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- by unknownfile at 9:50 AM EDT on March 22, 2007
- syncing back to the old build until I have whatever the hell is wrong worked out
- by unknownfile at 6:24 PM EDT on March 24, 2007
- Loading savestates from memory now implemented.
http://unknown.hcs64.com/2sf/DeSmuME_release03.rar <-- latest beta
Also, in order for this to run the Kirby Canvas Curse track, you'll need about 192 MB RAM allocated (according to Taskman). 22 MB of that is the savestate which I can't manage to de-allocate since it is a static buffer and is not malloced.
Anyways, report buegs and such here.
Also, this build does not have any PSF-compatibility left. It may be re-instituted in the future.
edited 6:45 PM EDT March 24, 2007
- by unknownfile at 8:23 PM EDT on March 24, 2007
- Here's another beta that is a bit more configurable.
http://unknown.hcs64.com/2sf/DeSmuME_superbeta01.rar
You can now configure how long it takes between when emulation begins and when the savestate is loaded.
This whole timer business is a result of Desmume sucking immensely with savestates, which some of you have already seen (ie, the 2sf dumps do not work). I'm unsure why this happens but in either case, savestate support is buggy all across the board.
So see what you can get out of this build while I go troll facebook.
- by unknownfile at 1:00 PM EDT on March 27, 2007
- Instead of just trying to hack away at the savestate loading mechanisms, I will instead revise the format again.
The new specs:
3 bytes: "2SF" (similar to "PSF")
1 byte : revision (set to 0x2 due to format revisions)
4 bytes: unsigned long ROMsize - size of SR64 ROM
4 bytes: unsigned long ROMoffset - location of SR64 ROM in file
4 bytes: unsigned long savesize - size of SR64 Desmume savestate
4 bytes: unsigned long saveoffset- location of SR64 savestate in file
4 bytes: init address
x bytes: the actual data itself
When the program counter hits the init address, the savestate will load and we will have a big party. Woohoo!
Also coming is Gzip compression for your 2sf needs. :)
I might also do optimizations on KCC this weekend, so hold onto your hats.
edited 1:02 PM EDT March 27, 2007
- by unknownfile at 2:31 PM EDT on March 28, 2007
- I am running Desmume 2sf on a computer at school and it outright refuses to run the Kirby test track. I'm assuming this is a bug in the ROM loader, but then again I'm not sure.
I am unsure where the problem is, so until somebody gives me a legal serial key for VC++2005, I am without debugging abilities at school.
And I also think it is rediculous that only one computer in the world (mine) can run this thing without it screwing up.
In the meantime, I'm going to see what I can do with the chips that arrived from Newark yesterday.
- by marioman at 10:04 PM EDT on June 7, 2007
- I guess one good question about UF's projects deserves another. How is this one going? I would like to see a DS music format. (Especially with Mega Man ZX Advent getting its JP release next month. I am still waiting on the ZX1 2SFs.)
- by unknownfile at 2:20 PM EDT on June 8, 2007
- Marioman, tell the Desmume team to screw themselves for the shitty code that creates savestates that only work on one computer in the entire world... absolute rubbish.
But with the summer coming up, you never know what will happen ;)
edited 2:21 PM EDT June 8, 2007
- by marioman at 2:33 PM EDT on June 8, 2007
- This may be a stupid question, but would it be easier to use a different emulator? I hear that some of them are getting very sophisticated. (Such as iDeaS and Dualis?)
edited 5:14 PM EDT June 8, 2007
- by unknownfile at 5:39 PM EDT on June 9, 2007
- i will probably use the source of one with good sound code and one that isn't licensed under the GayPL
- by unknownfile at 5:01 PM EDT on July 2, 2007
- downloading cvs lalala
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