Views: 4,121,458 Homepage | Main | Rules/FAQ | Memberlist | Active users | Last posts | Calendar | Stats | Online users | Search 08-14-22 10:36 PM
Guest:

Main - Posts by Ammako

Pages: 1 2
Ammako
Posted on 07-20-17 01:40 AM, in melonDS 0.4 Link | #266
Is there some kind of list of options and features that are planned or in the works? I'd like to make a suggestion or two but I figure that might get annoying if people keep asking about stuff that's already being worked on, heh (for example, the option to allow keyboard input to work when the game window doesn't have focus.)

I probably won't be using this quite yet for my general DS emulation uses, but this looks very promising and very close to what I was hoping to see already (blew my expectations out of the water, to be honest.)

Looking forward to future releases. There's still some sound issues with minor crackling and stuff but I'm sure that'll get resolved in time and hopefully we can have this running at a much more stable 60FPS :p

Ammako
Posted on 07-22-17 03:57 AM, in melonDS 0.4 Link | #272
Posted by poudink
Is that even possible?


Plenty of emulators have that.

Ammako
Posted on 12-22-17 03:38 AM, in PMD: Explorers of Sky (0.6b, so far) (rev. 2 of 09-21-18 08:33 PM) Link | #471
This game works, but it can't save, and it can't read external save files.

Using a save file from my retail cart, the main menu displays "New Game" as if there were no save files present.

If I start a new game on a blank save, in-game says "Save failed." and a 256KB save file is created with 50 01 3C 00 00 00 00 00 90 D7 6F 02 00 00 00 00 at the beginning, padded with 00s the rest of the way.
(For the record, save file size for this game should be 128KB.)

Attempting the same thing, but with a pre-existing save file, instead leaves the save file untouched (but it does change the last modified at timestamp on the file, though I don't think that really matters for anything.)

idk about Explorers of Time/Darkness (they may work), but this particular game does use some kind of weird different save method. So that may be the cause for the problems. But that's just my guess.

---

Here's something, for those who might not want to wait until a proper fix might be implemented.

USA
2204AA98 00000007
2208380c 000000BF

Europe
2204ADD0 00000007
22083BA4 000000BF

Those are AR codes which fix the save error. Patch your rom through DSATM (until melonDS may have proper AR support.) Of course, if the game is fixed before AR support is added, this won't really be needed anymore. :p

(Only briefly tested to see if it would allow the game to save. Someone else would need to confirm whether or not this causes issues at other parts of the game.)

The main issue I've found so far is that the game won't recognize 128KB saves from external sources due to expecting a 256KB save file. You can pad your save file with 00's to 256KB and it will recognize it, still. I am not sure if this would cause any issues during gameplay.

Ammako
(post deleted) #542

Ammako
Posted on 09-21-18 08:26 PM, in D-Pads help Link | #670
Posted by StapleButter
anyway, you can fix it by hand-editing the config file, like

Joy_Right=258
Joy_Left=264
Joy_Up=257
Joy_Down=260

let me know if that works


Using a retail SFC pad with the Mayflash USB adapter here. I just wanted to say, that did it for me, thanks!

Ammako
Posted on 11-09-18 07:06 PM, in Ace Attorney Investigations 2 flickering sprites (rev. 3 of 11-09-18 07:16 PM) Link | #749
There is an issue with this game where character sprites sometimes flicker when a lot is going on on-screen at once. On real hardware, no flicker is present.

[image]

[image]

Also, there are sometimes black vertical lines that flicker under similar circumstances, but those happen rarely and not consistently, so I haven't been able to get a recording of that.

Ammako
Posted on 12-29-18 10:10 PM, in Question about gba/ds rng Link | #835
Posted by Whowatchlist
trying to find a pattern where there isn't one


Bingo

Ammako
Posted on 01-07-19 11:44 PM, in Question about gba/ds rng Link | #849
afaik encounter RNG is seeded once at game start based on system clock; the actual frame count increments independently. Who knows how in-battle RNG works though.

GBA doesn't have a system clock; well, Pokémon R/S/E have an internal clock, and R/S seed according to that internal clock value, but Emerald uses a seed of 0 every time you press Continue on the main menu. FR/LG don't have an internal clock at all, they seed off one of the GBA's timers.

With Gen. III, if you're using fast forward, you're just cycling through the frames faster, no difference there (people use this for reaching very high frame counts on emulator for RNG manipulation.) For the DS games, as far as encounters go, the game doesn't care about system clock anymore once you're loaded your save file.

As far as battles go, even if Game Freak did go through the trouble of making the battle RNG care about how fast/slow the system clock is running compared to the game's cpu clock speed, there's no reason why that would specifically make lucky occurrences more common. If it caused the game to make incorrect calculations, it would either crash, or return valid data that has the same chances of being "lucky" or not as every other valid result would. That's my assumption, anyway.

Ammako
Posted on 01-19-19 01:10 AM, in Is there a possibility for background input? Link | #858
Background input works when using a controller, so if you can get your hands on one of those (pun not intended), that should be good for the time being.

For the record, this is already on the radar.

Ammako
Posted on 01-31-19 02:00 AM, in Need hel fixing the clock Link | #864
Guessing, melonDS is using the system clock as the in-game RTC, ignoring whichever offset value is in DS firmware, and using something else as the base internal RTC value, in such a way that changing the system clock allows games with anti time travel to detect that the clock has been tampered with. I don't actually know, but given that games are able to detect it, I imagine I can't be too far off.

If you would be interested in adding support for this in melonDS, I guess a better way of doing it would be to use system clock as internal RTC, using an RTC offset of 0 and ignoring whichever offset is saved in the firmware. Then you could have an option in melonDS config to enable the RTC offset, which would read the RTC offset from firmware to determine what the actual in-game time would be. People have been requesting the ability to change the DS clock independently of system clock through DS menu settings some time ago, so they'd probably be happy with that. As long as they don't mind that it would trip the anti time travel in games.

Ammako
Posted on 04-09-19 10:27 PM, in Need hel fixing the clock (rev. 5 of 04-09-19 10:33 PM) Link | #971
Thought it did

https://problemkaputt.de/gbatek.htm#dsfirmwareusersettings

Addr Size Expl.
000h 2 Version (5) (Always 5, for all NDS/DSi Firmware versions)
002h 1 Favorite color (0..15) (0=Gray, 1=Brown, etc.)
003h 1 Birthday month (1..12) (Binary, non-BCD)
004h 1 Birthday day (1..31) (Binary, non-BCD)
005h 1 Not used (zero)
006h 20 Nickname string in UTF-16 format
01Ah 2 Nickname length in characters (0..10)
01Ch 52 Message string in UTF-16 format
050h 2 Message length in characters (0..26)
052h 1 Alarm hour (0..23) (Binary, non-BCD)
053h 1 Alarm minute (0..59) (Binary, non-BCD)
054h 2
056h 1 80h=enable alarm (huh?), bit 0..6=enable?
057h 1 Zero (1 byte)
058h 2x2 Touch-screen calibration point (adc.x1,y1) 12bit ADC-position
05Ch 2x1 Touch-screen calibration point (scr.x1,y1) 8bit pixel-position
05Eh 2x2 Touch-screen calibration point (adc.x2,y2) 12bit ADC-position
062h 2x1 Touch-screen calibration point (scr.x2,y2) 8bit pixel-position
064h 2 Language and Flags (see below)
066h 1 Year (2000..2255) (when having entered date in the boot menu)
067h 1 Unknown (usually 00h...08h or 78h..7Fh or so)
>>068h 4 RTC Offset (difference in seconds when RTC time/date was changed)
06Ch 4 Not used (FFh-filled, sometimes 00h-filled) (=MSBs of above?)

It has to be doing something like this, otherwise games wouldn't be able to detect when the RTC is changed to trigger their anti time cheat mechanism.

It's worth noting that this is how the 3DS works as well, and DS games follow 3DS RTC settings when played on a 3DS (and likewise, you can change raw RTC instead of changing the time in system settings, to time cheat in both DS and 3DS games.)

Ammako
Posted on 04-09-19 10:54 PM, in The World Ends with You intro Link | #972
The game crashes at the same point every time during the intro. The same thing happened back in the days on older flashcarts when using SD cards that didn't have fast enough read speeds (and, more recently, with nds-bootstrap on DSi/3DS. Also caused by slow SD cards, most likely.)

[image]

It works on DeSmuME, so an option is to let the intro play through on there, save after the first battle, and resume on melonDS.

Ammako
Posted on 04-10-19 03:43 AM, in Need hel fixing the clock Link | #975
Also, regarding the framerate, imo it should stay true to host clock regardless of whether the emulator is running above or below 60 FPS. It's unlikely that games rely on RTC being "in sync" with the cpu timings/speed to function properly, although in all fairness I can't say this with certainty.

The option to de-limit the framerate is really nice for RPGs especially, as well, and it would be quite annoying if the in-game time were to move faster because of the game running at a framerate higher than normal.

It's probably not worth worrying about until a game shows up that does break because of the RTC, in any case.

Ammako
Posted on 04-10-19 04:01 AM, in The World Ends with You intro Link | #976
I don't actually have the setup for compiling melonDS anymore, and there were enough issues last time with getting Code Blocks properly set up that I'm not sure I want to go through setting that up again :x are there pre-built binaries available?

Ammako
Posted on 04-16-19 06:18 AM, in Save differences Link | #1008
It's just a weird thing that the devs for DeSmuME thought necessary to add. It's at the end of the .dsv, you can remove it in a hex editor. But perhaps a more user-friendly way of doing it is to load the game with its save file in DeSmuME, and go to File --> Export backup memory, which does it for you.

Ammako
Posted on 06-08-19 10:15 PM, in (because every board needs one) The introductions thread Link | #1088
Posting here just to say I've done it.

Ammako
Posted on 06-22-19 12:45 AM, in Help changing date/time Link | #1125
https://www.nirsoft.net/utils/run_as_date.html

Ammako
Posted on 06-22-19 04:40 PM, in Proxy for local multiplayer Link | #1128
Local multiplayer requires fairly precise timing, and is already unstable enough when done on the same PC, I wouldn't expect good results if you were trying to tunnel that connection through the internet.

Ammako
Posted on 06-26-19 11:21 PM, in Pokemon White - Clock timer freezes Link | #1136
I couldn't reproduce this, on 0.8.2. So, either it was fixed by a change that was made since, or there is more to this than simply letting the game run unattended for a while.

Are you able to reliably reproduce this? What about on 0.8.2? Also, it could be worth checking to see if it still happens when you turn off the C-Gear, since local wireless in melonDS doesn't work completely well yet, and who knows if this couldn't be causing issues. Although I couldn't get this to happen regardless of whether the C-Gear was on or off, over the course of a perior of 3-4 hours.

Ammako
Posted on 06-29-19 07:21 PM, in Pokemon White - Clock timer freezes Link | #1138
Oh, so this entire time the lid was closed, whenever this happened?

That would have been good to know. I'll check and see if this happens on my end, as well.
Pages: 1 2

Main - Posts by Ammako

Page rendered in 0.026 seconds. (2048KB of memory used)
MySQL - queries: 22, rows: 103/103, time: 0.009 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.