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#342 (permalink) | |
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Ideas user :D
![]() ![]() Join Date: Nov 2003
Location: Ecuador
Posts: 144
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Quote:
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PC: Core2Duo E4600 O.C. 3.0 2GB RAM Mainboard: Biostar Video Card : Geforce 8400GS Silver Knight water cooler OS: Vista Home Premium SP1
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#344 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: VisualC
Posts: 749
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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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Emulator development blog |
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#345 (permalink) |
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TheT2R
![]() ![]() ![]() ![]() ![]() Join Date: Feb 2008
Location: Internet Matrix Portal
Posts: 1,011
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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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What we called a rabbit without a letter R? -Bunny Last edited by Mynemisbat-Zul; June 2nd, 2008 at 17:13. |
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#346 (permalink) |
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Plugin author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: Nulle part
Posts: 518
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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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No pity for n00bs here !
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#347 (permalink) | |
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Let's go! Come on!
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2004
Location: Perpetual Hawaii
Posts: 5,215
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< My deviantART || GENERALEMU || Webcomics VBA-M || @ES <(^_^)> ![]() Best BAN reasons ever |
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#350 (permalink) |
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Plugin author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: Nulle part
Posts: 518
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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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No pity for n00bs here !
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#352 (permalink) | |||
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Let's go! Come on!
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2004
Location: Perpetual Hawaii
Posts: 5,215
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Good luck.
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< My deviantART || GENERALEMU || Webcomics VBA-M || @ES <(^_^)> ![]() Best BAN reasons ever |
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#353 (permalink) | |
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Plugin author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: Nulle part
Posts: 518
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Quote:
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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No pity for n00bs here !
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#354 (permalink) |
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Plugin author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: Nulle part
Posts: 518
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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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No pity for n00bs here !
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#355 (permalink) |
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Rockman fan
![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2002
Location: Earth!
Posts: 3,804
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Wonderfully... I am going to look forward to your next release then!
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#356 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: VisualC
Posts: 749
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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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Emulator development blog |
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#357 (permalink) |
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Plugin author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2007
Location: Nulle part
Posts: 518
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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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No pity for n00bs here !
Last edited by NHervé; July 2nd, 2008 at 20:04. Reason: Automerged Doublepost |
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#358 (permalink) | |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: VisualC
Posts: 749
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Quote:
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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Emulator development blog |
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#360 (permalink) |
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Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Germany
Posts: 2,026
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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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![]() Specs: AMD Athlon 64 4000+ • 2048 MB PC400 RAM • Nvidia GeForce 7600 GT PCI-E • WinXP Pro |
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