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mic

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Posts 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. Hmm, the touchscreen sensor seems to be one position off in some demos.

    It's most certainly Dualis' fault.

     

    I also noticed that tri_emu.bin (the Triangle demo) and ship_emu.bin (the rolling ship demo) only works in OpenGL.

    If you use D3D, it pulls in the previous output of the last demo you ran or a black screen if you didn't run any.

    If you use GDI, it shows a white screen on both.

    Only the OpenGL renderer supports 3D right now. The GDI renderer probably never will, since it would have to be done in software.

     

    Underpressure.bin... half of the sprite is missing and (suspecting) touch pressure detection(how?) is not implemented yet.

    No, no pressure data is emulated atm. Either the screen is pressed or it's not.

     

    I also noticed there's a hefty speed decrease with GDI by at least 10 fps.

    Yes, GDI is pretty slow compared to OpenGL/Direct3D. I only added it for compability reasons.

     

    And finally in PongDS there is part of the sprite left when it moves from the touchscreen to the display screen. Is this normal (since I've seen it in all the Dualis releases so far)?

    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. Bad - cannot load NDS files, only BIN ones. I pasted in the NDS filenames and they all crashed the emu.

    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.

     

    texture_emu : just a white square in top screen - the drunken logo is missing

    There's no texture-mapping support in Dualis at this point.

     

    tetrisARM9 : first failure - writes rubbish in the play area causing the player to instantly lose.

    Might have to do with it not clearing VRAM. Try running it as the first ROM and it should work.

  5. 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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