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| Views: 31,691,762 | Homepage | Main | Rules/FAQ | Memberlist | Active users | Last posts | Calendar | Stats | Online users | Search | 06-08-26 08:17 PM |
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| Main - Posts by CasualPokePlayer |
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Member Normal user Level: 13 Posts: 21/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
The suggestion is for developers of melonDS, that's not something the user can control. |
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Member Normal user Level: 13 Posts: 22/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
The android version is not official, you'd have to directly ask the person who ported it to android. |
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Member Normal user Level: 13 Posts: 23/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
Posted by kikilxve They were last updated 2 weeks ago. Don't be fooled by the release date, that's just saying when the "nightly release" was originally made, it doesn't get updated whenever Assets (i.e. the apk) changes. |
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Member Normal user Level: 13 Posts: 24/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
Keep in mind going to the App Store specifically means going into Apple's developer program, which is $100 a year. It's not only just the case the environment is rather hostile to development, and you'd need different skills (which melonDS devs don't have) to have some UI for mobile, there's a consistent monetary cost to have builds on the App Store (the free way is having some .IPAs in GitHub releases and the user deal with annoyances of sideloading them).
In a bit of contrast the Play Store does not have some annual cost, rather it's a flat one time $30 fee to become a "developer" on the Play Store. |
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Member Normal user Level: 13 Posts: 25/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
melonDS does not and has not ever done surround sound. The DS does not have surround sound capabilities in the first place.
There doesn't even appear to be any changes within the frontend audio code either between 0.9.4 and 0.9.5. At most it'd just be some update to SDL internally. What you're hearing probably was the audio was just actually being presented as mono somehow and that ended up being output to all speakers, or something of that effect, not any actual "true" surround sound. |
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Member Normal user Level: 13 Posts: 26/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
4004600h - DSi7 - MIC_CNT - Microphone Control (can be 0000E10Fh)
There appears to be oddities with the sampling rate depending on the data format.
0-1 Data Format (0=MakeStereo, 1=SameAsNormal?, 2=Normal, 3=None) (R/W) 2-3 Sampling Rate (0..3=F/1, F/2, F/3, F/4) (R/W) 32KHz I2S
(results have jitter since the testrom I made isn't exactly precise, but that shouldn't matter much, number of I2S clocks is what matters)
1 word = 2 samples Format 0: F/1 -> 33513982 / 0x3FB (~32889) hz per word, 1 I2S clock per word F/2 -> 33513982 / 0x3FB (~32889) hz per word, 1 I2S clock per word F/3 -> 33513982 / 0x3FB (~32889) hz per word, 1 I2S clock per word F/4 -> 33513982 / 0x3FB (~32889) hz per word, 1 I2S clock per word Format 1: F/1 -> 33513982 / 0x7FD (~16388) hz per word, 2 I2S clocks per word F/2 -> 33513982 / 0xBF6 (~10945) hz per word, 3 I2S clocks per word F/3 -> 33513982 / 0xFF8 (~8198) hz per word, 4 I2S clocks per word F/4 -> 33513982 / 0x13FA (~6553) hz per word, 5 I2S clocks per word Format 2: F/1 -> 33513982 / 0x7FD (~16388) hz per word, 2 I2S clocks per word F/2 -> 33513982 / 0xFF8 (~8198) hz per word, 4 I2S clocks per word F/3 -> 33513982 / 0x17F3 (~5466) hz per word, 6 I2S clocks per word F/4 -> 33513982 / 0x1FF7 (~4095) hz per word, 8 I2S clocks per word Format 0 appears to always just create a word of mic data with 1 I2S clock (with this of course being a single mono mic sample duplicated). It doesn't care for the sampling rate bits. Format 1 doesn't appear to be exactly the same as format 2, it goes faster with different samples, but done at possibly disjointed times for some sampling rates. A more clear way to see this is to perhaps view it like so: 32KHz I2S
1 word = 2 samples Format 0: F/1 -> 33513982 / 0x3FB (~32889) hz per word, 1+0 I2S clock per word F/2 -> 33513982 / 0x3FB (~32889) hz per word, 1+0 I2S clock per word F/3 -> 33513982 / 0x3FB (~32889) hz per word, 1+0 I2S clock per word F/4 -> 33513982 / 0x3FB (~32889) hz per word, 1+0 I2S clock per word Format 1: F/1 -> 33513982 / 0x7FD (~16388) hz per word, 1+1 I2S clocks per word F/2 -> 33513982 / 0xBF6 (~10945) hz per word, 1+2 I2S clocks per word F/3 -> 33513982 / 0xFF8 (~8198) hz per word, 1+3 I2S clocks per word F/4 -> 33513982 / 0x13FA (~6553) hz per word, 1+4 I2S clocks per word Format 2: F/1 -> 33513982 / 0x7FD (~16388) hz per word, 1+1 I2S clocks per word F/2 -> 33513982 / 0xFF8 (~8198) hz per word, 2+2 I2S clocks per word F/3 -> 33513982 / 0x17F3 (~5466) hz per word, 3+3 I2S clocks per word F/4 -> 33513982 / 0x1FF7 (~4095) hz per word, 4+4 I2S clocks per word I suspect that format 1 simply creates more delay for obtaining the second mic sample to create the mic data word, resulting in the odd sampling rate, while format 2 performs "expectingly" and delays both the first and second sample. This is speculation anyways, from what I've tested nothing is inserted into the mic FIFO (and thus nothing is readable, plus FIFO empty bit is not cleared) until there's a full word (i.e. 2 samples) available, so the timing of each sample can't be easily verified. It could be the case format 1 actually delays the first sample rather than the second. It could also be the case you have format 2 actually delaying the second sample only while the first sample is always on the first I2S clock, resulting in disjointed sampling rates there too. |
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Member Normal user Level: 13 Posts: 27/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
It IS true, but it's not the emulator directly using D3D12. It's just Qt6 internally using such, which one of several reasons why it dropped support for pre-Windows 10, and thus melonDS has also dropped support for pre-Windows 10. |
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Member Normal user Level: 13 Posts: 28/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
The Android version is not official. It's just as unofficial as the libretro core is (which also supports RetroAchievements) or BizHawk's core (which also supports RetroAchievements). |
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Member Normal user Level: 13 Posts: 29/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
That is intended, as the RTC has gone through numerous accuracy fixes so it is very accurate for the perspective of the game. |
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Member Normal user Level: 13 Posts: 30/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
melonDS is a DS emulator, not a GBA emulator. It supports loading .gba ROMs into the "GBA slot" which has menu options below "Open ROM." This is purely for DS games reading the GBA cartridge slot, not actually playing GBA games. Get a GBA emulator if you want to play GBA games. |
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Member Normal user Level: 13 Posts: 31/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
RC means release candidate, it is not actually a full release, so some issues are to be expected. Issues reported are then expected to be fixed within the actual 1.0 release. As explained previously, this was already fixed within master several months ago, as such this will be fixed in the actual 1.0 release. |
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Member Normal user Level: 13 Posts: 32/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
Most software does not support such (and even then support requires replacing the driver using Zadig). You'd need some third party software to get that controller working for most applications. |
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Member Normal user Level: 13 Posts: 33/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
You can use BizHawk for that, which has a port of melonDS for its DS emulation. |
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Member Normal user Level: 13 Posts: 34/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
RetroArch, Android, BizHawk, and other ports of melonDS with RetroAchievements are unofficial. This is a question for RetroAchievements people or the developers of those ports.
(Usually, the reason you have this "issue" is you're using the wrong version of the game, the European version is typically the one supported for RetroAchievements) |
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Member Normal user Level: 13 Posts: 35/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
Posted by DatguyGroos If your test is with a flashcart or something like twilight menu, your tests aren't really comparable. Those will save the game much, much faster compared to an actual official cartridge. melonDS is actually fairly close to saving with an official cartridge (still slightly faster actually, but not by much). |
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Member Normal user Level: 13 Posts: 36/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
Legally, you don't have any other option besides dumping. |
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Member Normal user Level: 13 Posts: 37/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
melonDS is a DS emulator, it does not emulate the 3DS. |
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Member Normal user Level: 13 Posts: 38/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
> the blocking event is waiting for an enum under the hood.
It is. Normally (unless set other via SDL_HINT_AUTO_UPDATE_JOYSTICKS) pumping SDL events implicitly calls SDL_JoystickUpdate. This proceeds to call WINDOWS_JoystickDetect, which if SDL got alerted to a joystick being added/removed, it proceeds to call various SDL_*_JoystickDetect, including SDL_DINPUT_JoystickDetect. This proceeds to call IDirectInput8_EnumDevices. melonDS probably should be setting that hint to avoid this implicit SDL_JoystickUpdate call anyways, since it already explicitly calls it (and I would doubt it's a good idea to call SDL_JoystickUpdate on multiple threads at the same time, at least with the native Windows side). Of course, this means you're just moving the blocking to the emu thread rather than the GUI thread (and even then, that might not be safe either as SDL_INIT_JOYSTICK was called on the GUI thread rather than the emu thread, so that could potentially cause issues due to the wrong thread being used). |
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Member Normal user Level: 13 Posts: 39/39 EXP: 9538 Next: 729 Since: 03-27-22 Last post: 23 hours ago Last view: 21 hours ago |
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