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ok, i successfully added a hack to the 0.9.4 branch, since 0.9.5 will have trouble loading 0.9.4 savestates, which enables you to upgrade your save type to the correct size. This will get released at some point; we'll post news when it does.
Good idea I'll give it a go and report back.
Edit:
Ah, Windows only ... will find a machine from hell.
the 64bits bug was related to you not being able to save the game. thats a real bug.
Sorry: I meant that I couldn't save the game on win32 either, so it seems 0.9.4 is at fault cross-architecture/platform ...which makes me wonder again, why it works for some people.
...I hope you didn't miss this before:
Edit:
I haven't tried SVN.
>.>
i guess its just a 64bits bug. i will peer carefully at the code
I've tried SVN and it works as you described above (hanging after the error). I've also tried saving using a friend's win32 machine (XP) and it doesn't work, so don't waste your time chasing a phantom 64-bit bug.
well it saves correctly for me in linux on the latest svn, although i get some communication error immediately after trying to load the savefile which may be due to recent changes in emulation core. are you using 64bits os?
Yep.
Linux 2.6.29.6-grsec #1 SMP [...] x86_64 Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz GenuineIntel GNU/Linux
Edit:
I haven't tried SVN.
it hasnt been able to save because you initialized it with the wrong save type. i cant think of any way for users to fix that with the current codebase.
Hm? When I start a new game and try to save (with it set to auto), it doesn't work....
You dont have a valid dsv file. I dont know why desmume isnt importing your old sav correctly, but the log says it isnt and the dsv is clearly too small. Try getting that dsv imported correctly such that you can load your savegame without using a savestate and then see how it works after the elite four.
Unfortunately, desmume hasn't been able to save throughout the time I've been playing the game... which is why I was using save states. It'd be really nice to know what variable is making it work for some people....
If you do have a usable savestate, follow the faq again. Try it until it works, cuz it should eventually.
...okay...
Use 0.9.4 where this works correctly without you having to perform rituals beyond your capabilities or comprehension.
so ...
$ desume pokemon_platinum.nds
[...]
Autodetecting with autodetect_size=4
Not a DeSmuME .dsv save file. Trying to load as raw.
PANIC! Couldn't pad up save size. Refusing to pad.
[Elite four beaten at this point, letting credits scroll, not resetting, "Hello there! It's so very..."]
[State loaded]
Not a DeSmuME .dsv save file. Trying to load as raw.
[Elite four beaten, "Hello there! It's..."]
Could you tell me how many times to follow the FAQ, please?
Edit:
Here's the save file.
when might be the release?
and what could be the new added features?
it sure is a mystery...
Not really, if you read the CVS logs.
This isn't latest CVS, but here's a screenshot from the desmume-glade UI:
http://organact.mine.nu/dokuwiki/lib/ex … io6419.png
Ohh I just typed desmume-glade and it loaded How unintuitive can a person be ...
I much prefer it, save state and all. There's options, lots and lots of options
Edit: And zooming works Now all that's needed on that front is an option for AA/AF settings.
That's current CVS build ?
Nah it's 0.7.0 in Gentoo's portage. I wish I could build a CVS build but I'm a newbie.
Desmume glade is another GUI that's mainly targeted to linux users, currently it doesn't work (atleast the 3D core doesn't) when building on windows, so stick to the the normal one.
Is this it?
http://img14.imgspot.com/?u=/u/07/154/17/desmumegui.png
Or is it some super duper options filled GUI that I haven't noticed?
Then submit a path to sourceforge acomplishing that, and it'll be added
Something lingering within the distant regions of my mind tells me that the demographics of DeSmuMe's users are largely non-developers ...
+ 1 on the SMP feature request though, my Core 2 Quad gets rather bored when running DeSmuMe
I'm wondering what CFLAGS other users use to compile DeSmuME. Personally I found a percieved ~5fps increase with -ftree-vectorize.
I'm using the following CFLAGS and LDFLAGS (under amd64):
CFLAGS="-march=nocona -O2 -pipe -ftree-vectorize"
LDFLAGS="-Wl,-O1 -Wl,--as-needed"
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