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Since the JP version is out, many people(including me) have tested it with DSME.....
-3D: SoftRasterizer for sure
-Emulation: no need for advanced bus-level timing(Don't see the need to use it YET, and it slows down things)
-Sound: Synch method N(Dual synch seems to give poor output here), Advanced SPU Logic
Now here comes the main problem:
We need frame skip set to zero, otherwise the screen won't refresh in battle(most of the time).
I guess this problem appeared in some other games also,
and thus the speed problem that we shouldn't have.
(Come on, we all deal these problems with FrameSkip......)
Just hope that someone can solve this problem before(after?) US version's release.....
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No, it won't be fixed:
http://sourceforge.net/tracker/?func=de … _id=164579
"Zeromus said" >_> We all know what does that mean...
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desmume makes some radical efforts to try and fix screens that don't update when frame skipping. it may not always work. the guy that wrote that code is awol. it may never get improved.
i don't know what kein's link has to do with the problem. is this game suffering from a 99% arm9?
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Is there any way to prevent shaking (switching screens) during summon's sequences ?
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are you using frameskipping? which desmume version are you using?
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are you using frameskipping? which desmume version are you using?
It helped when I set never skip. I've got it on 2 and worked pretty good (except that shaking).
Last edited by bastek66 (2010-11-30 22:57:34)
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if frameskipping breaks it then dont frameskip. will there be anything else?
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Not related to the issue at hand, but an issue I've had while playing GSDD. There's a point while starting the game up where you open a book up in order to load a save game. Upon opening the book it causes a very loud and sharp grinding noise which seems to persist no matter how long I play. I've looked in the faq and performed a few searches to look for similar problems but haven't found anything like it.
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its been answered in this forum look harder
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I've seen the other thread about the buzzing, though it seems to be closed now. I'd been using the Unix port of Desmume, but didn't realize there were so many configuration/optimization options exclusive to the Windows version. Are there any plans to bring the 'Advanced SPU logic' options etc. over to the Unix port? Any chance the options are actually coded in there and simply not implemented in the UI there? Would help a lot.
Actually, one thing I did was to install Wine and try to just use the Windows port on Linux. I ran into some sound output issues with this solution though. At fairly frequent and recurrent points, the emulator would permanently stop all sound output for some reason. Looking at stuff like the Sound State tool or the record .wav option showed that the sound was still there internally, so I guess Wine might have some issues with its sound I/O conversion/redirection. Kinda frustrating, really. Anyway, I did manage to restart the sound a couple (though only a couple) times by doing random stuff like starting up Unix desmume or other programs with sound output, and Wine apparently does have desmume 0.9.6 listed with full compatibility in their database, so it might work better for other people. I would personally appreciate at least the sound options being in the Unix port for compatibility reasons, though.
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did you try --?
did you try --spu-advanced=1?
but theyre only in the gtk port
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Whoa thanks, that worked, awesome. I did try copying the SpuAdvanced lines over into the config file but when that didn't work I thought it might not be in there. I didn't find command line options for the sound stuff anywhere in the manual so didn't try much on that end. This is much preferable to messing with the Wine/Windows port, thanks again really!
I am assuming the synchro config settings can be altered in much the same way. Will try that right now, but being rid of that godawful buzzing noise is honestly enough in itself.
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i wouldn't assume that if i were you. the commandline options are half-assed
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