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#1 Re: Support II (decommissioned) » Pokemon Platinum Freezing Issue » 2010-01-14 22:45:24

It is probably one of the action replay codes causing the crash.

I have played Pokemon Platinum on 0.9.4 with no problems, but 0.9.5 is much better.

#4 Re: Support » Layer Issue? » 2009-12-30 07:40:39

It's a setting in desmume.

Config > 3D Settings

Then select SoftRasterizer in the drop-down

#5 Re: Support » Layer Issue? » 2009-12-30 04:13:04

1) Are you using 0.9.5 version?
2) Are you using opengl or software rasterizer 3d renderer?

For optimum compatibility, use the newest version and software rasterizer.

#6 Re: General » Is there a plain version of DeSmume ?? » 2009-12-25 11:56:00

When you say "I have a fast computer", it really doesn't mean much with regard to DS emulation. Emulating DS hardware will eat up every cpu process it can get ahold of.

Most games experience slowdown of some variety or another when in open-world areas, or scenes with a lot of animation.

With regard to your comment about compatibility, I haven't had any problems running any games with the newest version of the emulator, save for some of the latest titles that make more creative use of the DS hardware and features.

#7 Re: Support » Not loading games... » 2009-12-24 20:08:02

for the record, I meant most of us as in it seems a lot of people have speed problems with the emulator, with no real solution except upgrading CPU

desmume is worse on my cpu than gta4, but that's a fact of life and emulation

#8 Re: Support » Not loading games... » 2009-12-24 12:45:54

Well, then, welcome to out-of-luckville, population: most of us

#9 Re: Support » Not loading games... » 2009-12-21 12:34:17

Did you read the FAQ?

Best way short of upgrading your CPU is to change the CPU priority of desmume in the task manager.

#10 Re: Support II (decommissioned) » Another Ace Attorney Issue » 2009-12-21 09:17:23

facepalm

what's the big deal with savestates anyway? from almost everything I've read, they are way more volatile than just using the save system in-game.

#11 Re: Support » DeSmuMe 9.5 x85 bit Suddenly not working? » 2009-12-21 05:58:19

The emulator couldn't delete your roms, a user would have to do that.

And what do you mean by "the screen would not display"? Can you see the window, but with nothing in it? Can't see the window at all? You will have to explain better.

Have you tried re-downloading the emulator and unpacking it into a new directory?

#12 Re: Support II (decommissioned) » Another Ace Attorney Issue » 2009-12-20 23:32:24

0.9.5 looks in the emulator folder for save files, if your save files are in the ROM folders like 0.9.4 puts them, try moving them.

#13 Re: Support » DeSmuME.0.9.4 won't open » 2009-12-19 18:32:33

did you copy the entire folder/all files? just the emulator exe? more importantly, have you downloaded 0.9.5 (the newest version)?

#14 Re: Support II (decommissioned) » Mario Kart DS » 2009-12-19 10:47:17

Config > 3d Settings

Select SoftRasterizer in the dropdown

#15 Re: Support II (decommissioned) » Mario Kart DS » 2009-12-19 04:51:36

The requirements are in the FAQ which is linked in the sticky at the top of the forum. Have you tried both renderers? It is most likely to work with the Software Rasterizer.

#16 Re: Support » can i change the time? » 2009-12-19 01:11:00

Considering the emulator uses PC clock to determine the DS clock, you probably just did it wrong. If you change your PC's clock to whatever you want the DS clock to be, when you start the emulator it will think it's that time. Just don't forget to change the clock back when you're done.

#17 Re: General » Fullscreen support upcoming? » 2009-12-16 19:50:22

I play with kb/mouse so didn't know about the gamepad thing.

Also, when I see "fullscreen", I think "image takes up the entire screen", regardless of aspect ratios (like with actual PC games). Are you meaning just blacking out everything but the emulator? That's what it sounds like. I think the best you will be able to get (assuming a widescreen monitor) is to set the LCD settings to display side-by-side (view > LCDs layout) and just making the window as large as possible. You'll still only get about 2/3rds screen coverage though, unless you disable aspect ratio lock and then things get wonky.

Either way, zeromus and the faq says it's way way way unlikely as a feature so that's that till someone wants to code it I spose.

#18 Re: General » Fullscreen support upcoming? » 2009-12-16 09:59:15

Screen saver shouldn't come on anyway, if you're playing a game there should be input detected right?

also, fullscreen would look awful with the DS's screen configuration/aspect ratios. Maybe on a widescreen monitor with side-by-side screen mode but the aspect ratios would still make it look ugly as hell. I doubt fullscreen would improve the emulator's performance at all either, more likely hinder it. Besides, who likes pixels the size of dimes anyway?

#19 Re: Support » Problem while with 0.9.5 » 2009-12-15 20:22:18

it's funny how everyone automatically goes to "but my video card is gooood!" when complaining about the speed. emulator does not equal game.

#20 Re: Support » OpenGL Vs Softrasterizer » 2009-12-15 02:49:55

I have rather large hands, so the increasingly small form-factor of the hardware does indeed frustrate. Aside from that, I like being able to play and do other things without having to pause my game, put down the handheld, then pick it up again and resume when I'm ready to go back to it. That's probably the main reason I haven't played through most of my DS games - Pokemon, super robot taisen, I just don't have the attention span to stare at a handheld for hours.

Anyway, good discussion, looking forward to future releases!

#21 Re: Support » OpenGL Vs Softrasterizer » 2009-12-15 00:38:16

Again, good advice, if I knew anything about programming I would definitely volunteer my time to help the project. This is the only emulator that I've tried that actually works for most things. I like DS games I just don't like playing them on my DS for whatever reason.

#22 Re: Support » OpenGL Vs Softrasterizer » 2009-12-15 00:07:07

Good info, thanks, I had been switching between renders anyway to see if one was clearly better than the other. Now that I know that some functions are unsupported in OGL I will probably just switch to Softrasterizer.

#23 Support » OpenGL Vs Softrasterizer » 2009-12-14 23:45:38

battlepope
Replies: 6

More specifically, I am playing Pokemon Platinum (I know, not again right?)

Admittedly I am only passingly familiar with emulators, but I know enough to understand their basic function and operation - I am somewhat familiar with how technology works. PC Specs are as follows:

DeSmuME 0.9.5 x86 32bit
Athlon64x2 3ghz (6000+)
2gm ram
geforce gtx295
Win7 x32 RC

To the point, in the third gym the puzzle involves navigating rooms in the dark with a flashlight, to find the correct door to proceed. I usually use OpenGL renderer, I seem to get a bit better performance out of the notoriously resource intensive pokemon games with it, and fewer graphics artifacts. However, in this gym, the "darkness" is completely absent. I have attached screenshots demonstrating the issue, same room, first in opengl then softrast. Savestates can be provided upon request, if needed.

3rd_gym_pokeplat_opengl.jpg
3rd_gym_pokeplat_softrast.jpg

Reading the forum and FAQ I am aware that the pokemon games sometimes have "issues". If this is one of them, that is completely understandable, as I have not had much experience with other games to compare with. Not knowing whether this is an emulator issue, an OpenGL issue, or a game-specific issue I thought I would bring it to attention and if it's "one of those things" it's obviously not a huge deal - just didn't want to be "that guy" that stumbles on what might be a bug but doesn't say anything.

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