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CasualPokePlayer
Posted on 07-07-24 05:17 PM, in Keyboard/Mouse incompatibility with more than one emulator Link | #6803
The suggestion is for developers of melonDS, that's not something the user can control.

CasualPokePlayer
Posted on 07-09-24 09:15 PM, in android version optimization Link | #6809
The android version is not official, you'd have to directly ask the person who ported it to android.

CasualPokePlayer
Posted on 07-10-24 07:29 PM, in android version optimization Link | #6815
Posted by kikilxve
They, however, haven't been updated in almost a year, so i don't know if it'll be useful.

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 Don't be fooled by the release date, that's just saying when the "nightly release" was originally made, it doesn't get updated whenever Assets (i.e. the apk) changes.

CasualPokePlayer
Posted on 09-20-24 10:33 PM, in When is Melon DS coming on the IOS Appstore? Link | #7163
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.

CasualPokePlayer
Posted on 10-31-24 07:14 AM, in Audio difference in 0.9.5 vs 0.9.4 (rev. 2 of 10-31-24 07:15 AM) Link | #7228
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.

CasualPokePlayer
Posted on 12-28-24 03:13 PM, in GBAtek addendum/errata (rev. 3 of 12-28-24 03:23 PM) Link | #7351
4004600h - DSi7 - MIC_CNT - Microphone Control (can be 0000E10Fh)

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)
There appears to be oddities with the sampling rate depending on the data format.
32KHz I2S
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
(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)

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.

CasualPokePlayer
Posted on 01-09-25 10:53 AM, in MelonDS Will NOT work on Windows 8.1 and lower using the provided 1.0 build Link | #7364
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.

CasualPokePlayer
Posted on 01-11-25 09:40 PM, in Will MelonDS' PC version ever support RetroAchievements? (rev. 3 of 01-11-25 09:41 PM) Link | #7376
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).

CasualPokePlayer
Posted on 01-18-25 11:47 AM, in Clock not syncing with system time. (melonDS 1.0 RC) Link | #7399
That is intended, as the RTC has gone through numerous accuracy fixes so it is very accurate for the perspective of the game.

CasualPokePlayer
Posted on 01-30-25 05:01 AM, in Wait...Does melonDS support .gba files Link | #7450
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.

CasualPokePlayer
Posted on 02-07-25 02:03 AM, in Closing lid with hotkey closes the whole emulator Link | #7479
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.

CasualPokePlayer
Posted on 02-12-25 10:36 PM, in How do I use a GameCube controller? Link | #7488
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.

CasualPokePlayer
Posted on 05-05-25 06:23 AM, in TAS with Melon DS Link | #7685
You can use BizHawk for that, which has a port of melonDS for its DS emulation.

CasualPokePlayer
Posted on 05-25-25 05:17 PM, in Achievements do not show for some games Link | #7742
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)

CasualPokePlayer
Posted on 08-28-25 09:11 AM, in Why do ds emulators save so slow (rev. 3 of 08-28-25 09:13 AM) Link | #7911
Posted by DatguyGroos
i have tested against original ds and dsixl and both save way faster.

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).

CasualPokePlayer
Posted on 11-15-25 01:46 AM, in Where can I find the right DSi BIOS without dumping? (rev. 2 of 11-15-25 01:46 AM) Link | #8119
Legally, you don't have any other option besides dumping.

CasualPokePlayer
Posted on 01-02-26 08:20 PM, in Melon DS cant use CIA files? (rev. 2 of 01-02-26 08:22 PM) Link | #8258
melonDS is a DS emulator, it does not emulate the 3DS.

CasualPokePlayer
Posted on 04-17-26 11:09 AM, in SDL2's Ongoing Curse on Windows: taking a lib for granted (rev. 4 of 04-17-26 11:15 AM) Link | #8569
> 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).

CasualPokePlayer
Posted on 06-07-26 09:13 PM, in Help with start menus Link | #8649
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