Homebrew Updates about nesDS...

  • Thread starter Thread starter huiminghao
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Downloaded the r51 sound fix one and the text changed this time to 0.47b so all Is well.

I don't mind waiting a minute for the game list to load but before It used to load instantly, I wonder what changed to cause the delay.

The answer is probably in the backlog but It's not a big enough issue to stress about.
 
Yeah, I was also having an issue with it saying "0.47a" until I updated to r51, and now it says "0.47b".

Now I'm just waiting for the filelist fix, and FDS sound. Huiminghao, you can also try Dracula II, the music outside of town uses FM synthesis. This is what you should hear:
[youtube]vI7MsF__0Ek[/youtube]
 
Well, I don't know how you did it but the static is gone. Sound works perfectly in all the .nes games I have tried (don't play FDS, so I don't know about that). The r51 update is perfect as far as I can tell, except for the normal game issues (Startropics, Bill and Ted's Excellent Adventure, Punch Out).
 
nl255 said:
Well, I don't know how you did it but the static is gone. Sound works perfectly in all the .nes games I have tried (don't play FDS, so I don't know about that). The r51 update is perfect as far as I can tell, except for the normal game issues (Startropics, Bill and Ted's Excellent Adventure, Punch Out).
Oh yeah. I'm grateful for the update as well. It sounds SOOOO much better now.
 
Okay, I've gotta +1 the FDS extra sound channel addition here, because it is ablsolutely REQUIRED to play and enjoy my favorite FDS game that was NEVER released or converted to NES, Otocky, A.K.A. the first musical shooter (and possibly first rhythym game) EVER.

[youtube]b6L9tKNPrbs[/youtube]
skip to around 0:40 to get past all of the loading screens.

You hear those sounds when the ship shoots its ball? Yeah, every single one of them needs the FDS channel, and it REALLY is a big part of the gameplay, it's almost like playing an autotuner. SO fun and SOOO cool.

Many thanks for your work so far huminghao an many more for any you continue to do in the future!
 
New version released. 0.48a Check it form SVN.
The original software-rendering is re-added. Please test it with Punch-Out...
Today is the last day of the 'Qing Ming' holiday in China. I have to back to my work....
The fds sound would be added after a long~~~long time..... I guess..
 
huiminghao said:
New version released. 0.48a
The original software-rendering is re-added. Please test it with Punch-Out...
Today is the last day of the 'Qing Ming' holiday in China. I have to back to my work....
The fds sound would be added after a long~~~long time..... I guess..

Punch Out now freezes as Mario says "Fight".
 
Sir_Voe said:
huiminghao said:
New version released. 0.48a
The original software-rendering is re-added. Please test it with Punch-Out...
Today is the last day of the 'Qing Ming' holiday in China. I have to back to my work....
The fds sound would be added after a long~~~long time..... I guess..

Punch Out now freezes as Mario says "Fight".
Do NOT press 'R' when starting. Take easy.
 
huiminghao said:
New version released. 0.48a Check it form SVN.
The original software-rendering is re-added. Please test it with Punch-Out...
Today is the last day of the 'Qing Ming' holiday in China. I have to back to my work....
The fds sound would be added after a long~~~long time..... I guess..
Mike Tyson's Punch-Out!! works great with the Pure-Soft render.
smile.gif
 
Well, I've tried every variable I can think of. From trying a different rom, to using every loading method at my disposal (Sudoku, DSTwo Plugin, EOS, iMenu), and I still get the freeze at "Fight". Not a big deal to me, as the small bug from previous versions didn't keep it from being enjoyable in SP scanline mode (in which Punch Out is now unplayably glitched with this latest version).
Incidentally, would it be possible to bring back the frame skip menu? I'm interested to see if frameskip is even necessary when run in DSiMode through Sudoku.
 
twiztidsinz said:
huiminghao said:
New version released. 0.48a Check it form SVN.
The original software-rendering is re-added. Please test it with Punch-Out...
Today is the last day of the 'Qing Ming' holiday in China. I have to back to my work....
The fds sound would be added after a long~~~long time..... I guess..
Mike Tyson's Punch-Out!! works great with the Pure-Soft render.
smile.gif

Do you know if the pure software renderer fixes Startropics as well?
 
nl255 said:
Do you know if the pure software renderer fixes Startropics as well?

From the brief time I spent playing, it appeared to at least fix the garbage graphics that appear on the bottom HUD during conversations.
 
Sir_Voe said:
Well, I've tried every variable I can think of. From trying a different rom, to using every loading method at my disposal (Sudoku, DSTwo Plugin, EOS, iMenu), and I still get the freeze at "Fight". Not a big deal to me, as the small bug from previous versions didn't keep it from being enjoyable in SP scanline mode (in which Punch Out is now unplayably glitched with this latest version).
Incidentally, would it be possible to bring back the frame skip menu? I'm interested to see if frameskip is even necessary when run in DSiMode through Sudoku.
IIRC, the Frameskip was only(?) for EX which emulated the games through software.
Since nesDS emulates games through the hardware I don't think there is a need for frame skip on any game.
 
twiztidsinz said:
IIRC, the Frameskip was only(?) for EX which emulated the games through software.
Since nesDS emulates games through the hardware I don't think there is a need for frame skip on any game.
Doesn't the new "pure-soft" mode count as software?
 
YayMii said:
twiztidsinz said:
IIRC, the Frameskip was only(?) for EX which emulated the games through software.
Since nesDS emulates games through the hardware I don't think there is a need for frame skip on any game.
Doesn't the new "pure-soft" mode count as software?
That's Rendering, not emulation.

The whole of nesDS EX was run through software emulation.
"Regular" nesDS uses the DS' hardware to emulate the Nintendo.
 
twiztidsinz said:
Since nesDS emulates games through the hardware I don't think there is a need for frame skip on any game.

I figured since everything runs so choppy in "PS" mode, there must have been some sort of frameskip at play.
 
There must be some bugs in 0.48a...
When playing Punch-Out, try it with the normal 'Per-Frame', after "fight", turn it to "Pure-soft".
"Pure-soft" DOES use frame-skip, its value is 3. frame-skip2 is unsuitable for most games.
The emulation of 6502 is always a pure-software-way.
The emulation of PPU is almost a pure-hardware-way.
"Pure-soft" is a pure-software-way for rendering PPU.
I dont think DSi could have a lower frame-skip. Because DSi only has a larger memory.
You can make a build by yourself. DO NOT WASTE TIME.... JUST ENJOY IT.
 
huiminghao said:
There must be some bugs in 0.48a...
When playing Punch-Out, try it with the normal 'Per-Frame', after "fight", turn it to "Pure-soft".
"Pure-soft" DOES use frame-skip, its value is 3. frame-skip2 is unsuitable for most games.
The emulation of 6502 is always a pure-software-way.
The emulation of PPU is almost a pure-hardware-way.
"Pure-soft" is a pure-software-way for rendering PPU.
I dont think DSi could have a lower frame-skip. Because DSi only has a larger memory.
You can make a build by yourself. DO NOT WASTE TIME.... JUST ENJOY IT.

DSi does have a superior processor in addition to larger memory, but as you suggest I will "JUST ENJOY IT".
I am grateful as always for your excellent work.
 
Any reason why I can't find 0.48a in both the svn and the regular Sourceforge link?
 

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