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Main - Posts by CasualPokePlayer

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CasualPokePlayer
Posted on 07-08-22 10:52 PM, in Running melonDS core in RetroArch, Communication Error at Launch of Pokemon Soul Silver (rev. 2 of 07-08-22 10:54 PM) Link | #5408
Retroarch is just out of date compared to upstream, this was fixed a while ago there. The onus is on Retroarch folks to pull upstream fixes.

To workaround this, you could simply just provide official firmware instead of relying on internally generated firmware (which is what's bugged here).

CasualPokePlayer
Posted on 07-10-22 10:18 PM, in Running melonDS core in RetroArch, Communication Error at Launch of Pokemon Soul Silver (rev. 2 of 07-10-22 10:18 PM) Link | #5411
You probably have old hacked firmware which would have issues on real hardware too. Using your own dump would probably fix this.

CasualPokePlayer
Posted on 07-23-22 09:23 PM, in Order of Ecclesia - Softlock after intro fmv. (RESOLVED) Link | #5432
The issue is with a very old implementation of "fake firmware" which doesn't have proper WiFi info, which freaks a lot of games out when they try to read that. This has been fixed upstream for a long while, but Libretro hasn't pulled in those fixes (and the onus is on them to do it, as it's not an official version).

Easy enough workaround is to just use real firmware.

CasualPokePlayer
Posted on 08-21-22 07:10 PM, in Ingame saving in Pokemon SoulSilver doesnt work on SteamDeck (EmuDeck) (rev. 2 of 08-21-22 07:11 PM) Link | #5493
The issue is due to an old implementation of fake firmware. The newest versions of melonDS do not have this issue. I believe EmuDeck uses Retroarch's melonDS? Which is unofficial and using an old melonDS version which has this issue. You can workaround it simply by using real firmware.

CasualPokePlayer
Posted on 10-19-22 01:41 AM, in Build Error (ECM) (rev. 2 of 10-19-22 01:42 AM) Link | #5598
That just means you don't have ECM installed. If you're on some Debian/Ubuntu distro then doing sudo apt install extra-cmake-modules should fix it (if you're on some other distro the package is probably called extra-cmake-modules).

CasualPokePlayer
Posted on 11-21-22 07:05 AM, in On the compatibility with GBA Link | #5651
The DS has an entire GBA bundled in it. For melonDS to support GBA games, it would practically need to make a brand new GBA emulator. At which point, just use a dedicated GBA emulator like mGBA.

CasualPokePlayer
Posted on 02-21-23 12:14 AM, in can i use softrasterizer as the main renderer? Link | #5855
Config -> Video settings -> 3D Renderer -> Software

It's enabled by default.

CasualPokePlayer
Posted on 02-24-23 07:36 PM, in i am using 9.5 GBA Slot does not work Link | #5870
You need to use official BIOS files, the builtin free ones will not work.

CasualPokePlayer
Posted on 03-04-23 09:24 PM, in Need help trying to run melonDS on Windows Link | #5889
melonDS does work on 32 bit systems infact (you would have to build it yourself, and you will not get the JIT which is arch specific / only available for x64 or ARM64). Although if you have a truly 32 bit CPU, then you frankly will not run melonDS at full speed.

CasualPokePlayer
Posted on 05-07-23 03:02 AM, in Emulator caps at 30 fps when using opengl renderer? Link | #5981
The OpenGL renderer is a bit more intensive than the software renderer (if you compare both at 1x).

Capping at 30 FPS sounds more like some VSync being enforced if anything. Also if this is a laptop, plug it in.

CasualPokePlayer
Posted on 05-08-23 09:41 AM, in (0.9.5/Windows x64) [DS/Europe/Harry Potter and the Order of the Phoenix] 3D environment fails to re Link | #5985
This is just standard "OpenGL renderer sucks" issues, as the OpenGL renderer is just not very accurate.

CasualPokePlayer
Posted on 08-16-23 05:34 PM, in Pokemon Heartgold 30fps lock Link | #6179
If this is a laptop, make sure it is plugged in.

CasualPokePlayer
Posted on 11-23-23 09:29 PM, in Start and select buttons not working Link | #6321
[image]

CasualPokePlayer
Posted on 11-27-23 06:01 AM, in Missing(?) features on Windwos from the Android version (rev. 2 of 11-27-23 06:01 AM) Link | #6324
The "Android version" is unofficial so any features there have no guarantee to be on the official versions and vice versa.

CasualPokePlayer
Posted on 12-26-23 09:32 PM, in GBAtek addendum/errata Link | #6370
075h 1 Extended Language (0..5=Same as Entry 064h, plus 6=Chinese)
(for language 6, entry 064h defaults to english; for compatibility)
(for language 0..5, both entries 064h and 075h have same value)
076h 2 Bitmask for Supported Languages (Bit0..6)
(007Eh for iQue DS, ie. with chinese, but without japanese)
(0042h for iQue DSi, chinese (and english, but only for NDS mode))
(003Eh for DSi/EUR, ie. without chinese, and without japanese)
Language 7 is Korean. Similar to Chinese this is only represented in the extended language in firmware userdata, the older language field will just be set to 1 (English). This also means the supported language bitmask is another bit large (bit 7 for Korean). Presumably DSi specific settings follow the same rules, although I don't have a Korean NAND to verify that.

01Dh 1 Console type
FFh=Nintendo DS
20h=Nintendo DS-lite
57h=Nintendo DSi (also iQueDSi)
43h=iQueDS
63h=iQueDS-lite
The entry was unused (FFh) in older NDS, ie. replace FFh by 00h)
Bit0 seems to be DSi/iQue related
Bit1 seems to be DSi/iQue related
Bit2 seems to be DSi related
Bit3 zero
Bit4 seems to be DSi related
Bit5 seems to be DS-Lite related
Bit6 indicates presence of "extended" user settings (DSi/iQue)
Bit7 zero
0x35 is the console type for Korean DS Lite, which also has extended user settings. So gbatek's description of bit 6 seems to be wrong? Bit 0 seems to be more indicative of having extended user settings.

CasualPokePlayer
Posted on 01-27-24 05:48 PM, in OpenGL issue - Linux (rev. 2 of 01-27-24 05:49 PM) Link | #6410
It's unlikely it's anything related to "codecs" that are causing the issue. More likely you just didn't have the libgl1 package (and maybe some other OpenGL packages) installed and VLC ended up having it as some dependency so automatically installed it when you installed the VLC package on whatever package manager. If anything what you ran into is weird case of that distro for some reason does not install those packages by default for whatever reason (most distros have these packages installed by default). melonDS releases just being raw executables means you don't have any kind of installation process automatically installing these libraries (although melonDS really shouldn't need that in the first place except in weird cases like this).

CasualPokePlayer
Posted on 06-04-24 01:59 AM, in "Manage DSi titles" option grayed out Link | #6712
System -> Stop

Then you can manage DSi titles.

CasualPokePlayer
Posted on 07-03-24 04:25 AM, in Was the melonDS GitHub cloned in the new chinese GitHub-like platform? (rev. 2 of 07-03-24 04:29 AM) Link | #6786
How do you "steal" it besides literally overriding the commit authors for some reason. The source code can be freely forked wherever, the GPLv3 license given is permission itself to do such.

EDIT: Also taking 5 seconds using their search indicates melonDS is not forked on there, so I don't get why this was really asked in the first place.

CasualPokePlayer
Posted on 07-03-24 04:51 AM, in Was the melonDS GitHub cloned in the new chinese GitHub-like platform? (rev. 2 of 07-03-24 04:52 AM) Link | #6788
Having a site with a ton of projects mirrored/forked isn't exactly something bad here, on face value this at least seems no different than someone deciding to mirror/fork projects not originally hosted onto GitHub on GitHub itself (e.g. glibc). As long as the license allows it to be forked (i.e. it's open source in the first place) there's no problem here (at face value).

Posted by kikilxve
Uh, since when do we trust Chinese pages?

Being Chinese does not make it inherently untrustworthy.

Posted by kikilxve

Seems more like shady blind low quality mirroring if anything, although technically not so much "stealing" as it is "mass mirroring with some sneaky changes to attract traffic, all allowable by an actual open source" (except for cases where the license used doesn't end up allowing such outside of implicitly in GitHub, then it's just unauthorized forking)

CasualPokePlayer
Posted on 07-07-24 04:18 AM, in Keyboard/Mouse incompatibility with more than one emulator (rev. 2 of 07-07-24 04:18 AM) Link | #6801
I don't think this is really possible per se (at least not without a ton of work). Windows will merge all mice together for standard win32 message mice handling (which Qt uses), and other OSes do the same thing for standard message loops (which Qt again uses), that's not something you can exactly change (and even so, how would the program know *which* mouse it came from?). The only ways you normally can have multiple mice at the same time (on Windows) is by either using DirectInput or Raw Input (and for other OSes would probably require some other platform specific API for more low level input support). This effectively requires platform specific code for each OS to be written for handling input (an annoying task but certainly possible with effort).

Ditto for keyboards (they all get merged into one normally, no way around that outside of using lower level platform specific APIs).
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