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I've mirrored the SVN repository of DeSmuME to github and am uploading nightly builds of DeSmuME for OS X. Hopefully mac users can do regression testing better now, and github users can grab the code via github now, instead of an SVN update from sf.
Nightlies are located at github.com/grantgalitz/DeSmuME/tree/master/desmume%20nightlies
Starting with the october 5th build, it will be universal (x86 and x64 compatible), rather than just for x64. It has SSE 1/2/3 enabled (Well, the compiler had these enabled, so it depends really on how much of DeSmuME it could insert SSE into) and x64 users should be utilizing the 64 bit build of it (while 32 bit users should be falling back automatically).
Report any general build issues (As in if the builds aren't running on a certain mac system.) in this thread please.
Edit: These builds seem to run fine and most things seem to run at 40fps or full speed on a core 2 duo macbook pro, so the i7 macs should run almost everything fullspeed or 50fps-ish. In fact most games so far tested seem to take up 50% of one core at running at fullspeed. It's basically the 3D scenes that push it towards 100%.
Last edited by coolstorybrah (2011-10-05 11:00:39)
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Hey coolstorybrah, that's pretty cool! (Pardon the pun...)
This will definitely come in handy once I release the new Cocoa source code for public testing.
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Hmm, I'm noticing significant input delay upon that only get worse as time goes on. Like mac os x volume and menu interactions cause desmume to delay input by a few seconds sometimes, as in you click the screen but it doesn't update until a few seconds later. O_o
Has anyone else experienced this?
Another thing, it seems compiling with -O2s rather than -O3 provides the faster build of the two. I'm gonna go out on a limb and say that's due to less cache misses countering the less loop unrolling. Note: -O3 is the xcode default for GCC, so you need to switch it under the project settings. You also need to manually enable 64 integer math manually for x64 builds to utilize it. xcode sometimes enables the SSE 4 series by default, so if you're gonna run it on an older mac, disable some of the SSE extensions not present on the earlier macs (Otherwise you'll get spontaneous crashes in the middle of some games, like pokemon black crashing when entering that dream forest (Yeah, this actually was tested, so if this happens on your build, check the extensions!)).
Edit: The -O2s build is now up on https://github.com/grantgalitz/DeSmuME/ … p?raw=true
Edit 2: Holy crap, the file size is literally almost half when compiled with -O2s rather than -O3! It's under 1 meg, rather than just above 1.8 megs.
Edit 3: Compiling with the LLVM compiler produces about the same results as GCC's -O2s, but has a slightly bigger file size. It's recommended though for mac builders to use the LLVM compiler, since GCC is being deprecated in xcode (Though is highly not likely to go away any time soon, since it is still a time tested compiler.).
Edit 4: Seems that the input delay issue I was happening was from desmume corrupting itself in some way, and not cleaning its state up properly somehow.
Last edited by coolstorybrah (2011-10-08 12:30:04)
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