Homebrew DeSmuME Wii - DS Emulator for Wii in development.

Cyan

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@RockmanForte : the whitescreen is not game specific, it's caused by Boot2. So there's no need to specify the game.
But for your information, I'm always trying Yoshi island.


The first revision without the white screen on boot2->HBC is r112 (The MMU memory alignment revision).
I'm compiling using devkitppc_r21

The same r112 found on http://fabi2800.ath.cx/desmumewii/ still has the sound buzzing.
Maybe it's not using the same environment for compiling, or is not up to date.

People having the code dump, is it from this website .dol ?
or your own compiled version ?


you can test my own compiled version :
http://mangaheart.org/divers/Cyan/gbatemp/desmumewii/
(only r120 available for now)
I can compile previous one on demand.

NOTE :
all my builds include the 48 black lines between the screens (usefull for yoshi island)
save file is enabled (though, it's officialy restored at r117)



Bug report :
Y button is not working (CC or GC).
 

KiiWii

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Cyan said:
People having the code dump, is it from this website .dol ?
or your own compiled version ?


you can test my own compiled version :
http://mangaheart.org/divers/Cyan/gbatemp/desmumewii/
(only r120 available for now)
I can compile previous one on demand.

NOTE :
all my builds include the 48 black lines between the screens (usefull for yoshi island)
save file is enabled (though, it's officialy restored at r117)

Your compile of 120 code dumps for me aswell...
frown.gif


EDIT: Have my usb drive today, tested all builds, all code dump too.

I officially give up trying this until Arikado tells us theres been a miraculous development, or others figure out why it wont work for half of us.
 

MadMate

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Kiwi, it is still the same for me.

I think problem started when they removed SDL in r84. And it got worse (code dump) when they changed video initialization in r85.

I have PAL console on 4.2 firmware. Maybe it only works on NTSC.
Don't know.
 

KiiWii

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MadMate said:
Kiiwii, it is still the same for me.
Fixed.
lecture.gif


QUOTE(MadMate @ Apr 5 2010, 03:26 PM) Maybe it only works on NTSC.
Don't know.

I was thinking that but:

Cyan's flag is "France" so by definition his Wii should be PAL, correct me if I'm wrong Cyan, and it works for him.
 

Cyan

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Yes, my Wii is 3.2E PAL (never changed the region).
HBC 1.0.6 on IOS36 1042
I'm sorry for your problem with code dump
frown.gif


The devs needs your code dumps to locate what's wrong, and the .elf file you used.


By the way, I quick fixed the r120 to enable Y button again.

ctrlssdl.cpp, line 457
CODE-ÂÂÂÂfor(i = FIRST_KEY; i < LAST_KEY; i++) {
+ÂÂÂÂfor(i = FIRST_KEY; i
 

spotanjo3

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Wiimote works fine with button A, B, and 2,1 but isn't working with stylus ? I cannot press START like new super mario bros. Is GameCube your answer to use the DS emulator for Wii ?
 

Cyan

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RockmanForte said:
Wiimote works fine with button A, B, and 2,1 but isn't working with stylus ? I cannot press START like new super mario bros. Is GameCube your answer to use the DS emulator for Wii ?
I didn't understand your question.

I tried Super mario 64 DS with r120, and the Stylus is working (Wiimote_A), just you cannot see the position yet, but you can move and click.
I can deform the Mario head, and draw on the background. (it's verrrry slow
tongue.gif
)
 

Cyan

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RockmanForte said:
The stylus is invisible but you have to guess where it is going with press A use the Wiimote ?
Yes, that's how it works for the moment
frown.gif

starting position top-left corner.

moving the stylus is done pixel by pixel, so it's slow.
moving is done with Wiimote direction pad, or GC_C pad (the yellow stick).
touching is wiimote_A or GC_Z
 

KiiWii

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Cyan said:
RockmanForte said:
The stylus is invisible but you have to guess where it is going with press A use the Wiimote ?
Yes, that's how it works for the moment
frown.gif

starting position top-left corner.

moving the stylus is done pixel by pixel, so it's slow.
moving is done with Wiimote direction pad, or C button (yellow) GC pad.

It would be awesome if the stylus was "activated" by pointing the wiiremote at the screen (a pointer/stylus tip could appear) and holding "A" and drawing with the pointer to draw, and as the wiiremote is put back in your hands at a horizontal position it would no longer detect the pointer and go back to being d-pad and buttons to control.

I cant imagine there are that many games that need stylus and buttons to control at the same time?

Could this work?
 

Cyan

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I'm not a developer here, but I think it can be done (like all the other GX homebrews with libwiigui).
Snes9xGx is doing it for mouse and bazooka.
but don't wait for it so soon, I don't know how hard it is.

A cursor/cross hair/dot with d-pad would be great for a start.
Accelerator would be even greater
tongue.gif
(the longer you press the same direction, the faster it moves), because 1 pixel per cycle is slow...



Only the registered members can post comment on the revisions page ?
just to point out the Y button error on the latest rev.
 

crwys

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LexLuthor said:
KiiWii said:
I cant imagine there are that many games that need stylus and buttons to control at the same time?

A lot of games require this.
Metroid for one.

Yea the majority of the games do. Hopefully this will be fixed soon.

Edit:

@Cyan

I tried your build and it worked
http://mangaheart.org/divers/Cyan/gbatemp/desmumewii/

It also got rid of the annoying noise.

Also thats so weird, unless I am missing something... Boot2 is causing this emulator to have issues, but Boot2 hasn't caused any other emulator to have issues?
 

Cyan

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Other emulators are initializing what they need themselves instead of using libogc directly (which depend on IOS).

DesmumeWii included SDHC driver instead of libfat (r108), but it needed another fix.
That issue is hopefully corrected since r112, it seems the be more related to memory management than file access. (I don't know what MMU is used for)



There's a new revision with code dump on device selection fixed.
r121
please test it
smile.gif

http://mangaheart.org/divers/Cyan/gbatemp/desmumewii/

(I can't test it myself, I never got the code dump)
 

crwys

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Cyan said:
Other emulators are initializing what they need themselves instead of using libogc directly (which depend on IOS).

DesmumeWii included SDHC driver instead of libfat (r108), but it needed another fix.
That issue is hopefully corrected since r112, it seems the be more related to memory management than file access. (I don't know what MMU is used for)



There's a new revision with code dump on device selection fixed.
r121
please test it
smile.gif

http://mangaheart.org/divers/Cyan/gbatemp/desmumewii/

(I can't test it myself, I never got the code dump)

Ha neither do I but I'll test it anyways.

Same result as last one, not that it really mattes. Just thought I'd say it.
You know... I have 2 Wiis, I am going to try my other Wii to see if it gets the code dump, hopefully it does so I can help test these lol.
 

xboxreloaded

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crwys said:
LexLuthor said:
KiiWii said:
I cant imagine there are that many games that need stylus and buttons to control at the same time?

A lot of games require this.
Metroid for one.

Yea the majority of the games do. Hopefully this will be fixed soon.

Edit:

@Cyan

I tried your build and it worked
http://mangaheart.org/divers/Cyan/gbatemp/desmumewii/

It also got rid of the annoying noise.

Also thats so weird, unless I am missing something... Boot2 is causing this emulator to have issues, but Boot2 hasn't caused any other emulator to have issues?

Please say what you have for a system

i have 4.1 softmod rev 17
 

crwys

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My console:

I installed System Menu 3.2u with Any Region Changer, specifically this one:
http://www.mediafire.com/?njizqgwnlej
-Korean Disc Support, no
-Hacks, yes

It is an older Wii and bootmii can only be installed as an ios, and it is.

I do not have cioscorp installed.

I have Ciosrev19 based on Ios38 installed

Not softmodded, this Wii has a chip.

Let me know if you want any other information.

Edit, Video of r121 in action:
http://www.youtube.com/watch?v=ku_tJhMkOik
 

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