Argh! I know nothing about that plugin arg stuff. BAG, can you write up something for the Installing section of the readme?
Thanks, that did the trick!
It's kinda weird though, I was doing all the other versions of CATSFC with ARG loading just fine with the PLG in the plugin folder.
/_ds2plug/snesStuff/catsfc.plg
What is an extlink?Has CATSFC Extlink support?
Edit: Also, can you incorporate pictograms (like *A) for UP, DOWN, LEFT and DOWN?
I do not experience this. Which game?Still getting the load state bug on the sound (left speaker, turns up the volume and gives out a distorted / crackling sound) in the new version.
I've tried different things to possibly finding a workaround like loading up save states with mute, then turning on the sound etc. But to no success I'm afraid.
Oo, Japanese. Excellent! I might just be missing a lot of hiragana and katakana though, and I'm not sure at all about the kanji.I've got a friend translating this into Japanese, hopefully I can figure out how to commit the translation otherwise I might just PM the result through to you Nebuleon, if that's ok. I don't know how long he'll be. I'm MasterofWaves on GitHub (I just created the account now )
Has CATSFC Extlink support?
Edit: Also, can you incorporate pictograms (like *A) for UP, DOWN, LEFT and DOWN?
I do not experience this. Which game?
What is an extlink?
Are the directions needed in the interface somewhere?
CATSFC does not have EXTLink support. It grabs its launch parameters from the plgargs.dat file created by BAGPlug and iMenu/whatever other menu happens to create the file.
That might be down to the SPC700 save-state restoration code having bugs. Porting a version above Snes9x 1.43 into the code would solve a lot of problems, but 1.53 might not run as well on a DSTwo as well as on a PC... plus, 1.53 has loads of C++ that the DS2 SDK chokes on. I discussed this somewhat already from post #81 onwards, if you want a refresher or just haven't seen that part.Oh I'm sorry, the only game I've used save states in so far is in Aladdin (U). So I assumed it was a problem with all games.
I tried it out on some of the games I had and they worked properly except:
Aladdin (U)
Mega Man X (1.1) (U)
Demon's Crest (U)
At first I thought it was just an issue with Capcom games. But Final Fight and Knight's of the round worked fine.
- IMPORTANT NOTICE: The structure of savestates (also known
as snapshots / freeze files) is incompatible with older
versions! Snes9x 1.52 cannot read the savestates created
by 1.51 or older. (zones)
Can MoonShell 2 launch .plg files?EXTLinks are like arg parameters in BAGPlug/iMenu but for Moonshell2, but also BAGplug i can remember that support it
May be too dificult to implement on CATSFC? I still use MS2 very often.
Nop, that's a different way to launch files within Moonshell2 (MS2) like if the emulator will be a plugin.Can MoonShell 2 launch .plg files?
Yeah, I know that, but in the course of looking for a suitable application for a file, will MoonShell 2 (DS code) be aware of the fact that it's running on a DSTwo and correctly launch CATSFC (MIPS code)?Nop, that's a different way to launch files within Moonshell2 (MS2) like if the emulator will be a plugin.
MS2 is the OS (ala BAGplug), you lauch a .smc file and ms2 launch catsfc with the selected file like an argument.
That's beyond my knowledge and catsfc will be the first homebrew for ds2 to try it. BAGplug can use that system also, may be a good OS for testingYeah, I know that, but in the course of looking for a suitable application for a file, will MoonShell 2 (DS code) be aware of the fact that it's running on a DSTwo and correctly launch CATSFC (MIPS code)?
At least now that I know the DSTwo-DS communication problems are solved, that's less shaky code to base more optimisations on. However, what I would like to see right now are:The emulator is working fantastic now, near all my games are perfect
But unfortunately all the Megamen X games are very slow, skips too many frames to the point you get hit by shot/enemies without seeing happening
I hope with time and code optimizations it gets better *crosses fingers*
That's beyond my knowledge and catsfc will be the first homebrew for ds2 to try it. BAGplug can use that system also, may be a good OS for testing
That stuff's highly unstable, and if proper safeguards are not in place (such as telling the user that his/her game exited abnormally last time and offering to return to CPU 5), a faulty CPU speed may end up being selected by game configuration files for all future runthroughs until the user deletes the file. And for some reason, some of those higher CPU speeds run slower than the nominal 360 MHz - must be memory timings.I saw from the other SDK thread that the DSTWO can go above lvl 5 clock speeds now, will higher speeds ever be implemented into CATSFC?