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We won't make a 3DS/2DS emulator.

#1 Re: General » No overlay support ? » 2007-11-12 10:01:55

The first entries of the fat table are mapped to overlays files, it's extra bit of code loaded elsewhere in the ram. I don't really see the point of this, but after having looked at some games, it seems some extra code is loaded perhaps to do some incremental compilation : you have a big main binary, and you don't recompile everything to add extra functionalities.

#2 General » No overlay support ? » 2007-11-12 08:43:24

deufeufeu
Replies: 4

It might be me, but there's no support for overlays in desmume. I think it's the reason of some incompatibilities. In NDSSystem.c there's a load for the overlay address and size, but it's nowhere reused. It seems that the files are loaded in cflash.c as extra entries, but they are never mapped into memory. It's a mistake or a feature ? I'll fix it for my own build, I could send you a patch if you want.

#3 Re: General » GTK 3D implementation discussion » 2007-04-22 15:20:35

You have to undergo some changes to take into account OSX. Headers on osx for open gl are in OpenGL/ not in GL/... There is also an issue with the fact that on Mac os x, we can't set GDK_GL_MODE_ALPHA as it is run under X11, disabling it make it runs well.

If you want me to commit some mac os x compliancy to the cvs, you can add me on sourceforge (deufeufeu).

#4 Support II (decommissioned) » Gyakuten Saiban 4 » 2007-04-22 13:55:55

deufeufeu
Replies: 3

I'm having compatibility issues with this game, altough the previous two in the series were running like a charm.

For my own project, I'd like to be able to run it using desmume. So I've tried debugging it in order to make it run, but I had no success in these. Could someone more skilled in solving this issue look into it ? or give me instructions ?

I've compiled activating arm log, but it seems the rom is on a deadlock, the cpu still run. If at least there was a precise point where the code halts, it could be easier...

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