You are not logged in.

Read the FAQ and Knowledge Base before posting.
WiFi not emulated and not supported!!
We won't make a 3DS/2DS emulator.

#1 Re: Compatibility » Shin Megami Tensei - Strange Journey USA - Slow FMV & Sprite Clipping » 2012-07-29 09:30:36

None of the synchronous SPU options (N, Z, P) make any difference.

Skipping the FMV is just ignoring the bug and not reporting it?!

#2 Re: Compatibility » Shin Megami Tensei - Strange Journey USA - Slow FMV & Sprite Clipping » 2012-07-28 18:01:22

Excellent, thanks.

Any ideas for the slow down in the opening FMV?

#3 Compatibility » Shin Megami Tensei - Strange Journey USA - Slow FMV & Sprite Clipping » 2012-07-28 09:57:55

Replies: 5

The opening FMV stutters using both the OpenGL and software rasterizer


What could be causing this?

Using the software rasterizer the sprites are clipped (OpenGL displays them correctly)


Is the DeSmuME OpenGL renderer still being developed and should I use it over the SoftRasterizer?


DeSmuME 64-bit SVN r4325

My Specs:

Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120503-2030)
Language: English (Regional Setting: English)
System Manufacturer: Gigabyte Technology Co., Ltd.
BIOS: BIOS Date: 04/20/12 09:46:38 Ver: 04.06.05
Processor: Intel(R) Core(TM) i7-2700K CPU @ 3.50GHz (8 CPUs), ~3.9GHz
Memory: 8192MB RAM
Available OS Memory: 8154MB RAM
Page File: 2333MB used, 13972MB available
DirectX Version: DirectX 11

#4 Support » Scanlines do not scale correctly with full screen » 2012-05-05 09:02:06

Replies: 1

The scanline magnification filter does't scale correctly for full screen on Windows 7 (Alt + Enter).

It works fine with the defined window sizes but can't be applied correctly when resizing.

Is this a known problem? 

The following demonstrates how to apply an overlay texture in HLSL without stretching and distorting the texture:

PixelShaderOutput AtlasTiledPS(VertexShaderOutput input)
	PixelShaderOutput output;

	// To tile the texture so that it isn't stretched it must be tiled as a factor of the screen dimensions
	// x = ScreenWidth / TextureWidth
	// y = ScreenHeight / TextureHeight
	input.TextureCoordinates.x *= ScreenDim.x / SourceRectangle.z;	// Number of tiles per row
	input.TextureCoordinates.y *= ScreenDim.y / SourceRectangle.w;	// Number of tiles per column

	input.TextureCoordinates.xy = frac(input.TextureCoordinates.xy);
	input.TextureCoordinates.xy = CalculateAtlasUV(input.TextureCoordinates.xy, SourceRectangle);

	output.Colour = tex2D(TextureAtlasSampler, input.TextureCoordinates.xy);
    	return output;

Board footer

Powered by FluxBB