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

#1 Re: Technical » Discussion about migration from SVN to Git ? » 2014-04-28 16:57:39

Then is it, Monochrome100! You can't say that DeSmuME have a team of devs (they don't work together), but is more like independents devs that contribute. Without a team, it don't need a leader. And you can make like the alvinhochun, just make some private git. You can export the patch online and submit the file on sourceforge.

#2 Re: Technical » Discussion about migration from SVN to Git ? » 2014-04-27 22:18:24

Monochrome100 wrote:
zeromus wrote:

you don't know why one project progresses and another doesn't.

Well there are few different  factors like for example:architecture of emulated console, number of developers/contributors, how skilled they are ,motivation, teamwork, if they are willing to think outside the box , if they are willing to merge external contributions.
But you really should switch to Git and also create official Git mirror on  Github because Desmume will never reach its full potentiall otherwise.You said yourself that Windows version of Desmume cant get shader support currently like OSX version because it has outdated GUI which cant support shaders.If Desmume was Git based and had more contributors like PPSSPP updating GUI wouldnt be much of a problem same thing with increasing internal resolution maybe someone would figure it out earlier and would be able to make merge request.

Git allow for easy forking of repositories so others can easily create their own forks/branches make modifications and potentially merge them, branches can be created and destroyed at will, including remote branches,clones of the repository have the full history, including all branches,ability to rewrite history/commits before they land in trunk (rebase),push rights not needed to contribute. Repository can be distributed as Git bundles or tarballs ,small repository size, wide support in IDEs ,repositories can be hosted via HTTP, HTTPS SSH, rsync, and the native git protocol , advanced hook support hooks can be in any language.

If you want git, then you can use the alvinhochun git: https://bitbucket.org/alvinhochun/desmume-qt-frontend
He is merging all the things with the official SVN, while develop the qt frontend.
And at least for me, the qt frontend have more potential of all (eg: is easy to make multi-platform shader on qt)
You can contribute too smile

#3 Re: Technical » Discussion about migration from SVN to Git ? » 2014-04-27 22:02:54

zeromus wrote:

you don't know why one project progresses and another doesn't.

We can use Software Engineering Metrics for this. But only on our own projects. A good Software Process should handle this part.

Monochrome100 wrote:
ff11 wrote:

Sure, the git have more useful tools online (like github). But it's not mean git will bring more devs. Let's take a sample:
The PCSX2 migrate for github, and we have initial desire to contribute. The Kingcom make 2 Pull Requests, one of these you (Monochrome100, or at least the same user name) and the Tyestor make comments for motivate this action. BUT, have been 12 days now (and will be more), that nobody (I said nobody) make something to merge this commit. And it's not hardcore commits, just simple ones. Because of this, we don't desire to contribute anymore. What is missing to it be like the PPSSPP github? Simple, the PPSSPP github have a good leader, the Henrik Rydgård (hrydgard). And you can be sure, is the hrydgard that make the difference with this good tool, not the github itself.

Maybe PCSX2 devs are not experienced yet with merging requests ?  Besides its separate issue it doesnt mean Zeromus cant merge requests for Desmume but I agree Hrydgard is good project leader and PPSSPP made rapid progres compared to most other emulators.

We can't be sure of what is going on with PCSX2. But I can say that it not motivate me anymore.
And it's not about just merge, you can see from Hrydgard many more things. And from the feedback point of view, the zeromus are very good and fast.
Is the skill that make all work together, that make a good leader. Because of this, if zeromus work better with SVN, then the SVN is the better tool. You have to work with the tools that you are good (and we have the compatible issue with some IDEs and other tools too).

#4 Re: Technical » Discussion about migration from SVN to Git ? » 2014-04-25 21:01:23

Sure, the git have more useful tools online (like github). But it's not mean git will bring more devs. Let's take a sample:
The PCSX2 migrate for github, and we have initial desire to contribute. The Kingcom make 2 Pull Requests, one of these you (Monochrome100, or at least the same user name) and the Tyestor make comments for motivate this action. BUT, have been 12 days now (and will be more), that nobody (I said nobody) make something to merge this commit. And it's not hardcore commits, just simple ones. Because of this, we don't desire to contribute anymore. What is missing to it be like the PPSSPP github? Simple, the PPSSPP github have a good leader, the Henrik Rydgård (hrydgard). And you can be sure, is the hrydgard that make the difference with this good tool, not the github itself.

#5 Re: General » Filters and resolution » 2014-04-10 04:13:13

zeromus wrote:

Do you think you're the 1st person to think of this, or the 100th?

I mean, until both.

Probably around the 500th, but I want be a part of this number too big_smile

#6 Re: General » Filters and resolution » 2014-04-10 04:03:38

zeromus wrote:

this fork won't be considered for merging until its development stops. otherwise it's a huge waste of our work to continually reintegrate. someone may make a branch on the svn

Maybe try to recruit the person that make this fork is a good choice, he/she can do this and avoid double work. And more skillful devs is good to desmume too (at least for my viewpoint)

#7 Re: General » Filters and resolution » 2014-04-10 03:46:14

Monochrome100 wrote:

Hello everyone someone created modified version of Desmume named Desmume X432R  with option to increase internal resolution.
http://translate.google.com/translate?h … 26num%3D30
Here is comparison: http://imgur.com/a/0cKI2
http://www.geocities.jp/gponys/desmume_aa.html
https://www.youtube.com/watch?v=c7LRBu2lcZw

Very good! I'm not playing DS almost 1 year, but very good!

zeromus, can you merge? Please.

#8 Re: Technical » Possible OUYA Version? » 2014-04-10 03:39:28

krock789 wrote:

As some of you may know, the OUYA is an Andriod based gaming console. On this console already are GBA, NES, ATARI, and GBC emulators. So far there are no DS emulators. I was thinking on how cool it would be to have one on the OUYA. Considering this is the most well known of all the DS emulators, I thought I'd suggest it to DeSmuMe seeing as this would be a very unique opprotunity for them. I would personally love to see DeSmuMe on the OUYA. Comments, thoughts, and concerns are welcome.

Wrong! There is (with a fast search):
* DraStic DS ( https://play.google.com/store/apps/deta … mu.drastic )
* nds4droid ( https://play.google.com/store/apps/deta … s.ds4droid )
* Open NDS Emulator ( https://play.google.com/store/apps/deta … source.nds )

And probably more if you search just a little more.

#9 Re: Support » Got stuck on infinite space and using single save state... » 2014-03-20 19:51:48

zeromus wrote:

Your thinking doesn't matter. Rewinding wont help going to a "much, much older state". It's useful chiefly for starting levels over or trying jumps across pits again.

Well, I still keep my recommendation for the Ba'alzamon to use subversion or git on the save files (and the Rewinding code state like one motivation for this).

#10 Re: Technical » The beginning of a Qt frontend.. or is it? » 2014-03-20 19:41:15

alvinhochun wrote:
ff11 wrote:

Very good job! So many working things on the new alternative frontend in so little time, a good and clean code too.
From my dev perspective, I like a lot of Qt framework (and Boost C++ Libraries too). I hope more devs will appreciate it too.
Thanks a lot ^^

Thanks, that's encouraging.

Sounds like you know Qt much better than I do, so why not help develop it?

I'm having just little free time. And when I just get something, some like a linux kernel bug (to be exact: https://bugzilla.kernel.org/show_bug.cgi?id=67191 ) take it away from me (it's kinda make me cry). Sure, I want to make some pull-requests, but it will have to wait until at least the middle of July. It's hard times, I have to make free space on full HD, stop all things I'm doing for this process, to make the kernel bisect and fix the bug, fix the bug, after this, clean the filesystem for take back the files that go away for the free space sake, recover the lost work time, make some more free time again, and will be at least the middle of July (it's kinda make me cry again -_- ).

#11 Re: Support » Got stuck on infinite space and using single save state... » 2014-03-20 07:15:25

zeromus wrote:

rewinding is irrelevant to the current discussion.

I think it is. Because nobody want to maintain the code, it's more one proof that we already know the importance of make backups. And now, someone else is learning that too ^^

Ba'alzamon wrote:
alvinhochun wrote:

If you didn't make a savestate, then you can't. IIRC DeSmuME does not support rewinding (seems that it was once implemented but nobody maintained it so it got scrapped).

But well, that's a game and it is meant to be played like that. Think using savestates as cheating and you'll feel better smile

Maybe cheating but it still won't recover the hours I'll lose getting back to where I was, and trying my best to remember all my module setups on each ship, let alone my crew configuration..

You should be happy that is happening to you on one game, not in your work that you use to feed your family. I'm a dev too, and I learned the importance of make backups playing games. Now, all games I play, have a lot of backups saves (for many important parts), even on console you can use backups cards. And on my work, I have subversion, git and many more for save and backup every single step I do, and I can go back and review all, anytime I want. By the way, you can use subversion or git on your game saves too (it's a beautiful thing to do, you can write very goods comments on each commit). I feel very sad when I see someone else neglecting backups, and I feel happy when someone else learn about the importance and make good use of it. So now I can say: Welcome to the team (of the people that can't live well without extensive backups like subversion, git...).

#12 Re: Technical » The beginning of a Qt frontend.. or is it? » 2014-03-19 19:21:41

Very good job! So many working things on the new alternative frontend in so little time, a good and clean code too.
From my dev perspective, I like a lot of Qt framework (and Boost C++ Libraries too). I hope more devs will appreciate it too.
Thanks a lot ^^

#13 Re: Support » Win 7 - Mouse input » 2014-03-16 18:26:02

Mac user, using Razer Imperator!? And I always thinking that you guys are using just 1 button for all. I have to review my concepts, humm, humm...

EDIT: By the way, you can workaround this using some key remapping program (some like "autohotkey" software).

#14 Re: Technical » Xbox port » 2014-03-04 03:12:59

OldButGold wrote:

i expect githubs wink
didn't download anything yet

and im not the one who will port it really, just give it to me

If you want the github, have a mirror here: https://github.com/mirror/desmume
But on the sourceforge, you can get the SVN here: http://sourceforge.net/p/desmume/code/HEAD/tree/

It's a public thing that all dev should know, unless he is living inside some cave by at least 14 years.

#15 Re: Support » "Unable to read data, turn power off and reinsert the Game Card." » 2014-02-17 14:08:54

Ladadeedadee wrote:

Aw man I have no save states whatsoever ): I guess I should just accept the fate this stupid computer has given me ): Thanks for replying man! Truly appreciated smile)

P.S. Imagine it, 200+ days in the game, so many wonderful days spent playing this. smile

You just need to see the good side of this: you learned the importance of make backups smile

#16 Re: Technical » Cross platform widget library » 2014-02-10 02:07:39

If that day comes, you will like Qt. And not just because of GUI, but for Slot and Signals (for easy events dev), Qt Linguist (for easy internationalization), Qt XML, Qt Threading, Qt Networking and many more (even if you don't use the Qt GUI). It's one of my favorite cpp APIs, along with the Boost C++ Libraries.
Well, I don't know my future customers, so I'm happy for Qt and Boost C++ Libraries bring a bit the ease way of C# and Java to the cpp.

#17 Re: Technical » Cross platform widget library » 2014-02-09 23:05:52

Good points. Without interest, it have no use for sure.
But I advise you to learn Qt even if you never use it. Because is very powerful, and maybe useful for one of your future projects.

#18 Re: Technical » Cross platform widget library » 2014-02-09 20:22:38

On 2010, ok! But and now (2014), the gtk3 is not that good, the cocoa and windows UI is more job. Is the Qt5 more viable now? I mean, keep 3 UIs instead of 1, seems hard to me; and the download speed is faster now (it's still around 1gb -_- ).

#19 Re: Technical » OpenGL Display Method and filter » 2014-01-06 03:21:18

I understand

The article and the code is just for proof of concept (they don't even have the spline36). If I were to suggest something usable, it would be something more professional and mature as the GPL code from xbmc project:
* https://github.com/xbmc/xbmc/tree/maste … deoShaders
I like this kind of solution, is quite elegant (at least for me). But you want the more complete solution for shader, not only filters. So probably this code will not be used too.

By the way, I'm glad you liked of the spline36 too ^^

#20 Technical » OpenGL Display Method and filter » 2014-01-04 02:11:57

ff11
Replies: 2

Hi zeromus!

I'm using your r4494 commit feature (win32-add opengl display method) with filter on (the GL_TEXTURE_MAG_FILTER GL_LINEAR). And of course, with the "Magnification Filter" on "Normal", case the bilinear on the opengl is more beautiful for me (just my taste).

Then I have found some more beautiful (at least for me) algorithm to upScaling, the spline36. But this guy is slow for the CPU, but not for the GPU using shader.
On this very good article, we have the theory and some codes:
http://www.codeproject.com/Articles/236 … -with-GLSL

And i found the spline36 fragment shader been used on the remote-joy-lite-fix application with very good results:
http://code.google.com/p/remote-joy-lit … line36.psh

Then, I hope, someday, if you have sometime to spend on this, i will be happy on see the option "Config -> Display Method -> Filter" change for chose between "None, Bi-Linear, GLSL Bi-Linear, some GLSL Bi-Cubic, and GLSL spline36 ". The "None" and "Bi-linear" is the actual "on/off" of the "Config -> Display Method -> Filter" option, then i hope at least for some GLSL added on the future.

Thanks for read this, and for the actual "Config -> Display Method -> Filter" option. It's very useful, at least for me ^^

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