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Main - Posts by Ammako |
Ammako |
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Member Normal user Level: 13 Posts: 21/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
I'm afraid I'm unable to reproduce this. Could you give clearer directions on how you make it happen every time? Because at first you said 1 hour, and you never mentioned closing the lid, and now you're talking about the lid being closed, and waiting 8 hours instead of 1. So I feel like there might be details missing, and I might be doing it wrong.
At the same time, I wonder if it's possible that the bug could be dependent on specific configurations, such as OS and hardware, and in this case it would explain why you have the issue, but I can't reproduce it. For the time being, could you try using the Pause function on the emulator, instead of closing the lid? (System --> Pause) Because in Pokémon, there isn't really an advantage to closing the lid, if all you want to do is leave the game paused. So maybe pausing through the emulator itself might avoid the bug. It would still be good if the bug could be fixed eventually, but if you can have a workaround in the meantime, that would probably be useful for you. I could also suggest making a save state and closing the emulator completely, and loading the save state later once you're ready to continue, but there must be a reason why you choose to leave the emulator running instead of closing it, so Pause might be a better option. Still, if you're okay with it, save states could be an effective workaround. |
Ammako |
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Member Normal user Level: 13 Posts: 22/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Oh, timed surveys. That explains why you needed to keep the game running.
I'm not sure if using save states and closing the emu would work currently, because melonDS randomizes the DS mac address at every run, which breaks time-based events and would break timed surveys. But since you'd be loading a save state, the game has no idea that the game was even closed, and I wouldn't think the games could detect if the mac address changed during the middle of a play session. Unless restoring a save state restores the same mac address to begin with. What I'm guessing happens, is that local wireless screws up, since it's a bit unstable, and it ends up causing issues, somehow. Especially if you have a second instance of melonDS running with another game open on it, to get tags for the surveys. Because your initial screenshot shows 0 bars of wireless signal, but as far as I've seen, it normally never drops below three bars. So something fucky has to have happened with that. That's just my uneducated guess, though. |
Ammako |
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Member Normal user Level: 13 Posts: 23/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Ammako |
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Member Normal user Level: 13 Posts: 24/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Doesn't no-intro already have this information? |
Ammako |
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Member Normal user Level: 13 Posts: 25/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Uncheck "Boot game directly" in emu settings, then you can use download play. It's not very stable, but with enough persistence you should be able to get it to work eventually. Uncheck Limit framerate under Config too, for both instances of the emulator, while you're doing this. |
Ammako |
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Member Normal user Level: 13 Posts: 26/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
I cannot reproduce this, what settings are you using? And your system config, in case it might be relevant. |
Ammako |
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Member Normal user Level: 13 Posts: 27/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Do you need to compile from source? There are pre-compiled Linux builds for the latest stable release both on the main page and on github.
Github commits are WIP and may not quite compile properly sometimes, let alone function properly. |
Ammako |
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Member Normal user Level: 13 Posts: 28/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Right click it, properties, go to the second tab, and check the option to allow running it as a program. |
Ammako |
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Member Normal user Level: 13 Posts: 29/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
This might not make a difference, but do you have the option for separate save files for save states enabled?
This shouldn't normally cause an error when attempting to save, but if you have it on, then in-game saves made after having loaded a save state wouldn't affect your main save, so it would appear as if the game didn't save once you started the game again later. |
Ammako |
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Member Normal user Level: 13 Posts: 30/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Would you be okay with uploading your .dsv? |
Ammako |
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Member Normal user Level: 13 Posts: 31/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
That setting only toggles the Limit framerate option, if you have Audio sync or Vsync enabled then it will have no effect. |
Ammako |
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Member Normal user Level: 13 Posts: 32/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
Oh, I had no idea. That being said, if your GPU enforces Vsync, and you are using OpenGL, then the fast forward won't work. That's probably the issue. |
Ammako |
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Member Normal user Level: 13 Posts: 33/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
https://melonds.kuribo64.net/board/thread.php?id=207 |
Ammako |
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Member Normal user Level: 13 Posts: 34/34 EXP: 9840 Next: 427 Since: 07-20-17 Last post: 1570 days ago Last view: 570 days ago |
So post in the existing thread instead of making a new one. |
Main - Posts by Ammako |
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