Homebrew Updates about nesDS...

  • Thread starter Thread starter huiminghao
  • Start date Start date
  • Views Views 283,506
  • Replies Replies 1,409
  • Likes Likes 15
takieda said:
Can someone upload, or pastebin a proper nesds.ini file for me? the one that came in the latest 46a (47a doesn't include the .ini file on filetemp), without word wrap in notepad is just one really long line. I need to know where the line breaks should be, etc..
Here:

CODE[plug setting]
ÂÂÂÂ;DSTWO
ÂÂÂÂ icon=fat1:/_dstwoplug/nesDS.bmp
ÂÂÂÂ name=nesDS
ÂÂÂÂ
ÂÂÂÂ [nesDSrev1]
ÂÂÂÂ;Please note this configuration might change later.
ÂÂÂÂ;To keep compatibility with lower version, just add new section to this ini and keep this section intact.
ÂÂÂÂ StartIn=/roms/nes
ÂÂÂÂ
ÂÂÂÂ;avenir added this, thanks to him. This is only for nesDS0.45a.
ÂÂÂÂ BASwap=0
ÂÂÂÂ LRDisable=0
ÂÂÂÂ;0=flicker 1=noflicker 2=alphalerp
ÂÂÂÂ Blend=0
ÂÂÂÂ PALTiming=0
ÂÂÂÂ FollowMem=0
ÂÂÂÂ Spline=0
ÂÂÂÂ;enable auto saving sram
ÂÂÂÂ AutoSRAM=1
ÂÂÂÂ
ÂÂÂÂ;Short-Cuts
ÂÂÂÂ;KEY_A= 1
ÂÂÂÂ;KEY_B= 2
ÂÂÂÂ;KEY_SELECT= 4
ÂÂÂÂ;KEY_START= 8
ÂÂÂÂ;KEY_RIGHT= 16
ÂÂÂÂ;KEY_LEFT= 32
ÂÂÂÂ;KEY_UP= 64
ÂÂÂÂ;KEY_DOWN= 128
ÂÂÂÂ;KEY_R= 256
ÂÂÂÂ;KEY_L= 512
ÂÂÂÂ;KEY_X= 1024
ÂÂÂÂ;KEY_Y= 2048
ÂÂÂÂ
ÂÂÂÂ;write_savestate
ÂÂÂÂ;KEY_START | KEY_DOWN
ÂÂÂÂ savestate=136
ÂÂÂÂ
ÂÂÂÂ;load_savestate
ÂÂÂÂ;KEY_START | KEY_UP
ÂÂÂÂ loadstate=72
ÂÂÂÂ
ÂÂÂÂ;load rom
ÂÂÂÂ;KEY_START | KEY_SELECT
ÂÂÂÂ loadrom=12
ÂÂÂÂ
ÂÂÂÂ;B_A_Swap
ÂÂÂÂ;KEY_START | KEY_LEFT
ÂÂÂÂ swapab=40
ÂÂÂÂ
ÂÂÂÂ;auto save sram
ÂÂÂÂ;KEY_START | KEY_RIGHT
ÂÂÂÂ autosramsave=24
ÂÂÂÂ
ÂÂÂÂ;scale left
ÂÂÂÂ;KEY_SELECT | KEY_LEFT
ÂÂÂÂ scalel=36
ÂÂÂÂ
ÂÂÂÂ;scale right
ÂÂÂÂ;KEY_SELECT | KEY_RIGHT
ÂÂÂÂ scaler=20
ÂÂÂÂ
ÂÂÂÂ;scale up
ÂÂÂÂ;KEY_SELECT | KEY_UP
ÂÂÂÂ scaleu=68
ÂÂÂÂ
ÂÂÂÂ;scale down
ÂÂÂÂ;KEY_SELECT | KEY_DOWN
ÂÂÂÂ scaled=132
ÂÂÂÂ
ÂÂÂÂ;switch sprite rendering
ÂÂÂÂ;disabled
ÂÂÂÂ swapsp=0
ÂÂÂÂ
ÂÂÂÂ;switch blend
ÂÂÂÂ;disabled
ÂÂÂÂ swapblend=0
 
Sir_Voe said:
Here:

*cut for length*

Thanks very much. It looks a lot more understandable now. It was easy enough to understand that semicolons go on the beginnings of lines, but there were several linebreaks without them that were giving me a headache. This will help tremendously
smile.gif
 
takieda said:
It looks a lot more understandable now. It was easy enough to understand that semicolons go on the beginnings of lines, but there were several linebreaks without them that were giving me a headache. This will help tremendously
smile.gif
It seems that your editor just doesn't support LF linebreak.
 
that would be windows notepad for you... I just installed notepad++ and the original file is completely clean - heh.
 
Hey there huiminghao and avenir. I'm very grateful that you guys extended the maximum roms per directory count to 1024, but why is it so slow? What changed since the original nesDS that has made directory listing take forever? At 860 roms, it can take nearly a whole minute just to get the file list up. That's every time I visit the rom loading screen.

I'm pretty sure something extra is going on when you list the files because it really shouldn't take that long.

Hope you look into it and many thanks for keeping nedDS alive.
 
The sound is better now though there is still some static on games like Kirby and (to a lesser extent) Hydlide especially at higher volume levels. It is possible that it was always there but not noticable until the volume increase though. No freezes for me on Super Mario Brothers 2 (US version, the one based on Doki Doki Panic) though.

Also, what does FollowMem in the .ini file do?
 
nl255 said:
The sound is better now though there is still some static on games like Kirby and (to a lesser extent) Hydlide especially at higher volume levels. It is possible that it was always there but not noticable until the volume increase though.
Is it possible that adding the same volume together is reducing the quality and causing a clipping distortion? Reading some posts before I was a little worried as I would rather have a clean sound than higher max volume. I don't know though if this is the case but if it needs to be louder we can amplify the signal externally rather than use more audio channels than the NES.

But otherwise I wanted to say wow these updates are amazing and thank you so much. This keeps getting better and better.
I look forward to the future versions and hope it stays alive.

Request for the future (much later obviously if in the future you get time... feel little rude asking as I appreciate what you have already done).. 2 player support via wireless (like snow bros arcade emulator/zxds?). NES on our DS thanks to you, this progam is so good already.
 
nl255 said:
The sound is better now though there is still some static on games like Kirby and (to a lesser extent) Hydlide especially at higher volume levels. It is possible that it was always there but not noticable until the volume increase though. No freezes for me on Super Mario Brothers 2 (US version, the one based on Doki Doki Panic) though.
Also, what does FollowMem in the .ini file do?
It does nothing actually, same to PALTIMING...

kineticUK said:
QUOTE(nl255 @ Apr 1 2011, 12:58 AM) The sound is better now though there is still some static on games like Kirby and (to a lesser extent) Hydlide especially at higher volume levels. It is possible that it was always there but not noticable until the volume increase though.
Is it possible that adding the same volume together is reducing the quality and causing a clipping distortion? Reading some posts before I was a little worried as I would rather have a clean sound than higher max volume. I don't know though if this is the case but if it needs to be louder we can amplify the signal externally rather than use more audio channels than the NES.

But otherwise I wanted to say wow these updates are amazing and thank you so much. This keeps getting better and better.
I look forward to the future versions and hope it stays alive.

Request for the future (much later obviously if in the future you get time... feel little rude asking as I appreciate what you have already done).. 2 player support via wireless (like snow bros arcade emulator/zxds?). NES on our DS thanks to you, this progam is so good already.
The sound went bad because of the libnds on arm7.... Something about priorities of the interrupts from timer and VBLANK. I am not sure if I can handle all the interrupts of NDS mannully, so I wont do that, now...
Muli-players, I like that, BUT a wireless route is needed. I will add it if DSDS communication is supported in libwifi. If have more time, I can try that....
 
I suggest that the sound would be fixed, since it's a bit "crackly", if that's even a real word.
I don't see what's the problem with having the sound not being to go as high as lameboy, because apparently making it go higher makes the sound go bad.
 
huiminghao said:
I will add it if DSDS communication is supported in libwifi. If have more time, I can try that....
2 player support via DSDS communication (both running nesDS), if this is possible in future and you find a way, it would be amazing.
Thank you huiminghao
 
I noticed that when using nesDS on the DSTWO, the sound crackling occurs after loading and exiting the DSgame menu (loading NDS ROMs), then loading nesDS in iMenu.

I know this isn't a problem with nesDS, but I need to let people know that it can be fixed by updating iMenu to b3.3, and by putting the line "note=dsgame" into the "sd:\_iMenu\_ini\nesDS.ini" file.

EDIT: And I would like at least a per-game option for Spline since although many games need per-scanline, there are a few games that have issues with it and only play properly with per-frame.
 
After reading nl255's post that Super Mario 2 was working fine for him, I replaced my .nes with a fresh copy which seems to have fixed my stuttering issue. My original file must have been damaged during transfer or something.
Hopefully you didn't waste much time looking into my report. I'll test more thoroughly before reporting issues in the future.
 
YayMii said:
I noticed that when using nesDS on the DSTWO, the sound crackling occurs after loading and exiting the DSgame menu (loading NDS ROMs), then loading nesDS in iMenu.

I know this isn't a problem with nesDS, but I need to let people know that it can be fixed by updating iMenu to b3.3, and by putting the line "note=dsgame" into the "sd:\_iMenu\_ini\nesDS.ini" file.

EDIT: And I would like at least a per-game option for Spline since although many games need per-scanline, there are a few games that have issues with it and only play properly with per-frame.
I'm using the official plugin menu.
 
Pingouin7 said:
YayMii said:
I noticed that when using nesDS on the DSTWO, the sound crackling occurs after loading and exiting the DSgame menu (loading NDS ROMs), then loading nesDS in iMenu.

I know this isn't a problem with nesDS, but I need to let people know that it can be fixed by updating iMenu to b3.3, and by putting the line "note=dsgame" into the "sd:\_iMenu\_ini\nesDS.ini" file.
I'm using the official plugin menu.
Well, all what happens when you do what I described is forces the emulator to load through DSgame (the NDS ROM loader menu). Maybe just load it from DS_game and see if the problem still occurs.

EDIT: @huiminghao: When switching FDS disk sides (disk A to disk B), it takes very long if rewind/fastforward is disabled.
 
It didn't occur at all before 0.47a when loading through official plugin menu.

Also, isn't plugin menu supposed to be better for loading homebrew?
When asking for help on running IRCDS, people told me "load it through plugin menu, it has better compatibility" and stuff like that.

Oh, and have you gotten Super Mario Bros. 2 (FDS) to work properly?
 
Pingouin7 said:
It didn't occur at all before 0.47a when loading through official plugin menu.

Also, isn't plugin menu supposed to be better for loading homebrew?
When asking for help on running IRCDS, people told me "load it through plugin menu, it has better compatibility" and stuff like that.Hmm...
unsure.gif
I heard it the other way. Weren't there incompatibilities for some homebrew in the plugin menu before?
QUOTE(Pingouin7 @ Mar 31 2011, 08:18 PM) Oh, and have you gotten Super Mario Bros. 2 (FDS) to work properly?
If you're talking about the "Lost Levels" version of SMB2, then yes, I have it running fine.
 
huiminghao said:
nl255 said:
The sound is better now though there is still some static on games like Kirby and (to a lesser extent) Hydlide especially at higher volume levels. It is possible that it was always there but not noticable until the volume increase though. No freezes for me on Super Mario Brothers 2 (US version, the one based on Doki Doki Panic) though.
Also, what does FollowMem in the .ini file do?
It does nothing actually, same to PALTIMING...

kineticUK said:
QUOTE(nl255 @ Apr 1 2011, 12:58 AM) The sound is better now though there is still some static on games like Kirby and (to a lesser extent) Hydlide especially at higher volume levels. It is possible that it was always there but not noticable until the volume increase though.
Is it possible that adding the same volume together is reducing the quality and causing a clipping distortion? Reading some posts before I was a little worried as I would rather have a clean sound than higher max volume. I don't know though if this is the case but if it needs to be louder we can amplify the signal externally rather than use more audio channels than the NES.

But otherwise I wanted to say wow these updates are amazing and thank you so much. This keeps getting better and better.
I look forward to the future versions and hope it stays alive.

Request for the future (much later obviously if in the future you get time... feel little rude asking as I appreciate what you have already done).. 2 player support via wireless (like snow bros arcade emulator/zxds?). NES on our DS thanks to you, this progam is so good already.
The sound went bad because of the libnds on arm7.... Something about priorities of the interrupts from timer and VBLANK. I am not sure if I can handle all the interrupts of NDS mannully, so I wont do that, now...
Muli-players, I like that, BUT a wireless route is needed. I will add it if DSDS communication is supported in libwifi. If have more time, I can try that....

So the sound is as good as it's going to get for a while? If so, then I will go ahead and update unless you are planning a new version with either better sound or other major improvements (other than FDS stuff) soon.
 
Although this isn't on the topic of the sound issues people are having, I need to mention again the lack of support for the FDS's additional audio hardware. I mentioned DPCM before, but I was incorrect. Super Mario 2 US uses DPCM sound to mimic the wavetable sound that was used in Doki Doki Panic.
Huiminghao, can you add support for FDS wavetable and FM synthesis? Thank you.
 

Site & Scene News

Popular threads in this forum