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Old April 25th, 2008   #261 (permalink)
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Some news...

Hi ! Some news...

I enabled a stuff in OpenGL, and now the file selection of Mario64 looks exactly as on the real DS. Guess what is this stuff !!!

There is a screenshot. This time it's not a fake
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File Type: jpg desmume_mario64.JPG (38.4 KB, 78 views)
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Old April 25th, 2008   #262 (permalink)
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Congratulation. We support you all the way. Good job!
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Old April 25th, 2008   #263 (permalink)
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Thanks. The stuff I enabled in OpenGL didn't only fix this. It also fixed the teapot sample (from libnds), the teapot was too dim.
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Old April 25th, 2008   #264 (permalink)
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Viva to evolution!
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Old April 25th, 2008   #265 (permalink)
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Not that much difficult to guess, even if I kind hate guess games. Only as an answer to your question, let's see if you can get the results of my second screenshot.
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File Type: png screen_180701.png (59.0 KB, 69 views)
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Old April 25th, 2008   #266 (permalink)
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shashClp amazing the second image....
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Old April 25th, 2008   #267 (permalink)
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wonderful work Nherve... very accurate and clean results
i didn't even see one glitch in the pic (unless i am blind)
Good work once again
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Old April 26th, 2008   #268 (permalink)
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Thanks, but I think accuracy is not the only thing in emulation. There is also the speed, and this is not the strong point of DeSmuME.
I've remarked that the MMU I/O funcs contain a lot of "proc==ARMCPU_ARMx" assertions. I think rewriting that with a group of funcs should speed up a little.
(Dualis uses a lot of funcs for I/O handling, each for a memory region, and a group for each proc).

PS : Shash : I enabled GL_NORMALIZE that forces the normals to be normalized. This avoids a conflict when using glScale.

I compared my emu to the real DS, it's exactly identical, unless my DS is buggy. In your screen the water looks too gray.
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Old April 26th, 2008   #269 (permalink)
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Quote:
Originally Posted by NHervé View Post
Thanks, but I think accuracy is not the only thing in emulation. There is also the speed, and this is not the strong point of DeSmuME.
speed doesnt make games run. Any respected emulation author will tell you, make the games work, then speed it up.

there is NO point in optimizing buggy code, you are only wasting your time.
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Old April 26th, 2008   #270 (permalink)
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Quote:
Originally Posted by NHervé View Post
Thanks, but I think accuracy is not the only thing in emulation. There is also the speed, and this is not the strong point of DeSmuME.
I've remarked that the MMU I/O funcs contain a lot of "proc==ARMCPU_ARMx" assertions. I think rewriting that with a group of funcs should speed up a little.
(Dualis uses a lot of funcs for I/O handling, each for a memory region, and a group for each proc).
Yep, rewriting the MMU_* with functions might (and only might) give a speed increase. Anyway, I've quite a lot of speed code done, and, without touching any MMU_* stuff get over 10-15 fps more than official build. And, before rewriting anything, I'd follow Refraction's advice and make some of the uncompatible games run :P

Quote:
Originally Posted by NHervé View Post
PS : Shash : I enabled GL_NORMALIZE that forces the normals to be normalized. This avoids a conflict when using glScale.

I compared my emu to the real DS, it's exactly identical, unless my DS is buggy. In your screen the water looks too gray.
I know what you enabled :P

My screen looks close enough to DS keeping in mind that quite a lot of other games look correctly, while, for example, the Mario on your build will not look correctly: I did the modification keeping in mind that all the other games still looked correct. I know it lacks a bit of blueish look, but I didn't work much on it.
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Old April 26th, 2008   #271 (permalink)
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Okay. I think I must debug the incompatible games first. For RaymanDS, I made an implementation of Low-Power mode, I get the 3 intros but it still freezes.
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Old April 26th, 2008   #272 (permalink)
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Perfect idea.
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Old April 29th, 2008   #273 (permalink)
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Shash : I've fixed a bug in 3D viewport calculation. The bug is quite stupid : in the NDS the "h" and "w" params of the viewport command are the coordinates of the bottom-right corner of the viewport. In OpenGL these params are the height and width of the viewport. I've attached 2 screenshots, one of the official version and one of my version, to show what I fixed. (It's the Nehe10 sample from the libnds, I've modded it to reduce the viewport to (3, 3, 255-3, 191-3) to get 3-pixel borders). I tell it to you in order to allow you to fix it too.
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File Type: jpg nehe10_bad.JPG (18.6 KB, 33 views)
File Type: jpg nehe10_fixed.JPG (23.4 KB, 43 views)
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Old May 1st, 2008   #274 (permalink)
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Here are the problems I plan to fix before releasing (I won't be able to fix all of them) :
-RaymanDS not working I don't know why (I got 3 intros instead of 1 after implementing Low-power mode)
-NSMB / Mario64 : minigames using 3D on both screens have reversed 3D due to flush command not sync with VBlank (they look better than on official version, flicker bug is gone)
-RRR2 : one of the mini-games (Rabbit fighter, you must click on the enemy rabbit) works, but you must click at another location than the rabbit (left of the screen) due to 3D PosTest not implemented.
-Worms2 not working.
-and others...
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Old May 1st, 2008   #275 (permalink)
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Don't give up on this project, NHerve. You should be part of this project because it is your baby. Please cuddle it with your life.
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Old May 1st, 2008   #276 (permalink)
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OMG, a new backbiter
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Old May 1st, 2008   #277 (permalink)
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Why backbiter, Lino ?
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Old May 1st, 2008   #278 (permalink)
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naturaly, im joking, your baby?
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Old May 1st, 2008   #279 (permalink)
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Humhum...

I've fixed one of the problems I mentioned upper, it's the RRR2 problem. I made an implementation of PosTest that works fine. Here are 2 screenshots, one of the official version (I've rounded the location where you must click in order to hurt the enemy) and one of my version that's fixed. (As you can see, the red arrow marks my rabbit).
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File Type: jpg rrr2_bug.JPG (29.3 KB, 23 views)
File Type: jpg rrrr2_fixed.JPG (34.8 KB, 22 views)
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Old May 1st, 2008   #280 (permalink)
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Quote:
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naturaly, im joking, your baby?
LOL! Yes I know you are joking. Yes, if he really love this emulator then he should work on it regularly like you and no$gba developer. Some people work on the emulator then gave up and release source which is sad.
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OS: Windows 7 Ultimate 64bit
CPU: Intel core 2 Duo Processor E8400 (2x 3.0GHz/6MB L2 Cache/1333FSB)
Processor Cooling: Thermaltake V1 CPU Cooling Fan System Kit Silent & Overclocking Proof
Graphics Card: NVIDIA GeForce 8800GT 512MB w/DVI + TV Out Video
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