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20/02/05 release test


Federelli

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Ok, things started to work again.

 

Some more output in the TetrisARM9 demo.

Error message before crash.

Crash whenever a second rom/demo is loaded, so you must shut the emu down before loading a new one.

About window refuses to close unless it's moved a bit from it's original position.

Blue line on the bottom when a window is resized.

Edited by Federelli
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Error message before crash.

Crash whenever a second rom/demo is loaded, so you must shut the emu down before loading a new one.

I've received this error from another source, so I know it does happen on a fair few boxen. Why it happens exactly, I have no clue; the error message should mean the DLL has been unloaded from memory and won't be referenced again, and yet it is being referenced again.
About window refuses to close unless it's moved a bit from it's original position.
That's a brand new one on me, I'm afraid, and I can't reproduce it here. I'll have to hope that resolves itself.
Blue line on the bottom when a window is resized.
Yeah, there's a reason behind that. I can't get the OpenGL resizing constants right without a magic number that only applies to the original window size; if you resize, you'll get a small region where the texture won't reach. I can fill it in black if you like.

 

Thanks for the help; much appreciated.

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Notice how DSEmu crashes while trying to Close a Rom/Dem

 

"[20050221.01:12:32]

[20050221.01:12:32] Opening log file: D:\Games\Emulators\DSEMU\log.txt

[20050221.01:12:32] LOG: Starting session.

[20050221.01:12:32] WND: Initialised.

[20050221.01:12:34] ARM7: ROM file: D:\Games\Emulators\DSEMU\demos\ds\2D.bin

[20050221.01:12:34] MMU: Memoryspace allocation complete.

[20050221.01:12:34] ARM7: Initialised.

[20050221.01:12:34] GPU: VRAM allocated.

[20050221.01:12:34] GPU: Initialised.

[20050221.01:12:34] Status bar height: 20.

[20050221.01:12:34] OpenGL: Pixel format found.

[20050221.01:12:34] OpenGL: Pixel format selected.

[20050221.01:12:34] OpenGL: Rendering context created.

[20050221.01:12:34] OpenGL: Rendering context selected.

[20050221.01:12:34] MMU: ROM size: 7132 bytes.

[20050221.01:12:34] MMU: Reset.

[20050221.01:12:34] ARM7: Reset.

[20050221.01:12:34] Main: Emulator initialised.

[20050221.01:12:38] Main: Emulator shutting down.

[20050221.01:12:38] GPU: Shutdown after 165 frames.

[20050221.01:12:38] MMU: Shutdown.

[20050221.01:12:38] ARM7: Shutdown.

[20050221.01:12:38] FAIL: OpenGL: Texture image selection."

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fb.png

 

Along with this ->

[20050221.01:14:13] COPRO: Write to cpF c7/c5 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c7/c6 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c0 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c1 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c2 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c3 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c4 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c5 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c6 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c7 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c6/c0 op 0/0 from r0

[20050221.01:14:13] COPRO: Write to cpF c5/c0 op 0/3 from r0

[20050221.01:14:13] COPRO: Write to cpF c2/c0 op 0/1 from r0

[20050221.01:14:13] COPRO: Read from cpF c1/c0 op 0/0 to r0

[20050221.01:14:13] COPRO: Write to cpF c1/c0 op 0/0 from r0

Edited by Federelli
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He implemented it into the latest release.

 

 

Just though i'd post this, since i've noticed long, long ago. The Mode2 rot demo, which can be seen on the screenshots page, is missing a sort of fb effect where a transparency layer of the texture that reads ROTO ZOOM, goes up and down. You can see what i mean by using VisualBoy Advance

 

Also the new demo at gbadev, Nail Frenzy, works, but it goes crazy and drugoholic when start is pressed

Edited by Federelli
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I just downloaded the latest version, and unfortunately nothing works. Contents of log.txt

 

[20050221.10:00:42]

[20050221.10:00:42] Opening log file: C:\Download\nds\dsemu-0.0.1e\log.txt

[20050221.10:00:42] LOG: Starting session.

[20050221.10:00:42] WND: Initialised.

[20050221.10:00:45] WND: Menu option: File/Open.

[20050221.10:00:50] ARM7: ROM file: C:\Download\nds\dsemu-0.0.1d\copperbars.bin

[20050221.10:00:50] MMU: Memoryspace allocation complete.

[20050221.10:00:50] ARM7: Initialised.

[20050221.10:00:50] GPU: VRAM allocated.

[20050221.10:00:50] GPU: Initialised.

[20050221.10:00:50] OpenGL: Pixel format found.

[20050221.10:00:50] OpenGL: Pixel format selected.

[20050221.10:00:50] OpenGL: Rendering context created.

[20050221.10:00:50] OpenGL: Rendering context selected.

[20050221.10:00:50] FAIL: OpenGL: Texture image creation.

[20050221.10:00:50] Main: Emulator shutting down.

[20050221.10:00:50] GPU: Shutdown after 0 frames.

[20050221.10:00:50] MMU: Shutdown.

[20050221.10:00:50] ARM7: Shutdown.

[20050221.10:00:50] FAIL: OpenGL: Texture image selection.

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[20050221.10:00:50] FAIL: OpenGL: Texture image creation.
Right, I can see there's gonna be issues with OpenGL and everyone's computers. I'll add some kinda fallback to GDI if OpenGL init fails, I think; that should cover everyone.

 

I'm about to investigate the issue with the dragging of the file; should work fine though :D

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If I drag a file onto the exe, it gives the usual error, unable to initialise see log.txt, but no log.txt is created.
A log.txt is created, but you'd be surprised where it goes. I honestly don't have a clue where Windows would put it. From this, I have learned one thing: Don't trust Windows to give you the path to your exe when you ask for the current directory.

 

Instead, ask for the path to the exe :P

 

Should be all fixed now. Download it and try it out.

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