Homebrew Updates about nesDS...

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Noticed a directory listing error. I added 829 files to /NES/ directory on my MicroSD but only 256 files are displayed. Is this a known bug/limitation introduced in the new versions? I was able to see all the files with the old nesDS builds.

CycloDS iEvo v2.2
Running nesDS v0.45a_v2
 
IcySon55 said:
Noticed a directory listing error. I added 829 files to /NES/ directory on my MicroSD but only 256 files are displayed. Is this a known bug/limitation introduced in the new versions? I was able to see all the files with the old nesDS builds.

CycloDS iEvo v2.2
Running nesDS v0.45a_v2
http://gbatemp.net/t283008-updates-about-n...t&p=3536942
 
I haven't read all 17 pages of this, but if you're looking for games to fix, there was a thread way back on the old nesDS compatibility Here. You've fixed several games here though already, but it makes for a handy checklist.
 
I haven't read all 17 pages (cant spare much time lately), but I wanted to ask:
Has anyone noticed that some games play too fast? An example would be Super Mario Bros. which seems to run at aproximately x1.5 faster than normal.

Am I doing something wrong or it's just a thing of the emulator at this stage?
 
Is there real-time save? If there is, I can't seem to find it.

I've only tried Zelda on it so far.

It seems A is mapped to A and B, and B is mapped to X and Y

When I try to enter my name at the beginning, it spazzes out and hits the same letter multiple times.

I can't seem to select "save" when the game is over, only "continue"

Am I the only one? I'm using EZ Flash Vi.
 
CrisR82 said:
I haven't read all 17 pages (cant spare much time lately), but I wanted to ask:
Has anyone noticed that some games play too fast? An example would be Super Mario Bros. which seems to run at aproximately x1.5 faster than normal.

Am I doing something wrong or it's just a thing of the emulator at this stage?
nesDS does not support the speed limit for the PAL games, which would runs faster than they ought to be.
I will patch that later...
Actually, EX0.22 support that... but it didn't inherit down. It is hard to collect the infos of the PAL games. If you have one, tell me the PRGCRC under the 'DEBUG' tab.
 
regnad said:
Is there real-time save? If thee is, I can't seem to find it.
I've only tried Zelda on it so far.
It seems A is mapped to A and B, and B is mapped to X and Y
When I try to enter my name at the beginning, it spazzes out and hits the same letter multiple times.
I can"t seem to select "save" when the game is over, only "continue"
Am I the only one? I'm using EZ Flash Vi.
o.0? Have you never used nesDS before? It's not called realtime save, it's just a savestate and by default it is currently mapped to Start+Down to savestate, Start+Up to loadstate.
A is mapped as turbo A, B is mapped as A, Y is mapped as B, and X is mapped as turbo B...it's been the same since...whenever turbo was added...some long time ago.
 
huiminghao said:
CrisR82 said:
I haven't read all 17 pages (cant spare much time lately), but I wanted to ask:
Has anyone noticed that some games play too fast? An example would be Super Mario Bros. which seems to run at aproximately x1.5 faster than normal.

Am I doing something wrong or it's just a thing of the emulator at this stage?
nesDS does not support the speed limit for the PAL games, which would runs faster than they ought to be.
I will patch that later...
Actually, EX0.22 support that... but it didn't inherit down.

Oh, didn't know that. Well, thanks for the info.
happy.gif
 
huiminghao said:
Actually, EX0.22 support that... but it didn't inherit down. It is hard to collect the infos of the PAL games. If you have one, tell me the PRGCRC under the 'DEBUG' tab.
Yes? 0.31 doesn't support?
 
avenir said:
huiminghao said:
Actually, EX0.22 support that... but it didn't inherit down. It is hard to collect the infos of the PAL games. If you have one, tell me the PRGCRC under the 'DEBUG' tab.
Yes? 0.31 doesn't support?
e.... 0.31 did also support it, but it was a EX version....
I need to write a program(to read a database) to see what games are running as PAL.
 
qwertymodo said:
IcySon55 said:
jurassicplayer said:
Thanks. I read through most of the thread and jumped to the end around page 10.
happy.gif
;

Probably going to compile a custom version then...

Well then you'll be happy that he ported it to devkitARM and libnds, since that makes building MUCH easier than it used to be
smile.gif
Eh... it builds a bit faster (from ~45 sec down to ~30 sec.), but it's not particularly easier or faster to make edits.
I personally preferred the GCC build honestly, since it was one folder less I had to go trough to make edits.

But now that it's got an INI file I don't have to make hardly any changes (any if the "/DATA/" or "./" paths ere added).
 
I have a couple of requests for the next version. First, please add an .ini setting to set the sprite rendering method (per frame or per scanline). Second, StarTropics still does not work right as of 0.45a, hopefully it can be fixed fairly easily (if not, don't worry about it too much).
 
nl255 said:
I have a couple of requests for the next version. First, please add an .ini setting to set the sprite rendering method (per frame or per scanline).
It's already in there, though not an "obvious" description.

Spline=#
0 = Per Frame
1 = Per Scanline
 
jurassicplayer said:
regnad said:
Is there real-time save? If thee is, I can't seem to find it.
I've only tried Zelda on it so far.
It seems A is mapped to A and B, and B is mapped to X and Y
When I try to enter my name at the beginning, it spazzes out and hits the same letter multiple times.
I can"t seem to select "save" when the game is over, only "continue"
Am I the only one? I'm using EZ Flash Vi.
o.0? Have you never used nesDS before? It's not called realtime save, it's just a savestate and by default it is currently mapped to Start+Down to savestate, Start+Up to loadstate.
A is mapped as turbo A, B is mapped as A, Y is mapped as B, and X is mapped as turbo B...it's been the same since...whenever turbo was added...some long time ago.

Thanks for the info!! No, I hadn't used it before. This information should be displayed somewhere -- either on the website, or the bottom screen, or a txt file included in the ZIP download, or something.
 
regnad said:
jurassicplayer said:
regnad said:
Is there real-time save? If thee is, I can't seem to find it.
I've only tried Zelda on it so far.
It seems A is mapped to A and B, and B is mapped to X and Y
When I try to enter my name at the beginning, it spazzes out and hits the same letter multiple times.
I can"t seem to select "save" when the game is over, only "continue"
Am I the only one? I'm using EZ Flash Vi.
o.0? Have you never used nesDS before? It's not called realtime save, it's just a savestate and by default it is currently mapped to Start+Down to savestate, Start+Up to loadstate.
A is mapped as turbo A, B is mapped as A, Y is mapped as B, and X is mapped as turbo B...it's been the same since...whenever turbo was added...some long time ago.

Thanks for the info!! No, I hadn't used it before. This information should be displayed somewhere -- either on the website, or the bottom screen, or a txt file included in the ZIP download, or something.
Except "Save States" is the common term in most if not ALL emulators.
"Real Time Save" is usually used for devices that work on real hardware.
 
twiztidsinz said:
qwertymodo said:
IcySon55 said:
jurassicplayer said:
Thanks. I read through most of the thread and jumped to the end around page 10.
happy.gif
;

Probably going to compile a custom version then...

Well then you'll be happy that he ported it to devkitARM and libnds, since that makes building MUCH easier than it used to be
smile.gif
Eh... it builds a bit faster (from ~45 sec down to ~30 sec.), but it's not particularly easier or faster to make edits.
I personally preferred the GCC build honestly, since it was one folder less I had to go trough to make edits.

But now that it's got an INI file I don't have to make hardly any changes (any if the "/DATA/" or "./" paths ere added).

Well, it's annoying having to set up a dev environment specifically for a single project. It's nice being able to use the same environment for all of your NDS projects. Plus, devkitPro is super easy to set up and update. I have no idea what you had to use to compile the original nesDS (before the EX versions were even ported to gcc, much less using libnds/etc.)
 
qwertymodo said:
twiztidsinz said:
qwertymodo said:
IcySon55 said:
jurassicplayer said:
Thanks. I read through most of the thread and jumped to the end around page 10.
happy.gif
;

Probably going to compile a custom version then...

Well then you'll be happy that he ported it to devkitARM and libnds, since that makes building MUCH easier than it used to be
smile.gif
Eh... it builds a bit faster (from ~45 sec down to ~30 sec.), but it's not particularly easier or faster to make edits.
I personally preferred the GCC build honestly, since it was one folder less I had to go trough to make edits.

But now that it's got an INI file I don't have to make hardly any changes (any if the "/DATA/" or "./" paths ere added).

Well, it's annoying having to set up a dev environment specifically for a single project. It's nice being able to use the same environment for all of your NDS projects. Plus, devkitPro is super easy to set up and update. I have no idea what you had to use to compile the original nesDS (before the EX versions were even ported to gcc, much less using libnds/etc.)
DevKitPro was always able to compiled it....
 

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