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Old February 28th, 2008   #101 (permalink)
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My personal opinion..
First
I love see this living experiencies here!!!
Second
I don't like the way things goin'... (bout the conversation between shash's and NHervé)
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Old February 28th, 2008   #102 (permalink)
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Quote:
Originally Posted by dreampeppers99 View Post
My personal opinion..
First
I love see this living experiencies here!!!
Second
I don't like the way things goin'... (bout the conversation between shash's and NHervé)
which was exactly my sentiment before.

but still, congrats on your fix Nhervé, with my seriously lacking knowledge, sounds like quite a hefty bug which might appear quite often
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Old February 28th, 2008   #103 (permalink)
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NHervé congratulations by the fix... if you could post some screen of your progress...
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Old February 28th, 2008   #104 (permalink)
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Here's a screenshot ! Here rendering is correct but ingame there are some little light problems and the emu is, in some games, damn slow.

Quote:
Originally Posted by shash
About Tak - The Great JuJu Challenge, it's my next target to debug, as it show geometry, but it's completely wrong/uninitialized. Were it should show an animated mesh, it just show a static blob of what seems random data. I've a few ideas about what could cause that, but first I'd like to spend some trying them.
Shash, I found this on your blog. I'll test that game to see if I've fixed it. If yes, I'll put a screenshot.
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File Type: jpg RaymanRR2.JPG (23.2 KB, 54 views)
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Old February 28th, 2008   #105 (permalink)
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NHervé congratulations again
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Old February 28th, 2008   #106 (permalink)
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EDIT : I tested Tak, it gives me the same result, it isn't fixed.

Thanks.
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Last edited by Luigi__; February 28th, 2008 at 17:43.. Reason: Automerged Doublepost
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Old February 28th, 2008   #107 (permalink)
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NHervé,

We like you because you are friendly and nice.

refraction is very friendly too because I talked with him for some quite times through pm. I like him too.

Anyway, keep up the good work. By the way, Tak is fully playable on no$gba.. I think you can do it if you can find what's wrong with it.
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Old February 28th, 2008   #108 (permalink)
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Guess what ??? I fixed the bug ! It was quite stupid : when command is 0, the variable that contained the commands was not shifted of 8 as it should do. I fixed this in 3 seconds and now the 3d rendering is correct.
I guess it's time to apologize: I tried exactly that yesterday, but due to me handling display lists in a different way, it simply didn't work. My last comment was a mix of that, and my hurt ego from coding the actual 3D core. My sincere apologies, I should have written my motives for believing it was a CPU bug, not that type of non-constructive post. So, sorry for that, I'll avoid that type of posts on the future, and kudos on fixing that bug.
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Old February 28th, 2008   #109 (permalink)
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Is version desmume 0.7.3mod the newest version?If it's not,where can I download the newest?
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Old February 28th, 2008   #110 (permalink)
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rockmanforte : thanks.
shashClp : why did you change the way to handle the display lists ? They work fine for me.
I've fixed Rayman Raving Rabbids 2, but there are still problems with lights.
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Old February 28th, 2008   #111 (permalink)
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Quote:
Originally Posted by NHervé View Post
rockmanforte : thanks.
shashClp : why did you change the way to handle the display lists ? They work fine for me.
I've fixed Rayman Raving Rabbids 2, but there are still problems with lights.
I changed how NOP's are handled, not much else, but it was making this easy fix not work.
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Old February 28th, 2008   #112 (permalink)
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Ah, okay.
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Old February 28th, 2008   #113 (permalink)
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Ah, okay.
What is it?
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Old February 28th, 2008   #114 (permalink)
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...he was agreeing to Shash's post?
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Old February 28th, 2008   #115 (permalink)
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Shash : if you get white screens with RRR2, you must make opcodes such as STMDA2 don't stop execution. I've hacked them, then RRR2 worked.
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Old February 28th, 2008   #116 (permalink)
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Quote:
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Shash : if you get white screens with RRR2, you must make opcodes such as STMDA2 don't stop execution. I've hacked them, then RRR2 worked.
I enabled them on my on build long ago, so I don't get that kind of problems. Just that I don't really think they should be enabled on the official CVS if we can't verify they're correct.
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Old February 28th, 2008   #117 (permalink)
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I enabled them on my on build long ago, so I don't get that kind of problems. Just that I don't really think they should be enabled on the official CVS if we can't verify they're correct.
i think you are being a bit stringent on the old fixeroo's. SVN is work in progress code remember, you can always go back and fix it later. besides, those who compile it could report any problems that occur If this is how you like to handle your code thats cool with me, i just dont like seeing poor old Nhervé fixing stuff that will either not work in your code when you add it, or fix stuff youve already fixed
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Old February 28th, 2008   #118 (permalink)
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i think you are being a bit stringent on the old fixeroo's. SVN is work in progress code remember, you can always go back and fix it later. besides, those who compile it could report any problems that occur If this is how you like to handle your code thats cool with me, i just dont like seeing poor old Nhervé fixing stuff that will either not work in your code when you add it, or fix stuff youve already fixed
Well, my main motive to keep those as they are (they stop execution), is that fixing them is a matter of 15 minutes: read the ARM reference, and implement they properly, do a few tests, and voila, done. If someone wants to fix it, it's as easy as that, and that's my main reason to avoid those "kind" of fixes on the CVS. Right now, in their state, we know it MUST be checked for a proper implementation, if we remove the "execution stop", then instead of knowing where it might break, we'll have to search over a 6000+ line interpreter

I know it's a bit restrictive, but it's not like it's hell a lot of work to fix this properly: I'm a lot more open minded about more complex stuff :P

I rather prefer not commiting possible problems to the CVS (and this qualifies due to the unknown state of that code): of course I know that I can disable it before the release, but I guess I'd forget about that, which isn't that rare :P

EDIT: As a matter of a fact, in my build, I log them, so I know when they're called. This instructions are the only ones logged from all the interpreter... I guess I could do something like that on the official CVS: but I really want to avoid incredibly large debugging sessions due to lazyness :P
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Old February 28th, 2008   #119 (permalink)
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well i suppose you could make a bratch for WIP test code, obviously aside from the main code so you can update it but not worry if its in perfect condition or not. i spose everybody wins then, as long as people dont want help

acts as a backup on the unlikely event your hard drive takes a tumble and you lose all your hard work
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Old February 29th, 2008   #120 (permalink)
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Where can I download the latest desmume emu?
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