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Old March 25th, 2008   #221 (permalink)
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I don't mean it's bad of course lol, but you could save all those thanks when he releases a new mod I think. I will.
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Old March 25th, 2008   #222 (permalink)
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Sure BMarques, you right.
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Old March 26th, 2008   #223 (permalink)
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Originally Posted by BMarques View Post
No offense dreampeppers but are you doing a favor to someone ? you keep thanking him after any of his post ...
I think he is doing that just to increase his post counts.
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Old March 26th, 2008   #224 (permalink)
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Ow ow ow wo RockmanForte... I can promise for you isn't that. :S
At the end what one person can get with high count post?
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Old March 26th, 2008   #225 (permalink)
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once you have passed 30, absolutely nothing ;p
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Old March 26th, 2008   #226 (permalink)
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once you have passed 30, absolutely nothing ;p
Why? what you get when take 30?
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Old March 26th, 2008   #227 (permalink)
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when you have 30 posts you get access to the recycle bin, apart from that, you dont get any "bonuses"
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Old March 26th, 2008   #228 (permalink)
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isn't this get kinda off topic ?
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Old April 5th, 2008   #229 (permalink)
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Hey! I've a screenshot of MarioKart DS on DeSmuME!

No, I'm joking, it gives me a blank screen. This screenshot is a fake, I took it from NO$GBA and I pasted it in another screenshot of DeSmuME "running" MarioKart. I'm very good at faking screenshots!
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File Type: jpg desmume_mario_kart.JPG (38.3 KB, 58 views)
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Old April 5th, 2008   #230 (permalink)
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Very funny but if you can do it then do it. No$gba author is amazing guy and he is so good at coding nds. We are encourage you to do so. You can do it if you think you can.
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Old April 13th, 2008   #231 (permalink)
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News :

Quote:
Originally Posted by shashClp
Well, most of the official 2D system is quite broken. I added some acceleration by using an strange pixel blitter system (it gave about a 10-30% speed increase), but it's still slow. It could be accelerated by rewriting the mess of function call that it's currently, so good luck. Just remember to profile properly whatever you rewrite, so you don't end up having a slower system :P

By the way, what did the profiler told about the 2D core CPU usage? I mean, my profiling sessions showed other parts to be hell a lot more demanding :P

By the way, if you want to test your implementation robustness, check this. I remember I was able to pass 2/3 tests of revision 7 or 8 with my version, so I could help there. Official version passed 0/3 tests :P
After fixing a bit the capture unit, I've been able to pass 4/6 tests.
For precision, I fixed two bugs in it :
First, I fixed a bug where the captured bitmap would be "invisible" due to alpha values not set.
Next, I fixed another bug where the capture unit would only capture the half of each line (128 pixels instead of 256).

I also fixed a bit the MMU_VRAMWriteBackToLCD() and MMU_VRAMReloadFromLCD() funcs, for BBG and BOBJ, now some NSMB minigames (ie Bounce Mario) render WAY better, they don't flicker as in the mod2 and in NeonDS. They still have problems as reversed 3D.
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Old April 13th, 2008   #232 (permalink)
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Nice work NHervé.
Just a question. Will you ever use the latest svn code, so your fixes can go into official sources?
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Old April 14th, 2008   #233 (permalink)
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Mad : I think I will never use latest code, because I tried to compile it with my Visual Studio 6.0. After fixing the compile errors I got with DeSmuME 0.7.3, the version 0.7.4 didn't work as well as 0.7.3. In Debug mode, I got a Debug assertion message (I also got it with 0.7.3), and the emu was damn slow due do debug stuff. In version 0.7.3 I fixed it by setting the compiler in Release mode, but version 0.7.4 crashes in release mode.
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Old April 16th, 2008   #234 (permalink)
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Easy Solution update to a newer Visual Studio, or use DevC++ (free)

Also congrats on the fixes, you really should try and commit some of these fixes to the official cvs.
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Old April 16th, 2008   #235 (permalink)
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(...)
Also congrats on the fixes, you really should try and commit some of these fixes to the official cvs.
I already committed the fixes related to the core, which as of now it's only the 3D renderer bug. The removal of "execute=0" on the ARM core isn't committed (and won't be as of now), and the GUI would require a separate project, which I don't have time to do. The rest is unfinished that I know of.
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Old April 16th, 2008   #236 (permalink)
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Originally Posted by NHervé View Post
News :
After fixing a bit the capture unit, I've been able to pass 4/6 tests.
For precision, I fixed two bugs in it :
First, I fixed a bug where the captured bitmap would be "invisible" due to alpha values not set.
Next, I fixed another bug where the capture unit would only capture the half of each line (128 pixels instead of 256).

I also fixed a bit the MMU_VRAMWriteBackToLCD() and MMU_VRAMReloadFromLCD() funcs, for BBG and BOBJ, now some NSMB minigames (ie Bounce Mario) render WAY better, they don't flicker as in the mod2 and in NeonDS. They still have problems as reversed 3D.
Shash, are all those fixes in cvs, as i dont remember seeing any emails relating to any fixes like those.

Last edited by Normmatt; April 16th, 2008 at 10:52. Reason: spelling mistakes :P
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Old April 16th, 2008   #237 (permalink)
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Shash, are all those fixes in cvs, as i dont remember seeing any emails relating to any fixes like those.
Those are not yet public, I can't commit them :P
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Old April 20th, 2008   #238 (permalink)
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Quote:
Originally Posted by shashClp
Running Mario Kart / Zelda would be harder, afaik.
You got MarioKart to work ? How ?
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Old April 20th, 2008   #239 (permalink)
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You got MarioKart to work ? How ?
I don't have it running, but I've strong pointers of whats failing. Whenever I can I'll work on it, but it might take a while.
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Old April 21st, 2008   #240 (permalink)
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Ah ? Could you tell me what's failing, please ? I'll try to fix it myself and I'll tell you.

I'm sorry to be late, but the forums had a problem, my Internet Explorer was telling me it couldn't find the page.
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