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Old January 26th, 2008, 11:11   #1
Luigi__
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Talking DeSmuME mods !!!

IMPORTANT: The DeSmuME mods aren't available anymore.

- I'm working on the official DeSmuME SVN
- They're based off an outdated DeSmuME version (0.7.3)
- They're outdated (the SVN is soooo much better)
- They started at a time where DeSmuME was inactive and believed to be dead. Now that DeSmuME is active, they have no reason to be.

Thanks to shashClp for all the help he provided me when I was developing those mods.
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Old January 26th, 2008, 12:57   #2
ShakirMole
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very nice dude
I am pretty sure that u are capable to fix a major portion of this emu
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Old January 26th, 2008, 15:19   #3
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thanks.
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Old January 26th, 2008, 15:55   #4
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Emh, please update your sources to lastest CVS, else you're working on an old unssupported source code base. For example, I can't retrofit this changes to official CVS if you're working on an old version, atleast not easily. Not to mention 0.7.3 has a few bugs I fixed on CVS.
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Old January 27th, 2008, 11:05   #5
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Question any progress..?

Quote:
Originally Posted by shashClp View Post
Emh, please update your sources to lastest CVS, else you're working on an old unssupported source code base. For example, I can't retrofit this changes to official CVS if you're working on an old version, atleast not easily. Not to mention 0.7.3 has a few bugs I fixed on CVS.
Shash any progress with the official Desmume?
The new 3d graphic what's going on?
What about wifi?

Anyhow I am thinking about M And L P in T saves location in some points i think it shifted to another address or undocumented.. because all emu crash in that points..

Luke
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Old January 27th, 2008, 11:49   #6
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Originally Posted by lukeskyd View Post
Shash any progress with the official Desmume?
No, I stopped commiting my "big" chances to the CVS long ago. I just fixed some minor regression bugs (some games stopped working after some changes in 0.7.2, and Mario 64 DS crashed on 0.7.2 too).

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The new 3d graphic what's going on?
What you can read on my blog, of course that's not official desmume.

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What about wifi?
Not interested in wifi, at all. I don't even play multiplayer games on my DS, why I would do so on my PC?

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Anyhow I am thinking about M And L P in T saves location in some points i think it shifted to another address or undocumented.. because all emu crash in that points..
As I already said in my blog, it's fully playable after fixing it a few months back. Of course, not on official. And that won't change for motives already explained here.
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Old January 26th, 2008, 16:38   #7
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okay.
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Old January 27th, 2008, 00:19   #8
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woa thanks for the file great
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Old January 28th, 2008, 20:10   #9
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Shash : you say on your blog you only needed to implement GFX FIFO IRQ to get New Super Mario Bros to work. Well, the GFX FIFO support needs to be entirely rewritten, the GXFIFO control reg uses the IPC FIFO. 3D core also needs to be arranged.
I've removed a call to cflash_build_fat(), it didn't affect the good work of the emu and the roms now don't spend about one hour to load.

Ps : I talk about my sources.
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Old January 28th, 2008, 21:17   #10
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Quote:
Originally Posted by NHervé View Post
Shash : you say on your blog you only needed to implement GFX FIFO IRQ to get New Super Mario Bros to work. Well, the GFX FIFO support needs to be entirely rewritten, the GXFIFO control reg uses the IPC FIFO. 3D core also needs to be arranged.
I know, it's quite a lot of work to do. Been there, done that. And it'll be a bit slower than current 3D core, but it does pay off. Of course, that's only if you want to do it the proper and accurate way :P

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I've removed a call to cflash_build_fat(), it didn't affect the good work of the emu and the roms now don't spend about one hour to load.
That's because you've lots of ROMs in a single folder. That call is meant to build a virtual FAT system to emulate a flash card, which is a must for homebrew development, thus it won't EVER be removed from official version, at least not while I'm still in the official team. If you want to speed up loading without touching the code, rearrange your folders :P
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Old February 1st, 2008, 20:53   #11
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Hi !

My first fixes to DesMuMe :
I've fixed all buggy opcodes, so DesMuMe has now perfect (or almost) opcode emulation.
First, all LDR opcodes were buggy, due to incorrect data rotating when address is not word-aligned. I written 3 new ROR funcs to solve this problem. Thanks to Nocash DS specs.
Next, I fixed LDMI*! and LDMD*! opcodes by a copy-past from 0.7.4 sources. This was easy but it works. Thanks to Shash.

PS : if you don't believe you can run ArmWrestler. It is an homebrew designed to test the ARM and THUMB opcodes of the NDS.
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Old February 1st, 2008, 20:59   #12
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Quote:
Originally Posted by NHervé View Post
Hi !

My first fixes to DesMuMe :
I've fixed all buggy opcodes, so DesMuMe has now perfect (or almost) opcode emulation.
First, all LDR opcodes were buggy, due to incorrect data rotating when address is not word-aligned. I written 3 new ROR funcs to solve this problem. Thanks to Nocash DS specs.
Next, I fixed LDMI*! and LDMD*! opcodes by a copy-past from 0.7.4 sources. This was easy but it works. Thanks to Shash.

PS : if you don't believe you can run ArmWrestler. It is an homebrew designed to test the ARM and THUMB opcodes of the NDS.
NICE! I've those fixed since long ago, in fact it's the first thing I did, as armwrestler was so nice, that I couldn't resist to fix it. If I remember correctly, when I committed my fixes to the official desmume CVS, something got broken, that's why CVS code didn't work as expected Anyway, Normmatt, that's were the 0.7.4 sources you say to have used should come, should have a copy of my cpu fixes, so that might be correct. On the DS all the opcodes are green, so do I've on my version
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Old February 1st, 2008, 21:46   #13
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Nice to see the converstation between the well-know about ds emulation.
And NHervé good job !
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Old February 1st, 2008, 22:47   #14
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thanks. I've noticed another bug, with homebrews, screens are reversed. I'll try to fix it.
About Video capture, I've problems reversing the image (wrong colors) and sound is very bad. But I'll get it to work.

PS : when I say reversed, I mean the top screen contents are displayed on the bottom screen and vice-versa.
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Old February 1st, 2008, 23:06   #15
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NHervé: On which homebrews? I've tested compared a few homebrews on Desmume with the real thing, and they were perfect. And, also, I've tested a few hundred ones and compared with author done screenshots and looked OK. Of course, I could have missed something :P

About AVI capturing, keep in mind that desmume uses BGR 15 bit color for the emulated screen buffers, I know it's rare, but that's how official version works :P
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Old February 2nd, 2008, 10:00   #16
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I have now good colors but I've problems with sound.
About screens, they are reversed with ArmWrestler and PSGPlayer for example.

About screens : when you use PAlib homebrews, the screens are not reversed.
This is because the apps where the screens are reversed use real text, whereas PAlib apps use 8*8 tiles from a font image file and not real text.
Real text is always displayed whereas PAlib fake text can be disabled by disabling the bg layer of the text.
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Old February 4th, 2008, 09:11   #17
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Quote:
Originally Posted by NHervé View Post
I have now good colors but I've problems with sound.
Nice, good luck

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About screens, they are reversed with ArmWrestler and PSGPlayer for example.
I'll have to retry them on my DS, whenever I've it back (in a week's time, more or less).

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About screens : when you use PAlib homebrews, the screens are not reversed.
This is because the apps where the screens are reversed use real text, whereas PAlib apps use 8*8 tiles from a font image file and not real text.
Real text is always displayed whereas PAlib fake text can be disabled by disabling the bg layer of the text.
There's no "real text" on the DS. It's because PSGPlayer and ArmWreslet are using directly the framebuffer :P
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Old February 6th, 2008, 19:01   #18
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okay.
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Old February 6th, 2008, 20:14   #19
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OMG a spy OMG
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Old February 7th, 2008, 19:20   #20
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A new :

I think the 2D GFX system needs to be rewritten. It slows down the emu.
I started rewriting it. Now the emu is much faster (20-30 fps instead of 5 in the menu of New Super Mario Bros) but the screen is white, so the games aren't very playable :P:P.
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