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Post subject: Re: DeSmuME 0.9.7 & 0.9.8 r4382
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
gocha wrote:
http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4382.7z (not PGOed)
I tried using this, but the “up” key is automatically held down and I can’t figure out why / how to “turn it off”, what’s going on?
Post subject: Re: DeSmuME 0.9.7 & 0.9.8 r4382
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I released desmume 0.9.8 r4387. It fixes "pixel poly" display of SoftRasterizer (example: Castlevania Portrait of Ruin, warp stone). See my previous post for the download link.
ALAKTORN wrote:
gocha wrote:
http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4382.7z (not PGOed)
I tried using this, but the “up” key is automatically held down and I can’t figure out why / how to “turn it off”, what’s going on?
I'm not sure. That didn't happen to me.
I am usually available on Discord server or Twitter.
Post subject: Re: DeSmuME 0.9.7 & 0.9.8 r4382
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
gocha wrote:
ALAKTORN wrote:
gocha wrote:
http://gocha.is.land.to/down/desmume/desmume_0.9.8_r4382.7z (not PGOed)
I tried using this, but the “up” key is automatically held down and I can’t figure out why / how to “turn it off”, what’s going on?
I'm not sure. That didn't happen to me.
I downloaded your new edit and now it works fine :) I wonder what was wrong before though…
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
So, I have a question about the movieMode in DeSmuME. I was reading the code of it and similar functions in the other emulators and I found this code the most readable. While I was reading it I noticed something that confused me. It appears that the movieMode prevents any read (unless specifically specified) and write of SaveRAM, how does this work with verification movies? If no movie generates any SaveRAM after replay, that to me means that no movie can be used as a verification movie for a New Game + TAS or something similar. Did I misunderstand a detail in the code or is it of no responsibility of the emulator developer to consider this? My desire to understand this was spawned by the fact that Dolphin currently moves the save files around on disk to prevent over-writing which in general is not that good ... and I wanted to help rog fix this more elegantly, which appeared quite simple to me until I realized this little verification movie issue. Thanks in advance to anyone who can explain this to me!
Post subject: DeSmuME 0.9.8 r4450
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I made a build of 0.9.8 r4450. It's just a minor bugfix release. desmume_0.9.8_r4450.7z (not PGOed) Changes
  • Lua: fix a bug that gui.gdscreenshot() always returns a transparent image. it will always return a complete opaque image from now.
I am usually available on Discord server or Twitter.
Skilled player (1742)
Joined: 9/17/2009
Posts: 4985
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hi! I'm working on 3 DS TAS's, and there's a problem I found. The firmware settings in the movie file doesn't get applied to the movie during playback, so I have to manually change it.
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
Is it possible to disable the "green preview" of input display? It distracts me a lot.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
MUGG wrote:
Is it possible to disable the "green preview" of input display? It distracts me a lot.
are you asking if it’s possible to remove input HUD? View → HUD → Input
Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
I'm asking to remove the green preview of the HUD only. http://i.imgur.com/q2TnNSJ.png Can Desmume 0.9.8 use "while true do" in Lua?
Joined: 12/31/2009
Posts: 174
MUGG wrote:
I'm asking to remove the green preview of the HUD only. http://i.imgur.com/q2TnNSJ.png Can Desmume 0.9.8 use "while true do" in Lua?
The only way to remove the green preview is to modify the source code or make your own HUD in lua. As for "while true do", emu.frameadvance() is hit or miss (it creates a few fake lag frames where nothing happens). I haven't checked the latest revision if it was improved or fixed yet.
Post subject: DeSmuME 0.9.9 released!
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
DeSmuME 0.9.9 released! http://sourceforge.net/projects/desmume/
DeSmuME wrote:
Yes, it’s been a while since the last release, but we haven’t been completely idle. There’s a brand new jit cpu core which yields some impressive speedups, and a ton of work on the OSX port! Head on over to the download page and check it out! Also, please don’t post bug reports in the comments. It’s a terrible venue for that, and there are other places specifically designed for it, such as, say, the support forum. General/Core: !!!: add optional arm cpu jit (functioning on x86 and x64 hosts only) bug: we're not going to list 70% of the emulation fixes, as is traditional. bug: savestate reliability fixes related to halt states, gxstat, firmware bug: lua: fix readbyterange, gdscreenshot functions bug: commandline slot-1 handling straightened out enh: fixes and additions to resize filter options Graphics: enh: opengl 3d driver compatibility improvements bug: fix giant regression from 0.9.7 that left garbage from previous frames on the screen in some games bug: 3d: fix some single poly pixels bug: 3d: fix some polygon and texture coloring bugs on big-endian systems Windows: bug: fix some full screen stretching bugs enh: add xaudio2 output driver enh: add opengl display method (as opposed to directdraw), with controllable bilinear filter enh: upgrade archive handling system, lzma2 supported enh: reorganize main menu quite a bit enh: add rotation hotkeys, and hotkey to control mouse cursor visibility enh: memory viewer improvements and fixes enh: improve interface for rom eject to prevent accidents and improve usefulness (hide in slot-1 config screen) Cocoa: bug: fix missing display when running on OS X v10.8 Mountain Lion bug: fix possible sound crash when using Dual SPU Synch/Asynch bug: fix File menu items being disabled after the file migration sheet is used bug: fix window resizing issues bug: fix text rendering in About box enh: show the icon and name of the loaded ROM enh: add Support Request and Bug Report forms to the Help menu enh: add more detailed info to the About box enh: add OpenGL as a 3D rendering option enh: add support for MSAA when using OpenGL as the 3D rendering engine enh: add V-Sync option enh: add Display Orientation, Display Order, and Display Separation options for Combo Display mode enh: add HQ4xS filter enh: completely revamp the user interface for Input Preferences enh: many emulator commands may now be mapped enh: add ability to map an input to user-defined touch screen coordinates enh: add support for saving and applying input profiles enh: add support for using an audio file for the microphone input enh: add sine wave tone generator for microphone input enh: add support for multiple display windows (File > New Display Window) enh: add support for SLOT-1 devices (Emulation > Show SLOT-1 Manager) enh: overall performance and stability improvements enh: miscellaneous user interface improvements
I am usually available on Discord server or Twitter.
Post subject: Re: DeSmuME 0.9.9 released!
Joined: 6/27/2008
Posts: 49
gocha wrote:
DeSmuME 0.9.9 released! http://sourceforge.net/projects/desmume/
DeSmuME wrote:
Yes, it’s been a while since the last release, but we haven’t been completely idle. There’s a brand new jit cpu core which yields some impressive speedups, and a ton of work on the OSX port! Head on over to the download page and check it out! Also, please don’t post bug reports in the comments. It’s a terrible venue for that, and there are other places specifically designed for it, such as, say, the support forum. General/Core: !!!: add optional arm cpu jit (functioning on x86 and x64 hosts only) bug: we're not going to list 70% of the emulation fixes, as is traditional. bug: savestate reliability fixes related to halt states, gxstat, firmware bug: lua: fix readbyterange, gdscreenshot functions bug: commandline slot-1 handling straightened out enh: fixes and additions to resize filter options Graphics: enh: opengl 3d driver compatibility improvements bug: fix giant regression from 0.9.7 that left garbage from previous frames on the screen in some games bug: 3d: fix some single poly pixels bug: 3d: fix some polygon and texture coloring bugs on big-endian systems Windows: bug: fix some full screen stretching bugs enh: add xaudio2 output driver enh: add opengl display method (as opposed to directdraw), with controllable bilinear filter enh: upgrade archive handling system, lzma2 supported enh: reorganize main menu quite a bit enh: add rotation hotkeys, and hotkey to control mouse cursor visibility enh: memory viewer improvements and fixes enh: improve interface for rom eject to prevent accidents and improve usefulness (hide in slot-1 config screen) Cocoa: bug: fix missing display when running on OS X v10.8 Mountain Lion bug: fix possible sound crash when using Dual SPU Synch/Asynch bug: fix File menu items being disabled after the file migration sheet is used bug: fix window resizing issues bug: fix text rendering in About box enh: show the icon and name of the loaded ROM enh: add Support Request and Bug Report forms to the Help menu enh: add more detailed info to the About box enh: add OpenGL as a 3D rendering option enh: add support for MSAA when using OpenGL as the 3D rendering engine enh: add V-Sync option enh: add Display Orientation, Display Order, and Display Separation options for Combo Display mode enh: add HQ4xS filter enh: completely revamp the user interface for Input Preferences enh: many emulator commands may now be mapped enh: add ability to map an input to user-defined touch screen coordinates enh: add support for saving and applying input profiles enh: add support for using an audio file for the microphone input enh: add sine wave tone generator for microphone input enh: add support for multiple display windows (File > New Display Window) enh: add support for SLOT-1 devices (Emulation > Show SLOT-1 Manager) enh: overall performance and stability improvements enh: miscellaneous user interface improvements
JIT mode breaks HP/MP bar in Castlevania DoS when block size > 15 OS: Windows 8 x64
Post subject: Re: DeSmuME 0.9.9 released!
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
gocha wrote:
DeSmuME 0.9.9 released! http://sourceforge.net/projects/desmume/
I take it emu.frameadvance() still broken? Will check later incase it wasn't mentioned.
Skilled player (1742)
Joined: 9/17/2009
Posts: 4985
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Hey, I would like to report a bug. In the game, Nanashi no Geemu, during the cursed game stages, clicking "View Sound State" under tools and then pressing the down arrow causes the emulator to crash.
Player (105)
Joined: 1/4/2013
Posts: 117
Location: Belgium
When I use the lua function:
stylus.set(x,y,true)
Emulator closed without saying anything. When I run the _dev.exe, I can see that an error message is written in the console but it close too faster; I don't have time to read. I tried on versions 0.9.9, 0.9.8, 0.9.7 and it is the same (all 32bit). Either I miss something, or it's a bug.
Joined: 3/14/2008
Posts: 152
Location: United Kingdom
Hâthor wrote:
When I use the lua function:
stylus.set(x,y,true)
Emulator closed without saying anything. When I run the _dev.exe, I can see that an error message is written in the console but it close too faster; I don't have time to read. I tried on versions 0.9.9, 0.9.8, 0.9.7 and it is the same (all 32bit). Either I miss something, or it's a bug.
I don't remember where I found it out, but there's some (correct) documentation for it somewhere. For some reason the function takes a table as input, for example: stylus.set({y=100,x=200,touch=true}) or, to use a variable stylus.set({y=y,x=x,touch=true})
Skilled player (1742)
Joined: 9/17/2009
Posts: 4985
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Currently, the .dsm files become very large quite quickly in terms of file size. This wouldn't be a problem, except the site only accepts WIPs less than 4MB. For other sites, the problem doesn't exist unless you upload a ton of WIPs, which quickly add up. So would it be possible to have an option that converts the input file into a hex file for uploading purposes, while also keeping the text format for user-friendly editting?
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
jlun2 wrote:
Currently, the .dsm files become very large quite quickly in terms of file size. This wouldn't be a problem, except the site only accepts WIPs less than 4MB.
ZIP the DSM file before uploading, and the 4MB limit is for the zip itself, not the file inside (there are some more powerful compressors supported, but those are more exotic). Submissions also have the same 4MB limit. Also, the the files are stored compressed, and quota usage is calculated from compressed size. As to if binary formats after compression would be smaller: Probably, but the difference wouldn't be that great.
Sonia
She/Her
Joined: 12/6/2013
Posts: 435
Location: Brazil
Does Desmume desync too much or is it reliable? I plan to make runs of Megaman ZX and ZX advent, plus some other games. So I wanna know.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
DeSmuME is very reliable, as far as my experience goes
Dimon12321
He/Him
Editor, Reviewer, Experienced player (596)
Joined: 4/5/2014
Posts: 1223
Location: Romania
How to remove retail (auto-selected) card emulation from Slot 1 (choose None permanently)?? I can't watch my WIP! Desmume 0.9.10
TASing is like making a film: only the best takes are shown in the final movie.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
If I am to create a TAS in DeSmuME 0.9.6, would it be allowed as a submission here or is the emulator banned because it’s old?
Joined: 6/19/2012
Posts: 16
ALAKTORN wrote:
If I am to create a TAS in DeSmuME 0.9.6, would it be allowed as a submission here or is the emulator banned because it’s old?
If it was allowed before, I don't understand why it would be banned because it's old. I'm not 100% sure though.
Skilled player (1742)
Joined: 9/17/2009
Posts: 4985
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
I found a weird bug that causes the emulator to crash. Using the rom: 1065 Over The Hedge (EU) Edit: Play this WIP http://tasvideos.org/userfiles/info/19133695754579065 The emulator would for some reason then crash when loading. :|
Active player (477)
Joined: 2/1/2014
Posts: 928
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