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Where is the slowest operation that Desmume does?
What is the default development environment of Desmume.
I'm interested in try to optimize a little the emulator, but I'm having troubles to set up the emulator in Eclipse.
Which is the best way to develop Desmume? What do developers recommend?
I usually develop in Eclipse, because it has auto complete options as well as tools to find dependencies, but it I can't set it up.
Do someone have any suggestions?
Did someone tried building it on Karmic?
I need some help to build it. It seems that the new gcc is making a corrupted binary.
There is a post at Ubuntu forums that I made http://ubuntuforums.org/showthread.php? … ost8403440 but, there, no one seems to know what is going on.
I also posted in the brazilian ubuntu community here: http://ubuntuforum-br.org/index.php/topic,59857.0.html
I used gdb and this is the output
(gdb) run /media/SYSTEM_SAV/Jogos/Nintendo\ DS/Final\ Fantasy\ IV.nds
Starting program: /var/tmp/2/desmume-0.9.5/src/cli/desmume-cli /media/SYSTEM_SAV/Jogos/Nintendo\ DS/Final\ Fantasy\ IV.nds
[Thread debugging using libthread_db enabled]
Program received signal SIGSEGV, Segmentation fault.
0x005f9b07 in memset () from /lib/tls/i686/cmov/libc.so.6
(gdb) where
#0 0x005f9b07 in memset () from /lib/tls/i686/cmov/libc.so.6
#1 0x080aa752 in memset () at /usr/include/bits/string3.h:85
#2 MMU_Init () at MMU.cpp:842
#3 0x080b48c4 in NDS_Init () at NDSSystem.cpp:507
#4 0x0804d7bf in main (argc=2, argv=0xbffff454) at main.cpp:809
I'm getting a segmentation Fault when running after building this in Karmic Koala.
Is there a tutorial explaining how to properly build Desmume on Karmic?
Is there a debug version of Desmume 0.9.4?
I will try to track why I'm getting a segmentation fault, when I have time.
No, I'm using the 32bits version of Ubuntu Karmic Koala:
fernando@fernando-desktop:~$ gcc -v
Using built-in specs.
Target: i486-linux-gnu
Configured with: ../src/configure -v --with-pkgversion='Ubuntu 4.4.1-4ubuntu8' --with-bugurl=file:///usr/share/doc/gcc-4.4/README.Bugs --enable-languages=c,c++,fortran,objc,obj-c++ --prefix=/usr --enable-shared --enable-multiarch --enable-linker-build-id --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --with-gxx-include-dir=/usr/include/c++/4.4 --program-suffix=-4.4 --enable-nls --enable-clocale=gnu --enable-libstdcxx-debug --enable-objc-gc --enable-targets=all --disable-werror --with-arch-32=i486 --with-tune=generic --enable-checking=release --build=i486-linux-gnu --host=i486-linux-gnu --target=i486-linux-gnu
Thread model: posix
gcc version 4.4.1 (Ubuntu 4.4.1-4ubuntu8)
And I have already tried running Desmume 0.9.4 on Ubuntu jaunty 64bits and it worked without problems.
I think that there should be some code that is buggy and so it crash by trying to access an system protected memory area.
This should be a problem with the newer GCC that is installed in Karmic.
Have you tried compile and run desmume on Karmic?
With this code change I can compile, but I got "segmentation fault" when loading a rom.
When I'm trying to compile Desmume 0.9.4 on Ubuntu Karmic Koala with "gcc version 4.4.1 (Ubuntu 4.4.1-4ubuntu8)" I'm getting the following error: texcache.h:47: error: declaration of 'u32 format'
texcache.h:46: error: shadows template parm 'TexCache_TexFormat format'.
Is there any changes in the code that I could do to solve this?
I compiled desmume using gcc version 4.3.3 (Ubuntu 4.3.3-5ubuntu4) - Jaunty Jackalope - and the gameplay of Final Fantasy IV runs slower than the version I downloaded for Windows.
Is there any explanation?
An obvious observation is that I tested it in the same machine, with all drivers installed and working perfectly, in the both systems.
I have a noob question and suggestion:
If we remove the -g complilation flag, I think that it can improve the speed of the execution becouse I think that it will not put the GDB code inside the executable.
Am I right with this?
Do desmume uses pipelining to execute it's instructions?
I don't know how the emulator was implemented, but I think that it is some kind of infinite loop that is going to get the rom instructions and direct them to a correspondent module that can handle that kind of instruction, so, I think that we could create some kind of prefetch of the instructions and execute them in a pipeline, and so when they are needed, they could be ready. Each stage of the pipeline can be executed in a core, it will increase the emulation speed with the availability of cores.
Is it possible to use gdb to see the execution flow? Which IDE do you recommend?
I'm interested in helping desmume project, but I wish to know if there is a documentation about the code, and how it were implemented.
We could try thinking in a way to divide the physical unities of NDS in threads to make the emulator run faster, like using a thread for the SPU, another for GPU and others for the ARM7 and ARM9. I think that it should improve the emulation speeds.
Do desmume makes use of an external GPU?
I've measured the usage of my cores and none of them were 100% used.
Another question: is there any multi-core optimization on desmume, like put a core to handle ARM7 and another for the ARM9 for example?
I'm getting around 25 fps in the game play. It is a little strange that this emulator get this little performance because I've tried NO$GBA using wine, and the performance were good - despite of some bugs that happen. I think that should be some optimizations to be done that would make it faster.
Which processor could make the game run better?
I just compiled desmume 0.9.2 in Ubuntu intrepid 32 bit and noticed a low performance in the game. The graphics were perfectly, and I haven't noticed any bugs on the game play, but the game were a bit laggy.
It couldn't be my pc, becouse it is a AMD Phenom 9750 Quad-Core with 2GB of ram DDR2 800.
Is there any issue about this? Would I experience best performance in 64 bit system?
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