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I know it does work in some ways... but in parts of the ROM where it has slowdowns... it still slows down. One thing that would really need to be done... is to have an option where you can edit the limitation of the framelimit. It would be great have a default framelimit, or set the framelimit to whatever you want it to be. But having said that parts of the ROM where it has slowdowns... also has effect even if you have the framelimit off. I have confirmed this on a 4 GB RAM laptop that I have, which is an HP Pavilion dv7 Notebook.
Prahaps once all compatibility of ROMs have been done, then just maybe the team may work on fixing the lagging issues on the ROMs.
Like what they've actually stated in the FAQs, they are aiming to fix compatibility, not lagging issues. Prahaps lagging issues would be about the last of things that would have to be fixed.
So best to use the Frameskip option if there are lagging issues with the ROM. Knowing that the RAM needed is up to 256 MB, even with the fastest laptop or computer having the framelimit off with framskipping set to 0 in DeSmuME 0.9.7, it's not going to fix the lagging issue. So if there is lagging issues in a ROM, the frameskip should be used, until lagging issue has been fixed on a ROM, which I doubt will happen for a long time to come.
Well, as alot of us already know. There is something in the ROM itself that the emulator cannot read it properly, it's the EXP skipping problem of course! And alot of people think this is an AP issue, but it isn't... it's just a coding that the emulator cannot read properly. Anti-Piracy thingys in the game don't exist at all... it is something that people thought since it happened on the flashcards as well, the truth is... the flashcards have some sort of emulator in them to operate the ROM on the SD card. So even the flashcard emulators have some issues that haven't been fixed yet. The AP patch for Pokémon Black/White changes the hex values of the EXP in the ROM to hex values that the emulator can actually read. As I know that Black/White is unsupported, things may change in future versions. I haven't tried the unpatched Black/White out on DeSmuME 0.9.7 yet, so I'm not sure if the issue has been resolved yet.
I'm pretty sure some developers may not know about this, but the freezing problem in HeartGold/SoulSilver is not really an AP problem, it's an emulation problem. Even a flashcard has some sort of thing to emulate the ROMs. Just look at Mario & Luigi: Bowser's Inside Story on NO$GBA, it keeps repeating the attack when battling Bowser at the start, but with DeSmuME... it doesn't have that problem. So really, it's just a coding that an emulator cannot read, and when it cannot read the code, it skips it and continues on. I have not yet tried out HeartGold and SoulSilver on DeSmuME 0.9.7 yet, so I'm not sure as of yet if the problem is fixed.
And yes, I do indeed agree that all Pokémon fans really should pay attention to the thread and not ignore the fact that Pokémon HeartGold/SoulSilver and Black/White are unsupported because too many keep creating threads about that HeartGold/SoulSilver keeps freezing for them.
What I've been thinking nearly every day... is the support for DSi enhanced and DSi exclusive ROMs, which are both .nds of course. DSi exclusive ROMs like Foto Showdown (U) and all those appear as a white screen when loaded on DeSmuME, and nothing happens at all. This is because the DeSmuME emulator does not have support for DSi exclusive ROMs, so it kinda mirrors the way of how a normal Nintendo DS works. But I do indeed have the solution to using the DSi camera on games that need it, just simply use a plugged in webcam (or if a computer already has one built it, you can use that as well). Unfortunately DeSmuME does not have that developed yet, but I'm sure we can do research on it. If only if I knew about development, then I could possibly be able to help with the team.
I was wondering about inserting a new feature into DeSmuME 0.9.7... maybe the new version should have a feature where you can change the ammount of RAM being used on the emulator? Because that way... it could prevent lagging and all that sort of stuff. Because it seems to me like DeSmuME has a fixed limit of RAM. Wouldn't it be nice if people could change the ammount of RAM being used? Because people that have a really good computer could be able to use alot more RAM for DeSmuME and increase the limit.
I think this would be a good idea for the new version, don't you reckon?
There is also a problem on No$GBA with it's firmware. Whenever you start the game directly from the firmware, it crashes.
What I'm thinking about right now is "how are they going to make the firmware work 100% and always be linked to the firmware on the DeSmuME?".
All the graphics work 100% perfectly. But the only problem is that it lags a bit. I wonder if it's possible to fix the lags on Pokémon Diamond/Pearl/Platinum? It seems to happen with a few other games too, such as The Legend of Zelda: Phantom Hourglass as well as Mario & Luigi RPG3 (also known as Mario & Luigi: Bowser's Inside Story). The worst one that lags more than others is Zelda: Phantom Hourglass.
There is also a problem with the layers on Mario & Luigi: Partners in Time. Could it be possible to fix that problem as well? If so, thanks!
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