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

#1 Re: Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-09-18 06:53:07

So I couldn't help but notice that HQ3x, HQ3xS, and HQ4xS aren't available in the GUI for Windows build r5277...

#2 Re: General » Filters and resolution » 2015-08-20 20:36:42

BLASPHEMY!

(in a good way)


Considering the...debates that happened earlier in this thread, I never expected to see that.

I can't test right now, but I must ask - is it able to use high-res rendering and pixel filters at the same time?  I know from experience that this is something that X432R isn't able to do, so it'd be interesting to see if mainline DeSmuME has the same limitation or not.

#3 Re: General » Use the "ESC" key to enter fullscreen? » 2015-06-12 22:15:40

Don't forget that web browsers weren't GPU accelerated until ~8 years ago, and back around 2000 DirectX was still getting off the ground to the point that many games still primarily used OpenGL.

In other words, back then, I'm not even sure it was technically possible to make a "modern" (at the time) web browser run in "true fullscreen".

#4 Re: General » Use the "ESC" key to enter fullscreen? » 2015-06-12 21:20:23

rogerman wrote:

Using F11 and Alt-Enter to differentiate different implementations of fullscreen is irrelevant. The user is simply invoking fullscreen, nothing more.

It depends; there are cases where not using "true fullscreen" results in some things not working as expected, a good example being MPC-HC's normal fullscreen vs D3D Fullscreen.  MPC-HC's normal fullscreen does not work with variable refresh technologies (adaptive sync, g-sync) and, at high resolutions with high framerates, can give the same choppy performance as windowed on low-end GPUs even if the CPU has enough grunt; these are both things that can be solved by using D3D Fullscreen, which uses the same type of fullscreen that most polygonal 3D video games use.

#5 Re: General » "Battery"? DS games did not use batteries for their save data... » 2015-06-06 19:49:30

Uhhh, my stock copy of DeSmuME 0.9.11 used "Battery" for native saves...

#6 General » "Battery"? DS games did not use batteries for their save data... » 2015-06-06 05:29:54

Nintendo Maniac 64
Replies: 3

Wouldn't it make more sense if the name of said folder was just the more generic "Saves" or alternatively, to use VBA-M terminology, "NativeSaves"?

#7 Re: Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-06-05 22:13:11

Um, I just realized that DeSmuME doesn't have HQ4xS...

So, uh...you know...

#8 Re: Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-06-05 21:02:56

And that's why you're supposed to apply the filters to the textures themselves, not to the entire screen. tongue

That's assuming the thing was smart and it only applied said filter one time and then made copies for any repeating textures...

#9 Re: Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-06-05 20:46:01

Perhaps I did not put enough emphasis on the ":P" - I was not being entirely serious.  While I would love such a setting, I currently make due just fine with Windows' own generic /max command argument which starts DeSmuME maximized (it can result in some graphical corruption in the bottom-right in 0.9.11, but it seems to work perfectly in newer trunk builds)

And I am aware that you are specifically the Mac dev; I found your post stating that Mac DeSmuME supports mapping multiple keys to a single DS button (where you could have the keys Enter and/or Shift both independently work as the Start button).

Lastly, regarding CPU performance of hq3x, I actually found it very similar to 3xBRZ in regards to performance when I tested it in VBA-M.

#10 Re: Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-06-05 20:26:54

Wow, mad props to you.

Now, how about that --fullscreen commandline argument, the one that was targeted for 0.9.10? tongue  You know, so that I can take full advantage of this hq3x on my small laptop's 1366x768 display for games that have the DS rotated 90/270 degrees (256 x 3 = 768).

#11 Re: Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-06-05 20:22:21

Wait, are you saying you just added them between now and yesterday or are you saying that they were already present in a trunk build and I should have looked there first?

#12 Re: Support » multiple input map to single control » 2015-06-05 06:10:47

zeromus wrote:

desmume's input binding system does not support that feature.

Apologies for the year-old bump, but supposedly DeSmuME on Mac supports this feature, so apparently it's not completely impossible (though it may very well not be possible outside of Mac without some heavy coding).


Source: http://forums.desmume.org/viewtopic.php … 698#p22698

rogerman wrote:

DeSmuME Mac has the opposite feature: You can map many inputs to one control. This is by design, as a user may have several input devices (such as a keyboard, mouse, gamepad, etc.) that they want to use.

#13 Re: General » Use the "ESC" key to enter fullscreen? » 2015-06-05 03:58:55

4 years later... (apologies for the massive grave-dig)

zeromus wrote:

alt+enter was the standard long before some asshat decided to use escape. some other asshats use F11. i'm not sure what was wrong with alt+enter.

It's been many years, and I now agree that using ESC for fullscreen is silly.  However, believe I have since found out what the deal is with F11.

F11 seems to be commonly used for non-true fullscreen, as in an on-top borderless maximized window, likely so as to differentiate from true fullscreen which is rendered differently on-screen.  This is probably why things like web browsers use F11 while games use alt+enter.


Ironically, DeSmuME doesn't actually use real fullscreen, so it could be argued that F11 would actually be more in-line with other software.

#14 Support » hq3x magnification filter? (there's already hq2x and hq4x...) » 2015-06-05 01:40:34

Nintendo Maniac 64
Replies: 16

Seems a bit silly to have hq2x and hq4x but not hq3x...

#15 Re: General » Filters and resolution » 2013-08-03 05:55:22

Well, I wanted to make sure you were talking about the first because making even more assumptions on top of a pre-existing one just results in a world of problems.

So therefore, is it safe to say that the current OpenGL 3.2 in DeSmuME 0.9.9 is still a WIP?  Because currently it doesn't seem any more "tricked-out" than the Old OpenGL...

#16 Re: General » Filters and resolution » 2013-08-02 20:46:22

The problem though is that I don't know if you're specifically referring to this:

Nintendo Maniac 64 wrote:

Now that's v0.9.9 is out with its new OpenGL 3.2 renderer, I assumed that the above-mentioned MSAA function would be there, but I still don't see it...  am I blind or is the functionality just not made visible?

or this:

Nintendo Maniac 64 wrote:

Also, I really hope the MSAA doesn't max out at 4xAA like modern DX11 PC games - with 256x192 being so small you're gonna need tons of AA to make it look good.

#17 Re: General » Filters and resolution » 2013-08-02 09:26:21

zeromus wrote:

why would you assume that the feature you specifically wanted would follow automatically from the infrastructural groundwork being laid for it? its more work, its more time.

...huh.

I'm sorry, but your use of pronouns makes your post unclear to me which part of my post you are referring to.

#18 Re: Support » The draw distance is shorter with OpenGL than with SoftRasterizer? » 2013-08-02 01:34:51

Apologies for the 2-year grave-dig but this still happens with the new OpenGL 3.2 renderer.

#19 Re: General » Filters and resolution » 2013-08-02 01:26:53

Now that's v0.9.9 is out with its new OpenGL 3.2 renderer, I assumed that the above-mentioned MSAA function would be there, but I still don't see it...  am I blind or is the functionality just not made visible?

Also, I really hope the MSAA doesn't max out at 4xAA like modern DX11 PC games - with 256x192 being so small you're gonna need tons of AA to make it look good.


Lastly, I won't make any judgements or comments on it, but I stumbled upon this:
http://6bit.net/shonumi/2013/02/25/true … emulators/


EDIT: I see that zeromus has already seen the above-linked blogpost via this link, but it should nevertheless be linked in this topic for reference and relevance.

And Squall via this link claims that "internal resolution scaling" is already on the feature tracker.

#20 Re: General » Filters and resolution » 2012-09-16 03:22:00

After randomly re-discovering this topic in a Google search result, regarding the anti-aliasing bugs, it just hit me - SSAA was being used!  If MSAA was used instead, wouldn't everything look fine and dandy?

Heck I could probably test this out myself and provide screenshots since I have a decently good PC now.  But I don't have my discrete GPU plugged in right now, so I cannot get those screenshots at this time...

#21 Re: Support » The draw distance is shorter with OpenGL than with SoftRasterizer? » 2011-04-14 00:57:05

That makes it sound like it's an issue on my end.  Can you not reproduce it on your hardware or something?

#22 Support » The draw distance is shorter with OpenGL than with SoftRasterizer? » 2011-04-13 23:45:32

Nintendo Maniac 64
Replies: 4

I was playing around with anti-aliasing in DeSmuME via the OpenGL renderer in Mario Kart DS.  I started doing screenshot comparisons between the OpenGL with AA vs Soft w/o AA on Rainbow Road when I noticed that, compared to SoftRasterizer w/o fog, the draw distance of OpenGL was shorter (even with AA disabled).

OpenGL
opengl.png

SoftRasterizer (w/o fog)
softrasterizer.png

#23 General » Use the "ESC" key to enter fullscreen? » 2011-04-13 05:39:44

Nintendo Maniac 64
Replies: 10

Other popular emulators (Fusion, VBA-M, Project64) use the ESC key to enter fullscreen.  Would it be too much to ask for this to be considered for a future version of DeSmuME?


Note that this is NOT for the fullscreen function itself, nor is this meant as a replacement of the ALT+Enter shortcut.  This is to be a secondary method for toggling fullscreen.

#24 Re: General » Transfer? » 2011-04-13 05:31:14

If you have a GBA-slot flash card, you can dump it with the homebrew app "eepinator" - remember to apply the appropriate DLDI patch!.
http://blog.davr.org/2007/03/31/eepinator/


For DS-slot flash cards, try Savsender (requires wifi):
http://blog.b-ark.ca/savsender

#25 Re: General » Screens stretched somewhat vertically when DeSmuME is maximized? » 2011-02-19 04:19:12

May I ask what you're referring to when you say "all that code"?

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