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Old March 23rd, 2008   #201 (permalink)
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Quote:
Originally Posted by shashClp View Post
Although I can't test the mod 2 version (it crashes here), it seems to be a bug with the old source code base of desmume. I told NHervé quite a lot of times to update his sources to latest CVS version, but apparently he didn't. If you are able to build the latest official CVS from it's sources, you'll see it working perfectly (just tried).
I never heard of CVS... and I'm terrible with sources



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Save states are not as stable as one would expect. Just DON'T rely on them. Personally I don't have any interest on fixing them, due to too many reasons to explain now.
Bad habit of leaving some info out it tends to freeze when I try to pause the emulation.
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Old March 23rd, 2008   #202 (permalink)
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Phoenix Wright: Ace Attorney... its basically the soft green text is lime green... where the arrow is there is a square of lime green, when decisions come up, they're surrounded by a box of lime green... the evidence when you select it, the square is lime green... when you get it... the square flashes lime green, and when you call an objection... there is a lime green touchscreen with a bunch of sprites that look like doors and tiles on it
That is normal, alpha test doesn't work with mod2. It will be fixed in mod3.
Simple explanation : a texture is a square-shaped image, but the image on it can be not square-shaped, so there will be "transparent" pixels having the first color of the texture palette. Alpha test allows to don't render these pixels. But Alpha test is broken, so these pixels are rendered and that makes color squares being rendered around the textures.

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I never heard of CVS... and I'm terrible with sources
If you want to compile the source, don't compile it in Debug mode, else you'll get an error "fopen.c : debug assertion failed "file!=_T("\0")"" on startup and your emu will be VERY slow.
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Old March 23rd, 2008   #203 (permalink)
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How do I compile the source?
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Old March 23rd, 2008   #204 (permalink)
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Originally Posted by NHervé View Post
That is normal, alpha test doesn't work with mod2. It will be fixed in mod3.
Simple explanation : a texture is a square-shaped image, but the image on it can be not square-shaped, so there will be "transparent" pixels having the first color of the texture palette. Alpha test allows to don't render these pixels. But Alpha test is broken, so these pixels are rendered and that makes color squares being rendered around the textures.
It's not broken on CVS, it works flawlessly. It's just a matter of using the CVS oglRender.c (or whatever is called, the openGL 3D core), and it'll work flawlessly.

Oh, and you explanation of the DS alpha transparency is a wrong. The DS can use alpha test and alpha blending, and the transparent pixels can be different than palette 0. Check the texture formats, and you'll see why.

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How do I compile the source?
If you have to ask, you shouldn't be doing it :P
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Old March 23rd, 2008   #205 (permalink)
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Daejien : You need an IDE such as Visual Studio, create a Win32 app project, add DeSmuME files and build it in Release mode.
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Old March 23rd, 2008   #206 (permalink)
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I used to compile using dev-cpp.
Dunno if the project file has been updated lately.
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Old March 23rd, 2008   #207 (permalink)
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I used to compile using dev-cpp.
Dunno if the project file has been updated lately.
I didn't test it lately, but due to probably won't compile due to some missing files only added on the VisualC project. As you know, I don't use DevCPP :P
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Old March 24th, 2008   #208 (permalink)
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Yeah i know, but its not that hard to update the project file.
If you know what files are missing...
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Old March 24th, 2008   #209 (permalink)
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Shash : I wonder if DeSmuME's HLEd bios is correct. Maybe some games such as Worms2 and RaymanDS need the real bios, and so they won't start on DeSmuME whereas they start on NeonDS and all other emus that have a real bios dump.
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Old March 24th, 2008   #210 (permalink)
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Shash : I wonder if DeSmuME's HLEd bios is correct. Maybe some games such as Worms2 and RaymanDS need the real bios, and so they won't start on DeSmuME whereas they start on NeonDS and all other emus that have a real bios dump.
Get some information about WHY they would need the real bios, else it's just pure speculation that will only lead to you loosing time. Remember that all times that you stated that the bios could be wrong, the reason was elsewhere. Anyway, I know that something related (but not running on) the bios is wrong on desmume, but it's long to explain.
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Old March 24th, 2008   #211 (permalink)
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REAL BIOS? Who? When? Where?
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Old March 24th, 2008   #212 (permalink)
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Daejien : You need an IDE such as Visual Studio, create a Win32 app project, add DeSmuME files and build it in Release mode.
Thanks.


It had to be an ISO file...

Last edited by Daejien; March 24th, 2008 at 21:59.
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Old March 24th, 2008   #213 (permalink)
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Lino rula!
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Old March 24th, 2008   #214 (permalink)
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Shash : Are RaymanDS and Worms2 working on your DeSmuME ? If not the problem could be the bios.
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Old March 24th, 2008   #215 (permalink)
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Thanks.
It had to be an ISO file...
I guess you're talking about the express edition, else you should read the forum rules, really.

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Shash : Are RaymanDS and Worms2 working on your DeSmuME ? If not the problem could be the bios.
I can't test it now, I'm busy as hell. If you're not sure if it depends on the GFX FIFO, just log writes to GXSTAT and read the log.
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Old March 24th, 2008   #216 (permalink)
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Actually sir, I am talking about the express edition.

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Old March 25th, 2008   #217 (permalink)
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Shash : RaymanDS is freezing on this instruction in ARM9 :

MCR CP15, 0, R0, CR7, CR0, 4

which means "wait for IRQ", and the IRQ never occurs. Maybe it's "IPC FIFO not empty" IRQ.
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Old March 25th, 2008   #218 (permalink)
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NHervé thanks so much by your efforts.
And congratulations by your hardly work.
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Old March 25th, 2008   #219 (permalink)
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No offense dreampeppers but are you doing a favor to someone ? you keep thanking him after any of his post ...
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Old March 25th, 2008   #220 (permalink)
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Unhappy

BMarques, i'm not making favor for anyone, but I wont repeat it [thanks].
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