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

#1 Re: Support » Audio crackles » 2020-08-31 12:52:16

It's not exclusively the save room hum that's problematic, I was just using that as an example because it is a constant sound to experiment with. In any case I found that leaving 3D sound off in the game is the only way to get both XAudio and Direct Sound to work well with that game.

My soundcard is set to 32bit, 192KHz >.>" and if the issue was as bad as you mistakenly seem to think it is it'd surely affect more programs.

#2 Re: Support » Audio crackles » 2020-08-31 05:54:03

So to summarize the audio situation with Castlevania: Order of Ecclesia, Save Room hum exemplifies this analysis:

Surround Enabled in-game, Direct Sound, 5880 buffer
Dual SPU = severe audio crackle and audio duplication/echo, like 2 audio streams are slightly offset from each other.
Synchronous N = Audio crackle, audio rapidly warbles in and out of synch with frequency increasing as Audio Buffer is lowered.
Synchronous Z = Audio crackle. Pitch shifts can occur, especially at low Audio Buffer values.
Synchronous P = Audio crackle, latency is affected by Audio Buffer size.

Surround Disabled in-game, Direct Sound, 5880 buffer
Dual SPU = severe audio crackle and audio duplication/echo, like 2 audio streams are slightly offset from each other.
Synchronous N = Sounds fine.
Synchronous Z = Sounds fine. Pitch shifts can occur, especially at low Audio Buffer values.
Synchronous P = Sounds fine, latency is affected by Audio Buffer size.

Surround Enabled in-game, XAudio2, 1400 & 5880 buffer
Dual SPU = severe audio crackle and audio duplication/echo, like 2 audio streams are consistently slightly offset from each other.
Synchronous N = Audio crackle. Can take 15 minutes after launching the ROM to become noticeable if buffer is 5880.
Synchronous Z = Audio crackle, seems identical to N.
Synchronous P = Audio crackle, seems identical to N. Latency is affected by audio buffer size.

Surround disabled in-game, XAudio2, 1400 buffer
Dual SPU = Sound effects occasionally sound garbled. Rapidly alternate between weapons to hear it.
Synchronous N = Sounds fine.
Synchronous Z = Sounds fine.
Synchronous P = Sounds fine. Latency is affected by audio buffer size

So... the games Surround Sound functionality isn't handled well regardless of settings (especially when it comes to Dual SPU) and XAudio2 is the clear winner when it comes to latency/Audio Buffer size.

#3 Re: Support » Audio crackles » 2020-08-31 04:55:38

It does not default to On in the game.

#4 Re: Support » Audio crackles » 2020-08-30 13:36:38

Wait... I think I found the issue with the excessively abhorrent crackle when using Dual SPU and less severe crackle when using the various Synchronous modes. The games Surround Sound option! Toggling it immediately stops/starts the crackling, and turning it off fixes the sound doubling/echo issue when using Dual SPU.

#5 Re: Support » How do I engage Fullscreen Exclusive mode? » 2020-08-30 10:43:09

Yeah I figured the emulator UI would be inaccessible while such a mode is active. Some other emulators I've used in the past would switch between Borderless Fullscreen and Fullscreen Exclusive when pressing a hotkey that'd display the UI, to try and keep the experience seamless.

#6 Re: Support » Audio crackles » 2020-08-30 10:40:30

I'm using integrated audio and I already go out of my way to turn off CPU, GPU, RAM, HDD/SSD, motherboard and PCI-E power saving features to achieve the most consistent experience. Annoying that companies keep adding more and more power saving junk as time goes by...

#7 Re: Support » Audio crackles » 2020-08-30 08:43:41

You're right, I didn't try Dual SPU mode (I did try everything else though). The description underneath it seems to imply it's to be used as a last resort as it isn't as accurate and can cause sounds to be clipped. I just now tried it though and it also has crackle in addition to a delayed duplication of sound effects resulting in a sort of echo/audio doubling.

Well, now that I know 5880 = 133ms and the formula to convert to milliseconds, I can use the P synch Synchronous method without excessive audio delay by setting it to 1000 samples (P Synch is the only configuration that doesn't crackle). Thanks.

#8 Re: Support » How do I engage Fullscreen Exclusive mode? » 2020-08-30 08:19:47

You misunderstood, I want Fullscreen Exclusive mode.

#9 Support » How do I engage Fullscreen Exclusive mode? » 2020-08-29 16:39:14

Replies: 4

I've noticed there are options for avoiding Fullscreen Exclusive mode, but there doesn't seem to be any way to force the use of Fullscreen Exclusive mode. This would resolve anomalous frame presentation issues for me that are caused by the DWM.

I've already tried disabling Fullscreen Optimizations in the EXE files properties.

#10 Support » Audio crackles » 2020-08-29 16:36:31

Replies: 11

I've... got the same issue as this guy … 460#p26460

The only solution seems to be the 3rd audio synch method but that causes an absurd amount of audio delay. I'm using a 60Hz display & the Dynamic Recompiler set to 12 while playing Castlevania Order of Ecclesia.

I'm unsure what measurement the Audio Buffer setting is displayed in, samples? milliseconds? For most programs around 30-40ms resolves crackle but I dunno how to try that.

I downloaded the latest stable Artifact linked to on the downloads page.

#11 Re: Compatibility » Bowser's Inside Story (Dynamic Recompiler Freeze) [Save Provided] » 2013-10-18 12:37:50

Sounds identical to what I experienced during the first unavoidable fight between Bowser and that Block dudes dog (A fairly early encounter in the game). Same circumstances as well, problem vanishes by disabling the dynamic recompiler. I also tried adjusting the recompiler accuracy slider to various points before starting the game and it still happened.

I no longer have a appropriate save game to demonstrate it though.

USA ROM, DeSmuME_0.9.9_x86.exe

#12 Re: General » When do you expect to have a release for an updated In_vio2sf plugin? » 2012-11-01 05:19:21

DaMan wrote:

You guys did something.  Google only brings up an old build on Zophar so here's the latest.

Yeah and someone has managed to compile a build from the source but I dunno if there was any updates made to the source since then. Based on Zeromus's reply I would assume no more updates were made.

#13 General » When do you expect to have a release for an updated In_vio2sf plugin? » 2012-10-27 15:50:56

Replies: 3

I've heard the Desmume team have taken up the torch in maintaining this plug and so I was wondering when you expect to have a release for a precompiled updated In_vio2sf plugin?

#14 Re: Support » DesMuME slowing down on Harvest Moon Tale of Two Towns » 2012-07-06 14:12:22

Don't forget to check your BIOS power saving settings. New CPU's tend to have a few.

#15 Re: Support » 0.9.8 (x86) vsync issue » 2012-07-06 08:10:09

zeromus wrote:

oh i guess i remember adding that now. well, it wont work on some computers, since it uses old directdraw methods. im not surprised if it doesnt work in >= vista.

theres no way in desmume to get vsync without stuttering. you need a sync to video option where the emulated timing slows down to match your refresh rate. desmume only syncs to the wall clock.

Would I be right in assuming that requesting such a feature to be implemented, is futile?

#16 Re: Support » 0.9.8 (x86) vsync issue » 2012-07-05 02:28:03

It does have a Vsync option though but if you say there is none then I assume that setting doesn't do what I thought. I do have Vsync forced via the Nvidia Control Panel as well as I can't stand screen tear. Are you saying that there is no way to have vsync without the emulator dropping a frame periodically? Because that just makes me a little disappointed as well as a little depressed since this is like one of the few well developed DS emulators out there and I really hate screen tear as well as screen stutter hmm

Config -> Display Method -> Vsync

#17 Support » 0.9.8 (x86) vsync issue » 2012-07-04 20:46:03

Replies: 4


I am experiencing 2 problems, the first and most important problem is that every few seconds (6~?) the emulator seems to stutter for a brief moment (Misses vblank?) and I'm just not sure how to resolve it, the moments between periods of stutter are liquid smooth/perfect. This happens with Aero disabled and is notably more worse when Aero is enabled. The problem is present regardless of any combination of OpenGL, SoftRasterizer, DirectDraw Hardware or DirectDraw Software.

The second problem? If I use a display filter the emulator visually looks like it is running with "frame skip=1". The game I am running (US version of Crono Trigger) runs at a constant 140+FPS if I disable vsync, frame rate limiter and have no filters enabled, so I don't believe it is the filters being too taxing.

Core i7 920 @ 2.66GHZ
ASUS P6T Mother Board
Auzentech Forte
Nvidia Geforce 560Ti 2048MB PCI-E (latest drivers, currently 304.79)
Samsung P2350 monitor @ 60hz
Windows 7 Home Premium x64

#18 Compatibility » The Legend of Zelda: Spirit Tracks » 2012-04-24 10:50:24

Replies: 1

I have only tested on the USA version. I used 0.9.8 32bit Windows build.

After turning on the game, it starts off with Link leaving a tunnel by train and the camera panning around to reveal Zelda's ghost hitching a ride on it (The big opening sequence leading up to the title screen of the game.). I have noticed with at  least OpenGL that when Zelda's ghost begins to fly away from the train the lower screen flickers pretty badly for about a second.

(Also, is distance fog for OpenGL still not working? This question isn't specific to this game but I thought I'd ask it.)

#19 Re: Support » Layer Issue? » 2009-12-30 08:44:55

Software Rasterizer is the recommended mode if you get any graphical corruptions.

#20 Re: Support II (decommissioned) » Phoenix Wright problem » 2009-12-29 14:33:51

devilghost wrote:

i didnt understand , english is my fifth language so wont or won't work

so the are no way to play phoenix right and pass this damn checking in 3D?

It will not work with version 0.9.5. SVN is the cutting edge development code which people can compile into a working program (hopefully) and use, you can expect updates to the SVN code almost daily.

#21 Support II (decommissioned) » Zelda: Phantom Hourglass (U) - Flickering graphics » 2009-12-29 13:43:08

Replies: 1

Hi, there appears to be some notable flickering in the footpath for the ember island and around the edges of a cave room.

Desmume 3264 SSE2 x86, Software Rasterizer.

I am willing to test future SVN builds to help find a solution etc.

[url] - The Legend of Zelda - Phantom Hourglass (U)(Independent).dsv[/url]

#22 Re: Support II (decommissioned) » Pokemon Platinum problem » 2009-12-27 08:42:53

Go to the BIOS and the overclock section, set it to 20ghz. Sit back and relax.

don't actually do that though.

#23 Re: General » OpenGL renderer lacks fog and seems to have some layering issues. » 2009-12-27 05:58:24

If it is a bug in your implementation or the drivers I am using then say so, otherwise add an entry to the FAQ stating that the hardware accelerated rendering engine is not being updated/maintained anymore and that everyone should use the Software Rasterizer.

The link lbalbalba provided confirms the OpenGL renderer is not being maintained anymore so maybe add that piece of info to the FAQ?

#25 General » OpenGL renderer lacks fog and seems to have some layering issues. » 2009-12-26 05:39:38

Replies: 7

(maybe 0.94) 0.95 and SVN 3227 x86

Hi, in Zelda Spirit Tracks the draw distance fog does not work with OpenGL. Also when Link gets frozen a speech bubble appears indicating that you need to rub the stylus side to side to free him. With OpenGL the animation appears behind the solid white speech bubble (can see the edges of the animation around the edges of the white bubble) while with Software Rendering it appears on top.

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