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Old March 7th, 2008   #161 (permalink)
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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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Old March 7th, 2008   #162 (permalink)
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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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Old March 7th, 2008   #163 (permalink)
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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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Old March 8th, 2008   #164 (permalink)
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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.
again how do you know its the VRAM handlings fault? it could be some calculations previous to the data reaching the VRAM, it could be an addressing calculation further down the line, it could be something wasnt flipped/decoded that should have been.

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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Old March 8th, 2008   #165 (permalink)
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again how do you know its the VRAM handlings fault? it could be some calculations previous to the data reaching the VRAM, it could be an addressing calculation further down the line, it could be something wasnt flipped/decoded that should have been.

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
Even if I've to agree with that, it's a starting point (quite obvious, because we can safely assume it's due to VRAM, what else for sprites...) from where to work.

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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Old March 8th, 2008   #166 (permalink)
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"Castlevania: POR" first menu screen has correct bitmap data but INCORRECT palette data, so that could be the same bug :P
No, here the sprites have incorrect bitmap data, in the mini-game "Lakitu Launch", you have letters of the "Continue" and "Quit" buttons instead of the Toads on the bottom screen. That could be a VRAM writeback problem, I'm not sure. The Toad tile data is in the LCD memory as it should do, but, compared to NeonDS, these data aren't (correctly) written back to BOBJ memory.
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Old March 8th, 2008   #167 (permalink)
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Maybe you should name your emulator NhervéSmuME
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Old March 10th, 2008   #168 (permalink)
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Is there any way we can get a compatibility list for your modded edition?
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Old March 10th, 2008   #169 (permalink)
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Is there any way we can get a compatibility list for your modded edition?
Test it yourself: it should be the same listed here, adding Rayman 2 and might be some others.
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Old March 10th, 2008   #170 (permalink)
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There will be one in the future.
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Old March 10th, 2008   #171 (permalink)
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How can I speed up desmume?
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Old March 10th, 2008   #172 (permalink)
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How can I speed up desmume?
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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Old March 10th, 2008   #173 (permalink)
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How did you get New Super Mario Bros to run faster than on NO$GBA ? My DeSmuME is damn slow.
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Old March 10th, 2008   #174 (permalink)
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How did you get New Super Mario Bros to run faster than on NO$GBA ? My DeSmuME is damn slow.
Did I say NSMB was faster than no$gba? If so, I was incorrect. My version is faster on some games than no$gba (it's faster on all those games that push the 3D core a bit), but slower on some other ones. The maximum difference is about 10%, which is quite acceptable, knowing that the per opcode work done on desmume is far from optimal.
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Old March 11th, 2008   #175 (permalink)
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One more time congratulations ShashClp make Desmume more (and more) fast than ever. You are a great coder, I'm waiting your post of comparison one...
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Old March 11th, 2008   #176 (permalink)
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There will be one in the future.

Thanks for making the thread it will be pretty valuable as more improvements are made.
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Old March 11th, 2008   #177 (permalink)
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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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Old March 11th, 2008   #178 (permalink)
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NHervé maybe the idea can be good... on no$gba looks like better...
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Old March 11th, 2008   #179 (permalink)
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I think I'll write a software renderer for DeSmuME and I'll call it SRS (Software Rendering System). Maybe I'll also adapt it to iDeaS.
May I ask why would you do that? You don't think there'll any speed improvements from that, do you? On no$gba, it's faster on software due to the bad implementation :P
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Old March 13th, 2008   #180 (permalink)
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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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