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mic

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Everything posted by mic

  1. The reason touchscreen isn't responding in some demos could be that they don't handle interrupts properly and therefor get stuck waiting for an interrupt to occur. The white screen in some demos is because they are only using one of the screens (like armwrestler and mode6).
  2. It's most certainly Dualis' fault. Only the OpenGL renderer supports 3D right now. The GDI renderer probably never will, since it would have to be done in software. No, no pressure data is emulated atm. Either the screen is pressed or it's not. Yes, GDI is pretty slow compared to OpenGL/Direct3D. I only added it for compability reasons. Sprite clipping is still probably not 100% accurate in all cases.
  3. davr-arm9 doesn't run on a real DS (unless he has fixed it since), that's why Dualis r4 won't run it. Same goes for a few other demos. The IPC location option on the memory tab is there because some demos (joat's touchscreen demo being the only one I know of) uses an alternate memory area for the touchscreen data. The default location should be fine for most demos. The personal details are something you'd be asked to enter on a rel DS (name, perosnal message, color scheme and whatnot). dsPaint uses some of that data.
  4. This is mentioned in the ReadMe and on the website. It can only run arm9 binaries because it only emulates the main cpu. And that's why the "Open ROM" dialogue only accepts .bin files. There's no texture-mapping support in Dualis at this point. Might have to do with it not clearing VRAM. Try running it as the first ROM and it should work.
  5. The hardware division and square root functions are not implemented in dualis.
  6. Two9A: Funny thing you should mention it, since I did just that an hour ago.
  7. I don't have any specifics on that chipset. But pretty much all desktop GPUs made in the last 5-6 years should support the GL_RGB5_A1 texture format that I'm using. Do you have the latest drivers from Intel installed?
  8. If you've got an nVidia card you could try installing the latest drivers - I know that fixed the OpenGL problem for some people. Did you also try to change the texture format for the OpenGL renderer from "Reverse" to "Native" (before running a binary) ? As far as the D3D renderer crashing I really have no idea why. It should work as long as you've got DirectX 8.1b or higher installed.
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