Picodrive twl need sounds

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yoooblls

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Picodrive twl is ALMOST the perfect jenesis emulator for the ds but it aint got no sounds so pls who can make it have sounds
Here the link of the github
DS-Homebrew/PicoDriveTWL: SEGA Genesis/Mega Drive emulator for the Nintendo DS(i)
https://github.com/DS-Homebrew/PicoDriveTWL
I really like jenesisds but the 3mb limit and the screen sucks tbh its perfect but there some things i dont like the sonic classic collection game is the jenesids only problem we cant put other roms or just use other means the best version of jenesisds is lock out by being an nds game that has no source codes
 
Last edited by yoooblls,
im actually in the process of writing one with the help of claude. and by with the help of claude i mean i have zero idea what im doing and claude is just telling me what to do lol. we have made real progress though, claude found some "errors" in the code and went ahead and fixed it (supposedly..) and i also had to downgrade to an older version of devkitPro to get it to make the file. im about 2 days in and have made a "patch" but now my ds keeps bootlooping so i have alot of troubleshooting to do before i make the finished product. ill definitely report back once i have something that works though! and yeah the whole reason im doing this is because of the clunkiness of jenesisds and how visuals look so whacky with every game except for sonic so im in the same boat man
 
Last edited by justjace5,
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im actually in the process of writing one with the help of claude. and by with the help of claude i mean i have zero idea what im doing and claude is just telling me what to do lol. we have made real progress though, claude found some "errors" in the code and went ahead and fixed it (supposedly..) and i also had to downgrade to an older version of devkitPro to get it to make the file. im about 2 days in and have made a "patch" but now my ds keeps bootlooping so i have alot of troubleshooting to do before i make the finished product. ill definitely report back once i have something that works though! and yeah the whole reason im doing this is because of the clunkiness of jenesisds and how visuals look so whacky with every game except for sonic so im in the same boat man
All right, hopefully it'll work, but it would be better to ask flubba if he can create a sound chip emulator (YM2612) and have someone integrate it into Picodrive twl.
 
I am looking into this too. I was able to use the teak DSP in DSi mode in a local build and it was okay-ish. I broke DS mode and a bunch of other stuff, so I'll rebuild my strategy and try again. I'll let you guys know if I get something.

First of all I would like to upgrade the homebrew to current libnds and calico instead of downgrading my toolset.

EDIT: I have an initial baseline here

Code:
PicoDriveTWL 2.1.0

  Build / Toolchain

  - Ported the entire project to the current devkitPro toolchain: libnds 2.0.2 / calico runtime, devkitARM r68, gcc 16, maxmod-nds 2.1.0.
  - Rewrote the ARM7 core as a minimal calico ARM7 (the old libnds ARM7 template API was removed); links against -lmm7 -lcalico_ds7.
  - Replaced the custom ARM9 linker specs (ds_arm9_hi.specs/.mem) with the stock calico ds9.specs; reproduced the DS-mode heap cap (0x02380000) at runtime via fake_heap_end.
  - Ported fix_ndsheader.py from Python 2 to Python 3 (byte-identical DSi header output); build now uses python3.
  - Fixed case-sensitive include paths so the project builds on Linux.
  - Set the homebrew game code to #### so emulators (melonDS) correctly DLDI-patch and mount the SD card in DS mode.

  DS-mode memory management

  - Added a clean "ROM too large" screen when a ROM won't fit and no RAM expansion is present, instead of crashing.

  Slot-2 RAM expansion (SuperCard / Opera / EZ-Flash)

  - Fixed slot-2 access under calico
  - Replaced the unreliable slot-2 detection (which trusted the DLDI device ID and could blindly load into unmapped memory) with a safe two-pattern write/read-back probe.
  - Enabled the data cache on the slot-2 region after loading for a bit of a speedup when running a ROM from expansion RAM.

  Game-switching UX

  - The current game is no longer torn down until the newly chosen ROM is confirmed loadable — if it's too large, the running game is preserved.

  Fixes

  - Fixed a latent double-fclose of the ROM file on every load.
  - Guarded a null-cartridge write on game change that faulted under calico's protected low memory.

Now I have a chance to fix what is needed for things like Super Street Fighter II's internal memory banking (for roms over 4MB in Genesis/MD) to work with PicoDriveTWL. Sound should follow easily now, but expect performance to take a hit. No binaries provided yet.
 
Last edited by Urbanshadow,
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