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Old May 27th, 2008   #341 (permalink)
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Butz_san : This is possible, I already did this further (viewport correction and, after, PosTest implementation).
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Old May 27th, 2008   #342 (permalink)
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Originally Posted by NHervé View Post
Butz_san : This is possible, I already did this further (viewport correction and, after, PosTest implementation).
Thanks NHervé. Believe it or not, I check this post everyday to read about desmume mod
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Old June 1st, 2008   #343 (permalink)
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This Mod isn`t working it says it isn`t finding the SDL.dll.
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Old June 1st, 2008   #344 (permalink)
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This Mod isn`t working it says it isn`t finding the SDL.dll.
Maybe (and only maybe, I know it's hard to understand such a message as "it's missing this or that") you should use google to find that dll and copy it to the same folder as Desmume.

Some people should really take courses before using a computer, as they, clearly, don't know enough to be using one.
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Old June 1st, 2008   #345 (permalink)
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You can easily found that sdl.dll at dll-files.com and some other site.It should be in a directory as Desmume.
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Last edited by Mynemisbat-Zul; June 2nd, 2008 at 17:13.
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Old June 1st, 2008   #346 (permalink)
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Match1 :
CONGRATULATIONS !!! You're the 100.000th NGEmu user that asked this stupid question !!! You've won the Big price !!! An user manual for Google !!!

No, seriously, I was joking. You should know you can easily find SDL.dll by searching "sdl" on Google.

Mynemisbat-Zul : I don't know if copyright allows to put SDL.dll in my DeSmuME RARs. I've done it for MegaPad, but after a time, I've been unsure if it was correct, and I stopped providing this file.
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Old June 1st, 2008   #347 (permalink)
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SDL is distributed under GNU LGPL version 2. This license allows you to use SDL freely in commercial (either opensource or non-opensource) programs as long as you link with the dynamic library.
Similar terms for zlib too, but not under lgpl
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Old June 2nd, 2008   #348 (permalink)
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It just crashes hen I try to run emulation 0.0. Im on XP anyone else had this prob? 0.0

*Nevermind* I downloaded the latest version and its not crashing now 0.0*
Nice mod by the way and nice emu. :3
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Old June 2nd, 2008   #349 (permalink)
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Ah, thanks. SDL will be provided again with further versions.
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Old June 27th, 2008   #350 (permalink)
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Hmm... 4 news today.
1. There's been 3 weeks that I didn't post here. (this thread should be sticky, it seems there's no admin here).
2. I won't need to provide SDL with further versions. SDL will be replaced with DirectInput for joystick code and SDL sound core will be removed back from Windows version (Is this core useful under Windows ???). I'm bored of all the n00bs that can't even use Google and that come and complain here saying "the mod says it couldn't find sdl.dll, what must I do ? please help me !!!".
3. I'll TRY to get MarioKart to work.
4. I'll TRY to increase speed again.
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Old June 28th, 2008   #351 (permalink)
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We'll be waiting for the next release
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Old June 28th, 2008   #352 (permalink)
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1. this thread should be sticky
Fixed ;p

Quote:
2. m bored of all the n00bs that can't even use Google and that come and complain here saying "the mod says it couldn't find sdl.dll, what must I do ? please help me !!!".
SDL dlls themselves are freely redistributable, even in non-opensource apps (LGPL. as long as the dlls remain separate files, just like you used to do, providing a separate sdl.dll file inside the downloads, for convenience). Bundling SDL dll again would be ok, for builds still sdl-based (at least resolving the dependency issue, not to mention the repeated complaints about the 'missing sdl dll').

Quote:
3. I'll TRY to get MarioKart to work.
4. I'll TRY to increase speed again.
Looking forward to updates Good luck.
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Old June 28th, 2008   #353 (permalink)
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Originally Posted by Hard core Rikki
SDL dlls themselves are freely redistributable, even in non-opensource apps (LGPL. as long as the dlls remain separate files, just like you used to do, providing a separate sdl.dll file inside the downloads, for convenience). Bundling SDL dll again would be ok, for builds still sdl-based (at least resolving the dependency issue, not to mention the repeated complaints about the 'missing sdl dll').
And what about FMOD ? I thought about a FMOD core that could work under both Windows & Linux. I think I can also distribute FMOD with DeSmuME, am I right ?

Ah, I almost forgot : thanks for stickying this thread. That would be really great if the thread "compatibility list for desmume mods" could be also sticky, but I'm not enforcing you to do this.
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Old July 1st, 2008   #354 (permalink)
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Hi ! Some news...

Every developer knows that good debugging involves logging values in a file or on-screen. The problem of the files is that you can't know where happened all the stuff that you logged into it, and also if you log many things, you end up with a rather big file. You can also show these stuff on-screen. For that you can use dialog boxes, but you must declare a string, then use sprintf to print everything in your string, and finally pass it to MessageBox. This is rather annoying. What has to be done ?
The console !!! Yes, a console is great for debugging, because you can print anything into it and you can get real-time debugging. But my DeSmuME project is a Win32 project, not a console project, and creating a console project would involve a noticeable amount of work. However Windows allows Win32 (non-console) applications to create their own console.

So, to make a long story short, I added a console window to DeSmuME, this is very pratical because I can now print anything when I want. To enable this console, you must add a "/c" switch when launching DeSmuME (command line / shortcut). But this console is for developers, especially for me as I can print anything I want into it, and that's precisely why I designed it, because this will be a good debugging tool.
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Old July 1st, 2008   #355 (permalink)
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Wonderfully... I am going to look forward to your next release then!
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Old July 2nd, 2008   #356 (permalink)
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Official desmume has had a debugging console for some months now :P

Oh, and being picky, changing desmume (or any other win32 project, for that matter) to a console project would take 1 minute. For example, let's say, the debug build will have it but not the release build (we could even copy setting to a new build config and just set it up there), then it's just a matter of changing one preprocessor directive, one linking directive, and the entry point, which can be done in less than a minute...
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Old July 2nd, 2008   #357 (permalink)
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Thanks, you're right, I can change DeSmuME win32 project to a console project, by changing "/subsystem:windows" to "/subsystem:console" in link options.

EDIT : the only problem when switching to Debug mode is that DeSmuME becomes VERY DAMN slow due to debug stuff.
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Last edited by NHervé; July 2nd, 2008 at 20:04. Reason: Automerged Doublepost
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Old July 2nd, 2008   #358 (permalink)
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Thanks, you're right, I can change DeSmuME win32 project to a console project, by changing "/subsystem:windows" to "/subsystem:console" in link options.

EDIT : the only problem when switching to Debug mode is that DeSmuME becomes VERY DAMN slow due to debug stuff.
Well, it's a matter of choice: either you put as an command line option, or as a build switch. Personally I prefer the second, and that way I avoid it ever getting to the release version, where it'll only cause confusions.

Debug build is slow due to several parts of the emu being bad written: if the C++ optimizer is showing such a change in performance, some algorithms are surely not optimum.
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Old July 3rd, 2008   #359 (permalink)
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Shash : before, DeSmuME was written in C++. Why did you rewrite it to pure C ? I always thought that C++ was faster.
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Old July 3rd, 2008   #360 (permalink)
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I'd recommend you a small blog to keep track of the process with your emulator, it's easier than such a thread ... *thinks about adding developer blogs to NGEmu*

Other than that ... excellent work, keep it up!
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