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arflech
He/Him
Joined: 5/3/2008
Posts: 1120
OMG OMG OGM
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Player (60)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Tested out AVI recording on New Super Mario Bros and the intro cutscene has no emulation lag. The overworld map still has it though but it feels faster than the 9.2 version.
greenalink.blogspot.com
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Yatta! DeSmuME 0.9.4 is released now! Let's use the new version, everyone! However, 0.9.4 has a different movie timing from 0.9.2. If you want to continue the work, you need to keep using old 0.9.2 (0.9.4 sometimes can play certain (short) 0.9.2 movies well, but I think it's rare). 0.9.2 isn't useful at some points. Therefore, I made a private build, which should (almost) keep movie timings but also have good improvements. Downloads If you're going to make a new movie, just use 0.9.4 (or whatever, the latest version!). Basically, this one is made for people who have been worked with 0.9.2. Note: I tested 0.9.2+ with only a few games. As far as I know, it synced as well as 0.9.2-rr. However, I merged really a lot of changes from svn, so there could be some cases that the movie timing of 0.9.2+ is different from 0.9.2-rr, possibly. I suggest checking your work with 0.9.2-rr sometimes. It's unofficial version, after all. Hmm, 0.9.2+ is now uploaded to the official svn repository as a branch, so it could be considered as a separated version from original 0.9.2-rr, I think... Changes bug: screenshots now exclude hud and rotation enh: speedup: more reliable and useful frameskipping enh: SPU: speedup: add adpcm caching enh: SPU: speedup: interpolation is now optional (0.9.2-rr uses Linear) bug: fix various graphic glitches enh: more solid avi and wav recording enh: added tools: spu viewer(, ram watch, ram search) enh: speedup: add gpu core disabling to hide useless screens enh: add background pause feature (for when emulator loses focus) enh: add missing autohold for L and R enh: add chinese translation bug: fix some crashes... P.S. Cracking stream sound problem (of wav/avi recording) is fixed on 0.9.4 (I made the fix :D), but it's not fixed on 0.9.2+. The fix seems to change movie timing slightly :/ 2009-07-12 06:55 - File updated, few path setting bugs are fixed. AVI recording issue should be removed now. 2009-07-19 13:16 - File updated, a quick fix for autohold to not work while movie playback. 2009-07-20 05:34 - File updated, fixed movie length display in the dialog (60.00fps -> 59.82fps). 2009-07-22 04:00 - File updated, key repeating situation (aka. frame advance issue) improved. 2009-07-31 06:54 - File updated, fixed turbo to not work while playing a movie.
I am usually available on Discord server or Twitter.
Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Funnily enough, I get crackling in 0.9.4 but not in 0.9.2. The game which produces this result is n+. I also found that n+ gameplay is so robust it synchs with both versions most of the time. Menu navigation however...
Measure once. Cut twice.
Editor, Emulator Coder, Expert player (2106)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I found the dev version of 0.9.4 timing differently from non-dev versions. It's less laggy i.e. it's more acurrate, but SRAM doesn't work :( EDIT: By "acurrate" I mean "presice" ;)
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
klmz wrote:
I found the dev version of 0.9.4 timing differently from non-dev versions. It's less laggy i.e. it's more acurrate, but SRAM doesn't work :( EDIT: By "acurrate" I mean "presice" ;)
uhhhh i didnt expect any of that. I expected there to be no timing differences. I'll be looking into it. Do you mean the whole battery system doesnt work, or record from sram doesn't work?
Player (36)
Joined: 9/11/2004
Posts: 2623
Still doesn't run The World Ends With You. :(
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 9/1/2005
Posts: 803
Can you define "run"? I opened it up in desmume and it started just fine. Admittedly, I had bios file/swi usage enabled, but it still started without them on a subsequent attempt.
Player (36)
Joined: 9/11/2004
Posts: 2623
Doesn't load title screen.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Post subject: Re: DeSmuME 0.9.2+
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
gocha wrote:
Yatta!
Gieef lives! (ps I know what "yatta" actually means, I was just quoting from an old animutation)
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Player (36)
Joined: 9/11/2004
Posts: 2623
Yatta! translates roughly to "I did it!" IT'S SO EASY HAPPY GO-O LUCKY WE ARE THE WAD OF DOUGH WE DIDN'T EAT QQQQ SSSS ..... I!
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Editor, Emulator Coder, Expert player (2106)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
zeromus wrote:
Do you mean the whole battery system doesnt work, or record from sram doesn't work?
It doesn't seem to load. Whether it saves is untested. EDIT: If it's possible, please keep the dev version timing, as it's much more precise, apparently.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
klmz wrote:
zeromus wrote:
Do you mean the whole battery system doesnt work, or record from sram doesn't work?
It doesn't seem to load. Whether it saves is untested. EDIT: If it's possible, please keep the dev version timing, as it's much more precise, apparently.
You're going to have to describe your problems more exactly. What are you trying to do, what do you expect, and what is happening.
Joined: 5/25/2009
Posts: 5
Well, for my part, recording from SRAM doesn't work. If I attempt to, nothing will happen. I select the .dsv file and check off 'Start from SRAM', but hitting 'OK' does nothing. It doesn't even register, just stays on the little 'Record Movie' window. Recording from scratch works perfectly fine. Other than that issue everything seems to run much smoother and faster, and rerecording is flawless so far, so great job with the new build.
Former player
Joined: 9/1/2005
Posts: 803
OmnipotentEntity wrote:
Doesn't load title screen.
How peculiar. I just opened it up and it got to the title screen just fine. I'm using the E version, although I doubt that it'd matter in this case. It initialises save data, then I just had to press a button to get past the "initialisation complete" screen.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
Wertriel wrote:
Well, for my part, recording from SRAM doesn't work. If I attempt to, nothing will happen. I select the .dsv file and check off 'Start from SRAM', but hitting 'OK' does nothing. It doesn't even register, just stays on the little 'Record Movie' window.
Because you didnt specify a dsm file to record to .........
Joined: 5/25/2009
Posts: 5
zeromus wrote:
Wertriel wrote:
Well, for my part, recording from SRAM doesn't work. If I attempt to, nothing will happen. I select the .dsv file and check off 'Start from SRAM', but hitting 'OK' does nothing. It doesn't even register, just stays on the little 'Record Movie' window.
Because you didnt specify a dsm file to record to .........
Yeah, I'm an idiot.
Editor, Emulator Coder, Expert player (2106)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
zeromus wrote:
You're going to have to describe your problems more exactly. What are you trying to do, what do you expect, and what is happening.
Uh, by testing more carefully, I found the truth of the battery save glitch (all 0.94 builds, not only dev): 1) Play a movie that was recorded from no sram. 2) Stop the movie. 3) Reset (via emulator command). Now the sram emulation is still disabled while it is supposed to be re-enabled since there is no movie being played/recorded. Re-opening a ROM will enable the sram again, though. ---- As to the timing issue, Castlevania: Portrait of Ruin is the best to show it: The dev version doesn't generate any extra lagged frame in save rooms with the glowing aura/fire (which disappears after saving) around the statue, while the non-dev versions do. However, the intro movie (press B or just wait for some seconds on the title screen to watch it) is severely lagged with A/V desync in all the three versions.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
klmz wrote:
1) Play a movie that was recorded from no sram. 2) Stop the movie. 3) Reset (via emulator command). Now the sram emulation is still disabled while it is supposed to be re-enabled since there is no movie being played/recorded. Re-opening a ROM will enable the sram again, though.
Now that's starting to sound like a plausible bug. Thanks for your testing.
Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I also have a bit of a bone to pick with the developers; the shitty frame advance. Even the newer FA with version 0.9.4 is pretty much crap. By this I mean that when pressing FA, sometimes it doesn't register and doesn't advance. In version 0.9.2, sometimes it advances two frames. Is it possible to count the number of times you press FA, then advance to that frame, instead of advancing one frame when it registers that FA is pressed? It seems to me that it will only register that FA is pressed after it advances a frame. If you counted the number of times you press FA separately, then there would be no such problem.
Measure once. Cut twice.
Editor, Emulator Coder, Expert player (2106)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Also, frame skip settings should be automatically ignored during frame advance...
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Active player (308)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
I think they are ignored... but frame advance itself seems to be buggy. (I didn't try with this latest version)
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Experienced player (618)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
I can confirm that frame skip is not ignored during frame advance in version 0.9.2 at least.
Measure once. Cut twice.
Joined: 5/12/2009
Posts: 3
In Mario vs Donkey Kong 2, I run into lag issues in the later levels, where there is water lava or rotating fire things. The new version doesn't affect the lag at all, and introduces graphical glitches. The lag really prevents me from TASing more since it makes it a hell to play and stupid to watch, sometimes the speed is divided by 3 or 4, for an entire level..
Player (58)
Joined: 7/7/2008
Posts: 872
Location: Utah
When I make a movie on Sonic Chronicles, when I go to movie play, I can't find the movie in my own documents. What's the problem?
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