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

#1 Re: Technical » Development environment » 2011-07-28 14:51:27

Where is the slowest operation that Desmume does?

#2 Technical » Development environment » 2011-07-28 02:35:15

fernandoc1
Replies: 3

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?

#3 Re: Technical » Segmentation Fault when running on Karmic Koala » 2009-11-28 23:33:05

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

#4 Re: Technical » Segmentation Fault when running on Karmic Koala » 2009-11-28 22:10:14

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

#5 Technical » Segmentation Fault when running on Karmic Koala » 2009-11-28 19:45:04

fernandoc1
Replies: 3

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?

#6 Re: General » Error when compiling Desmume 0.9.4 on Ubuntu Karmic Koala » 2009-10-31 15:57:18

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.

#7 Re: General » Error when compiling Desmume 0.9.4 on Ubuntu Karmic Koala » 2009-10-30 16:40:07

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?

#8 Re: General » Error when compiling Desmume 0.9.4 on Ubuntu Karmic Koala » 2009-10-30 12:45:03

With this code change I can compile, but I got "segmentation fault" when loading a rom.

#9 General » Error when compiling Desmume 0.9.4 on Ubuntu Karmic Koala » 2009-10-30 03:21:21

fernandoc1
Replies: 7

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?

#10 General » Why Linux compiled version is slower than Windows binaries? » 2009-07-20 13:46:12

fernandoc1
Replies: 1

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.

#11 Re: General » Desmume optimization (code and tips!) » 2009-07-12 13:44:52

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?

#12 Re: Support II (decommissioned) » Low performance in Final Fantasy VI on Ubuntu Intrepid 32 bit » 2009-05-01 15:16:20

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.

#13 Re: Support II (decommissioned) » Low performance in Final Fantasy VI on Ubuntu Intrepid 32 bit » 2009-04-29 10:31:35

Is it possible to use gdb to see the execution flow? Which IDE do you recommend?

#14 Re: Support II (decommissioned) » Low performance in Final Fantasy VI on Ubuntu Intrepid 32 bit » 2009-04-28 21:22:36

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.

#15 Re: Support II (decommissioned) » Low performance in Final Fantasy VI on Ubuntu Intrepid 32 bit » 2009-04-28 13:47:06

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?

#16 Re: Support II (decommissioned) » Low performance in Final Fantasy VI on Ubuntu Intrepid 32 bit » 2009-04-27 13:18:14

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?

#17 Support II (decommissioned) » Low performance in Final Fantasy VI on Ubuntu Intrepid 32 bit » 2009-04-26 23:58:35

fernandoc1
Replies: 17

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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