Homebrew WIP melonDS for Switch

SexiestManAlive

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Im not familiar with title redirection .. i opened melonds from the switch gallery where checkpoint and Edizon are at
title redirection is simple, just hover over any title on the main menu and launch it while holding L or R, i forgot which one you have to press but im pretty sure its R, then the homebrew menu will come up and it will be able to launch the apps with more ram
 

blaww

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Just curious if there's any potential for performance improvements in the future? Most 2D games play well enough with overclocking, but 3D games are really hit or miss. The slowdown is usually something I can live with, but the resulting audio crackling/issues is what ends up making some unplayable for me. Either way, thanks for everything we've gotten so far from those involved.
 

catlover007

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Just curious if there's any potential for performance improvements in the future? Most 2D games play well enough with overclocking, but 3D games are really hit or miss. The slowdown is usually something I can live with, but the resulting audio crackling/issues is what ends up making some unplayable for me. Either way, thanks for everything we've gotten so far from those involved.
1. can you tell me which 2d games don't run fullspeed without overclocking? Some games use the 3d hardware to draw 2d graphics (i.e. Pokemon Ranger or Castlevania).
2. the OpenGL renderer can be fixed, but the thing is it only starts to shine when rendering at higher resolution. Rendering at native resolution it's more often than not slower than the software renderer (due to various reasons, driver overhead, it can't run in parallel to the rest of the emulation, but instead it has to run once the frame is completed, i.e. it's runtime is added onto the normal frametime, ...). The OpenGL renderer on the switch is pretty much a dead end. This is why I plan on writing an optimised software renderer at some point, though currently I'm still occupied with other things (melonDS and something secret). Another option would be to try writing a deko3D renderer. Deko3D (which released just today) is a new gpu api for specifically for the switch which is more low level (similar to vulkan, but fitting directly to the switch's hardware). For now an improved software renderer is what's planned.

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edit: figured it out lol, good job with getting melonds to run full speed in most games, question though, do you know why kh recoded wont load? i can get 358/2 days to work but not recoded.
it doesn't seems to be a JIT bug, I'll investigate that.
I just noticed I wrote the wrong things :)
it likely is a JIT bug is what I meant
 

blaww

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1. can you tell me which 2d games don't run fullspeed without overclocking? Some games use the 3d hardware to draw 2d graphics (i.e. Pokemon Ranger or Castlevania).
Final Fantasy Tactics A2 and Knights in the Nightmare both had audio crackling/slowdown in certain situations at stock clocks. Nothing that affected play, just slightly annoying. Bumping it up to 1580 MHz solved it.
 

resetes12

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I don't know if someone reported it already (or where to report things), but Pokemon Mystery Dungeon Explorers of the Sky (EU) is working perfectly... but you can't save your game.
 

angelhp

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I don't know if someone reported it already (or where to report things), but Pokemon Mystery Dungeon Explorers of the Sky (EU) is working perfectly... but you can't save your game.
have you got romlist in melonds folder?
 

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Hydr8gon

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I do, I can use my old savegame but I can't save. I'm playing in Spanish too.
I've seen this game have save problems with emulators on multiple occasions. After running into the issue with my own emulator, I found that it was using an uncommon save command to write its data (page program as opposed to page write, which is what most games use). I can't imagine melonDS not having this implemented though... Have you tried on the desktop version of melonDS? If it doesn't work there either, it might be worth making an issue report on GitHub.
 

catlover007

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I do, I can use my old savegame but I can't save. I'm playing in Spanish too.
where does this save file come from?

I've seen this game have save problems with emulators on multiple occasions. After running into the issue with my own emulator, I found that it was using an uncommon save command to write its data (page program as opposed to page write, which is what most games use). I can't imagine melonDS not having this implemented though... Have you tried on the desktop version of melonDS? If it doesn't work there either, it might be worth making an issue report on GitHub.
melonDS is a bit finnicky by determing the save type by the size of the file itself, which can easily go wrong if a file is trimmed or things like that.
 

Hydr8gon

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where does this save file come from?


melonDS is a bit finnicky by determing the save type by the size of the file itself, which can easily go wrong if a file is trimmed or things like that.
Yeah, but considering they were able to load the save it's safe to assume that the save type was detected correctly.
 

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