i understand, but i changed more than strings/values in resource files...
i understand, but i changed more than strings/values in resource files...
What else did you change, exactly?i understand, but i changed more than strings/values in resource files...
i dno, sorry, trying to compile oot for dsi rnWhat else did you change, exactly?
From what I checked via GitHub Desktop, the strings/values in the .c/.cpp files are the only things you changed.
Only got one thing to say and that ishttps://github.com/bscarell/nds-bootstrap/releases/download/399mhz/nds-bootstrap-release.nds
c---check it out
boot through twlightmenu and lmk if L+DOWN+SELECT then options is showing 399MHz and if games seem faster
if not I'll also upload my modded twilightmenu which MIGHT be needed
sd:/_nds is where to put it
There is no DSi Port of OoT at the moment. Even If you manage to compile the opensource Port it would most likely not run without patching the game.i dno, sorry, trying to compile oot for dsi rn
So what’s the results?https://github.com/DS-Homebrew/DS-CPUSpeedCheck
well there is this... i can now test results i think easily i thin.
i dno
yeah, it is me, and i do suckThere is no DSi Port of OoT at the moment. Even If you manage to compile the opensource Port it would most likely not run without patching the game.
Just to illustrate: The Nintendo 64 filesystem is basically files at some address in the n64 Cart. To load the file into RAM you'd DMA copy from that address to the RAM. The ROM is quite fast and you can stream graphics and sound effects without much problems. Now the easiest way of emulating this on PC would be load the entire assets file on RAM and replace the DMA copy with a memcpy. This approach is fine for PCs because they have tons of RAM and It would take somewhat around 40MB of RAM (ROM is 32mb,RAM is 8mb with expansion pak). This approach was done with Mario 64 on DSi because the ROM size is only 8mb.
Now, How would you do this on a DSi with only 16 MB of RAM? The only way is to put all assets into files and using fopen/fread to load then. This by itself Will require quite a lot of changes in OoT code.
Now, How about the graphics engine? How Will you map the RDP calls into DSi 3D engine?
Sound?
That Will probably take a year to accomplish.
134mHzSo what’s the results?
It actually does compute it, if you hold L immediately after starting the .nds file.134mHz
that app doesnt compute the clock rate though
it just says 66 if ntr and 134 if twl lol
No, but it should be possible to implement.EDIT: is there a mod for godmodei that supports AUX (dsi has left, right, mic?, ground; for the aux port without the separate mic port) data transfer
petitmodem is an example of this for sending files from PC to 3DS via smilebasic/petitcomputer
oh... i just made my own program... ill try mine and ursIt actually does compute it, if you hold L immediately after starting the .nds file.
Just report the number above the "NTR/TWL speed detected" message.
If it's higher than 150000, then it's definitely above 134mhz.
No, but it should be possible to implement.
why is it so consistent? i always get that valueoh... i just made my own program... ill try mine and urs
k ur program returns 111611
lol what is that