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any idea when it might be fixed and start including the exe again?
Seems like the buildbot is forgetting to include exe file, everything except that is there after extracting.
I was loading from a normal save during the tests, though that save came from 0.9.9(i copied it over to the save folder of 5056).
Just ran another quick test with 5056, strangely enough the problem resolves itself if I change to a different area, such as going from outside of a building indoors or something.
I do not have visual studio, and i have no idea what you mean about a one-click build in any case.
EDIT
Downloaded 4938 from the build bot. The music works fine in game without advanced spu logic on this build.
Um when checking the orphis build bot page, even after clicking show full list of builds it only goes back to 4938, so I can't check that build.
In short i'm running desmume 0.9.11 5056. The game has music during startup, but no music in game at all. Sound is set to synchronous method P with interpolation set to cosine. Buffer size is set to 5880. Sound core is set to Direct Sound. Changing the synchronize method does nothing, nor does changing to dual SPU mode. Other games seem to be unaffected by this problem. Sound effects all work fine in the game, just no music is played.
EDIT
Enabling advanced SPU logic solves the problem but that seems rather strange, as the game does not need that enabled in 0.9.9.
Updating to SVN 5056 seems to have fixed it.
I just tried updating to the latest SVN of desmume tonight. In short this game runs at 60/30 12%/05% fps for some odd reason. The game feels like its moving in slow motion and the audio is skipping every few seconds. Computer specs are CPU i7-3770 3.4 ghz, 12 GB ram, graphics card is an nvidia GT 620 and OS is win7 professional 64 bit. The game runs at 60/60 fps on desmume 0.9.9, its just the latest svn that is acting strangely. Toggling the JIT recompiler doesn't seem to make a difference.
EDIT
Other games like Mario and luigi partners in time, or Megaman Star Force 3 black ace, run at 60/60 without a problem.
Thanks for the tip, but 3x winds up going off the bottom of my screen.
it has fixed for some time
I assume you mean in the latest SVN version? I haven't actually tried any of the SVN builds.
I'm running Desmume 0.9.9 64 bit. In short the probably I run into with the game is that in battle the field and enemies are both not rendered if i use OpenGL 3.2 or OpenGL old. I have tried with the dynamic recompiler turned on and turned off, it doesn't seem to make a difference. Here is a screenshot showing the problem.
I can fix the issue by using soft rasterizer, but was wondering if there's some way of fixing the problem in OpenGL?
For my monitor anyway, a 2.5x window is what works best. I see options for 1.5x 2x and even 4x but nothing in-between 2x-4x.
Okay i've now reached the point where Bowser has to fight his own castle. I can't seem to get fire breathing to work. The microphone works just fine in the Mic test no problems. But the game refuses to acknowledge it for this attack. Thoughts as to what to try here?
EDIT
grabbed a copy of the file from this topic http://forums.desmume.org/viewtopic.php?id=8634 Can get excellent with it by tapping the hotkey for mic, holding it only seems to net good.
Okay having advanced bus level timing enabled, and dynamic recompiler disabled got it working again. (having both enabled still caused the freeze) thanks for the help, i'll come back if i run into more issues later.
Okay first i'll say that i'm running desmume 0.9.10. System specs are as follows: CPU, I7-3770 3.4GHz, GPU nvidia GeForce GT 620, RAM 12GB, OS windows 7 professional 64 bit. The problem I am running into is upon getting to the fight with Midbus and Bowser. Once you enter the battle screen and Fawful tells Midbus to watch out for Bowsers punch the game freezes up and just hangs(emulator doesnt crash just hangs, including sound) Thoughts as to the problem?
EDIT
forgot to mention dynamic recompiler is enabled, and the FPS goes from 60/60 at the time to 60/0 and the 2 %s on the right go up to 99% and 99% which are usually at about 10% in battles. Disabling the dynamic recompiler and going back and trying again doesn't appear to help.
hmmn yeah it does look to be 2D, everything is still rendering with it set to none. Some things like the carts, and couple of objects flickered when i moved around, however after setting the 3D renderer to none, that problem seems to have gone away.
System specs are win7 64 bit professional, 12GB of RAM, NVIDIA GT 620, CPU i7-3770. Emulator version is 0.9.9 x86, 3D settings are on openGl3.2, only enable textures box is checked. Dynamic recompiler is enabled, and dsiplay mode is set to directdraw HW. In game i notice that some textures look a bit flickery, and shadows are flickering quite a lot. I've tried changing display modes to no avail. I've tried changing to soft rasterizer and old openGL too, nothing seems to really help. Thoughts as to what else to try?
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