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#161 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2006
Location: VisualC
Posts: 1,055
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Well, even at a simpler level, if a game checks for FIFO levels manually (we all know game code is many times just a bit fat amount of hacks glued together to produce something that resembles a game), the hacked implementation will fail miserably. This is possible on the DS through the GXSTAT register, but I'm unsure if any game that I tested requires this. Sure, some game/homebrew will do
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#162 (permalink) |
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PCSX2 Coder
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Location: Plymouth, UK
Posts: 9,822
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ah whoops missed the irq in the gxstat register, i didnt really look at that, got sidetracked trying to edit my previous response xD
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http://www.generalemu.net/ Intel Core 2 Quad Q6600 @ 3.4Ghz (425x8), Leadtek GTX 280 1Gb, 1.8Tb HDs, 2Gb Corsair DDR2-800 @ DDR2-1020 5-5-5-18 Dual Channel Dont PM me for help, use the forums, thats what its for! |
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#163 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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I know why sprites look bad in New Super Mario Bros minigames : the VRAM does not contain the good tiles compared to NeonDS. DeSmuME has wrong VRAM handling.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#164 (permalink) | |
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PCSX2 Coder
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Location: Plymouth, UK
Posts: 9,822
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Quote:
seriously, understand the problem before making bold assumptions, dont just look at a difference and assume thats whats causing it, else we will have to rename your mod to DaSsuME xD
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http://www.generalemu.net/ Intel Core 2 Quad Q6600 @ 3.4Ghz (425x8), Leadtek GTX 280 1Gb, 1.8Tb HDs, 2Gb Corsair DDR2-800 @ DDR2-1020 5-5-5-18 Dual Channel Dont PM me for help, use the forums, thats what its for! |
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#165 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
Now, the path I'd follow (and that I won't, as I'm quite busy this weekend) is looking where the sprites are fetched from. Then, when you know what mode are they (16 colours, 256 colours, etc), check the palette/pixel data and change the MMU to log those writes. If that doesn't give any results (which is probable, as the data seems to be written elsewhere or NOT written at all), I'd try to take some of the values from NeonDS and log the MMU for coincidences (I know it's a bit of cheating, as we can compare with another emulator, but it's the easy way), and work from there. That method, imho, will give you enough information to make proper theories about the culprit of the bad sprite rendering, which will probably be right. There're other ways to work it out, but that's the easiest with current desmume debugging tools, as they're quite limited. We all can assume it's an VRAM problem, but where it does really come from? Oh, and a related problem, in case you want to have some fun, "Castlevania: POR" first menu screen has correct bitmap data but INCORRECT palette data, so that could be the same bug :P Good luck
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#166 (permalink) | |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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Quote:
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#167 (permalink) |
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Rockman fan
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Location: Earth!
Posts: 5,098
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Maybe you should name your emulator NhervéSmuME
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I have: Wii: Starfall, Neogamma R8 beta 11, and currently on 3.2u PSP PHAT: 1001k [TA-081] Custom Firmware 5.50 GEN-D2(FULL) CASE: EagleTech Sidewinder Gaming Tower Case w/420W Power Supply Black 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 Memory: 2048GB [1024GB X2] DDR2-800 PC6400 Memory Module Corsair-Value or Major Brand Sound Card: 3D Premium Surround Sound Onboard |
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#169 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
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#172 (permalink) |
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Emu author
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Location: VisualC
Posts: 1,055
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As of now, buying a faster computer, or waiting until I decide to commit any of my speed improvements. The second is unlikely with current desmume debugging capabilities not being worked on.
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#173 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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How did you get New Super Mario Bros to run faster than on NO$GBA ? My DeSmuME is damn slow.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#174 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
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#177 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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I think I'll write a software renderer for DeSmuME and I'll call it SRS (Software Rendering System). Maybe I'll also adapt it to iDeaS.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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#179 (permalink) | |
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Emu author
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Location: VisualC
Posts: 1,055
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Quote:
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#180 (permalink) |
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Formerly NHervé
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Location: Peach__'s castle
Posts: 712
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I would do that because I think a software renderer will be more accurate. For example, I tried to implement 3D/2D blending for alpha, but it's glitched because OpenGL probably does not handle it correctly. Also, when Mario is invincible, he has a rainbow effect, only Nocash software renderer can emulate it, OpenGL cannot emulate it.
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If you're wondering where Mario__ is, he is currently saving Peach__ once again.
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