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#1 Support » Win 7 x64 breaks gamepad? » 2009-11-14 18:15:13

gamerk2
Replies: 1

Just noticed my DeSmuMe was constantly crashing upon game startup, and found that for some reason, my joystick input would not map properly in Windows 7.  As my previous .ini file already had these keys mapped, the emulator would crash when trying to map the keys to a button.

Farthermore, if I try to manually insert the key into the .ini, the emulator picks up something along the lines of "#257", which used to be correctly recognized as my up hat switch. 

Other emulators (ZSNES) work fine, so its not the gamepad (Which is a Saitek P990, btw).

Using 0.9.4, btw.

edit

And oddly enough. my Logitec Joystick works.  Go figure...

Edit2

Found the problem: DeSmuMe does NOT like having two joypads inserted at the same time.  Even though I set it the other way around, the Logitec Joystick was blocking the Saitek gamepads input.

#2 Re: Support II (decommissioned) » Dragon Quest IV/V Blank Screen » 2009-07-05 05:51:09

Correction: I could have swore I tested the SoftRasterizer, but apparently not; it works fine.  Goodie smile

#3 Re: Support II (decommissioned) » Dragon Quest IV/V Blank Screen » 2009-07-05 05:03:29

Tried that too.  Issue also happens on No$GBA (latest release, 2.3?)

#4 Support II (decommissioned) » Dragon Quest IV/V Blank Screen » 2009-07-03 16:03:36

gamerk2
Replies: 4

Any ingame screen for both Dragon Quest IV/V (all versions; I tested JP and US) is blank.  Text and menu displays work fine, but any background/character display is a black screen.

EDIT

I tried both the standard and SSE2 versions of the 0.9.2 release.

#5 Support » Touch screen being touchy » 2009-07-03 16:00:29

gamerk2
Replies: 1

I've noticed that for a couple of games, the touch screen simply does not seem to work at certain points.  For example, on Dragon Ball Origins (U), the touch screen seems to work until the select profile screen (and yes, I'm using the correct save type of 64kb EEPROM), so I can't start the game.  In Final Fantasy XII Revenant Wings (U), the touch screen again seems to work until starting the first mission, where I am unable to move the character by dragging where I want them to move.

I find this odd, as several other games (Star Fox Command (U)) works perfectly.  Anyone else run into this?

EDIT

Tested on the standard and SSE2 versions of the 0.9.2 release

#6 Re: Support II (decommissioned) » Castlevania - Order of Ecclesia - Crash at Intro (wifi.cpp) » 2009-06-13 21:20:59

Funny, despite the fact I downloaded 0.9.2 the day it came out...must have gotten my .exe's crossed somewhere, as i thought I got the exe's from here...

#7 Support II (decommissioned) » Castlevania - Order of Ecclesia - Crash at Intro (wifi.cpp) » 2009-06-13 05:42:39

gamerk2
Replies: 3

Just a heads up, Castlevania - Order of Ecclesia (U) crashes after the intro scene.  It seems to be the Wifi that causes the issue.  The exact error message is:

Assertion failed!

Program: D:\Roms\NDS\DeSmuME\desmume.exe
File: ..\wifi.cpp
Line: 930

Expression: false

Any known way to get around this in the meantime?

#8 Support » Revenant Wings - No syllabus support? » 2009-05-09 04:06:09

gamerk2
Replies: 0

I've been trying to get Revenant Wings to work on the latest version of desmume.  For whatever reason, the touch screen refuses to work (IE, can't move/attack).  The touchscreen works fine in other games (Star Fox Command, etc) perfectly though...

Any ideas?

#9 Re: Support II (decommissioned) » Star Fox Command - Save Type? » 2009-03-01 17:35:38

Exactly what I needed.  When I set the save type to Flash (2mbit), it saved properly.

Does this happen with all flash saves, or was this just an odd case?

#10 Support II (decommissioned) » Star Fox Command - Save Type? » 2009-03-01 05:57:41

gamerk2
Replies: 2

Just noticed, Star Fox Command (U) on Desmume 9.1 doesn't seem to load saved data...I can confirm the data is saved once you finish the game the first time (using automatic, as I'm not sure what save type it is off hand..), but its not being loaded again after the game restarts...

I still have a save-state right before the end of the game, so I can give that if you need to test with it...in the meantime, what savetype does the game normally use, so I can test for a bit?

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