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Old May 22nd, 2007   #21 (permalink)
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Quote:
Originally Posted by Hiei-YYH View Post
rmzx just crashes the emu after the logos. (possibly because the video)

Thanks for tested it

Like RockmanForte says I don't care about this emulator too
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Old May 22nd, 2007   #22 (permalink)
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Thanks as well.

Yeah, lol!
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Old May 22nd, 2007   #23 (permalink)
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Quote:
Originally Posted by sigmax View Post
Thanks for tested it

Like RockmanForte says I don't care about this emulator too
i care for emulators that are complete, with debuggers and all the necessary tools (like vba is for gba). at the moment, just ideas and this new one interest me.
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Old May 22nd, 2007   #24 (permalink)
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Good to see new projects
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Old May 23rd, 2007   #25 (permalink)
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Quote:
Originally Posted by sigmax View Post
When i stay home i will test it more or lees on 2 or 3 hours(i only got phoenix wright here lol)

Maybe it will be the same as DesmuMe 0.3.0 with rockman zx (Did you remember NeeD 0.1.0 lol)
I'm the (only) NeonDS developer.
No, it is not. I did this emulator project all from scratch. Although I did studied some Desmume project source code to help understand NDS hw details, but mine will be much faster than Desmume.

Quote:
Originally Posted by Hiei-YYH View Post
rmzx just crashes the emu after the logos. (possibly because the video)
I have already got rockman ZX (almost) fully working on my development version (with all animations and game scenes). Before I publish next release for rockman ZX I'm trying to do some optimization. Currently on my AMD64 3000+ machine the game runs at around 40 fps and at some boss scene it slows down extremely to less than 10 fps. This speed is not what I expected, I'm working on find out the problem.
No release date is planned. I have heavy duty job to do and this is my hobby project.

Last edited by orz; May 23rd, 2007 at 02:35. Reason: Automerged Doublepost
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Old May 23rd, 2007   #26 (permalink)
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Quote:
Originally Posted by orz View Post
I'm the (only) NeonDS developer.
No, it is not. I did this emulator project all from scratch. Although I did studied some Desmume project source code to help understand NDS hw details, but mine will be much faster than Desmume.


I have already got rockman ZX (almost) fully working on my development version (with all animations and game scenes). Before I publish next release for rockman ZX I'm trying to do some optimization. Currently on my AMD64 3000+ machine the game runs at around 40 fps and at some boss scene it slows down extremely to less than 10 fps. This speed is not what I expected, I'm working on find out the problem.
No release date is planned. I have heavy duty job to do and this is my hobby project.
oh, thanks for the information, I'm looking forward a complete debugger

speed is great (since actually you have to limit to 60fps )
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Old May 23rd, 2007   #27 (permalink)
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I wonder if Diamond works....
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Old May 23rd, 2007   #28 (permalink)
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Quote:
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oh, thanks for the information, I'm looking forward a complete debugger

speed is great (since actually you have to limit to 60fps )
I have debugger functionalities in the debug version, where you can set breakpoints, single-step instructions and tracing facility for memory access, dma transfer, ipc and so on. But enabling debugging will *significantly* slows down the emulator. Later on when I have time I'll try to optimize the debugger as well.
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Old May 23rd, 2007   #29 (permalink)
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Quote:
Originally Posted by orz View Post
I'm the (only) NeonDS developer.
No, it is not. I did this emulator project all from scratch. Although I did studied some Desmume project source code to help understand NDS hw details, but mine will be much faster than Desmume.
Than CURRENT released versions of desmume: going over 60 fps on Yoshi's Island isn't that hard. And we haven't even started to work on speed :P
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Old May 23rd, 2007   #30 (permalink)
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Than CURRENT released versions of desmume: going over 60 fps on Yoshi's Island isn't that hard. And we haven't even started to work on speed :P
yeah actually currently mine is faster than desmume is partly because desmume supports more features. It may not be true after I add more features such as sound or 3D display...
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Old May 23rd, 2007   #31 (permalink)
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yeah actually currently mine is faster than desmume is partly because desmume supports more features. It may not be true after I add more features such as sound or 3D display...
Just checked, and the framerate is fantastic, let's see if you can keep it when more stuff needs to be supported. Anyway, very good work, it's already impressive
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Old May 23rd, 2007   #32 (permalink)
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wow... really nice.
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Old May 23rd, 2007   #33 (permalink)
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Awesome and good luck.
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Old May 23rd, 2007   #34 (permalink)
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Best of luck to you =)

Keep us posted of any updates once they occur.

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Old May 23rd, 2007   #35 (permalink)
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good luck with your project.
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Old May 23rd, 2007   #36 (permalink)
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Does/will this have joystick support? I view joystick support as an essential part of any working emulator, I'd rather have a slow emu with joystick support than a fast one without. I've been largely ignoring ideas and desemu for this very reason. So far no$gba is the only one with joystick support.
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Old May 23rd, 2007   #37 (permalink)
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Does/will this have joystick support? I view joystick support as an essential part of any working emulator, I'd rather have a slow emu with joystick support than a fast one without. I've been largely ignoring ideas and desemu for this very reason. So far no$gba is the only one with joystick support.
Send joysticks to the emu authors, and they'll code support. I don't have a joystick, so I'm interested on adding support for it on desmume. You're free to submit a patch adding support, if you will :P
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Old May 23rd, 2007   #38 (permalink)
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Send joysticks to the emu authors, and they'll code support. I don't have a joystick, so I'm interested on adding support for it on desmume. You're free to submit a patch adding support, if you will :P
Huh? I thought I remembered someone had already added that to the CVS a few months back...or put up a patch or something like that on the old forums avaialble for download to the team?
I am almost certain there was some thread like that on the old forum, somewhere around febuary or march this year.
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Old May 23rd, 2007   #39 (permalink)
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Huh? I thought I remembered someone had already added that to the CVS a few months back...or put up a patch or something like that on the old forums avaialble for download to the team?
I am almost certain there was some thread like that on the old forum, somewhere around febuary or march this year.
Afaik, that was the support in the linux port, not windows
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Old May 23rd, 2007   #40 (permalink)
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Ahh ok, that makes sense.
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