro glitch (rev. 3 of 07-24-17 09:21 PM) Link | #277
    There's three Legend of Spyro games, does it affect them all? Do you have a picture of the glitch? How often does it happen? I've been playing through "Legend of Spyro - A New Beginning" in the latest melonDS commit and haven't seen any glitches on the bar.

    E: Not seeing any problems in DeSmuME either.

    Anonymous
    Posted on 07-24-17 09:31 PM, in Legend of Spyro glitch (rev. 2 of 07-24-17 09:32 PM) Link | #279
    Ok, I'm seeing it. Tested on my DSi with a DSTWO and it looks buggy just like in melonDS.

    Anonymous
    Posted on 07-24-17 10:10 PM, in LCD brightness: how to implement? (rev. 2 of 07-24-17 10:12 PM) Link | #282
    Here's what the phat version looks like on my phat with both my AK2i and DSTWO:
    https://my.mixtape.moe/cewlil.webm
    No clue if that's how it's supposed to look.


    As for the discussion of disabled backlights, I'd leave the screen slightly visible when they're disabled.

    Anonymous
    Posted on 08-19-17 02:26 AM, in 3D GPU quirks Link | #317
    This is brought up in a GDC presentation from 2007:
    https://archive.org/download/GDC2007Homic/GDC2007-Homic.pdf
    Audio here(relevant part ~11min in):
    https://archive.org/details/GDC2007Homic

    They don't understand why it happens, either. But I thought it might be interesting to hear about game devs stumbling across this issue and their attempts at working around it.

    Anonymous
    Posted on 09-04-17 05:39 PM, in Compilation issues Link | #333
    Adding '-fabi-version=10' to the g++ command is what I did to work around this issue.

    My full build command after installing MSYS2 per Nadia's post here:
    g++ -O3 src/*.cpp src/wx/*.cpp -static -static-libgcc -static-libstdc++ $(pkg-config --static --cflags --libs sdl2) $(wx-config-static --cflags --libs core,base) -Isrc -Isrc/wx -I/mingw64/include/wx-3.0 -I/mingw64/lib/wx/include/msw-unicode-3.0/ -fabi-version=10 -s -o melonDS.exe

    Anonymous
    Posted on 10-21-22 09:34 PM, in Can't map controller with Melon DS Link | #5600
    Same here, controller support just completely broke in the last version or two.


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