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Posted
let me guess more the allocation is the better
There is of course, one problem. I don't have that much RAM here; before long, I'll be heading into the realms of using swap space to run the emulator. And that's when things get dog slow.

 

yeah so why did you have to switch to the bad pc anyway

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Posted
yeah so why did you have to switch to the bad pc anyway
Because the "good" one, which wasn't so good in the first place, went all wonky and then died. Being on a slow box will eventually be incentive for me to write that dynarec, so don't worry. All will be well.

 

Still crashes for me, unless you didn't upload it yet.
There may be issues with OpenGL and selecting a texture context; I know at least one person who got back to me on that. Problem is, it shouldn't crash, just bail out. I dunno what's going on there.
Posted
Would it help to show you the error report I get when it crashes?
Actually, it would help a little if you could throw up the log.txt; grab the newest Zip, and see how that does.
Posted

[20050220.23:08:26] 
[20050220.23:08:26] Opening log file: C:\dsemu-0.0.1b\dsemu-0.0.1e\log.txt
[20050220.23:08:26] LOG: Starting session.
[20050220.23:08:26] WND: Initialised.
[20050220.23:08:27] WND: Menu option: File/Open.
[20050220.23:08:29] ARM7: ROM file: C:\dsemu-0.0.1b\TetrisARM9.bin
[20050220.23:08:29] MMU: Memoryspace allocation complete.
[20050220.23:08:29] ARM7: Initialised.
[20050220.23:08:29] GPU: VRAM allocated.
[20050220.23:08:29] GPU: Initialised.
[20050220.23:08:29] OpenGL: Pixel format found.
[20050220.23:08:29] OpenGL: Pixel format selected.
[20050220.23:08:29] OpenGL: Rendering context created.
[20050220.23:08:29] OpenGL: Rendering context selected.
[20050220.23:08:29] MMU: ROM size: 12236 bytes.
[20050220.23:08:29] MMU: Reset.
[20050220.23:08:29] ARM7: Reset.
[20050220.23:08:29] Main: Emulator initialised.
[20050220.23:08:29] WND: Menu option: Debug/Pause.
[20050220.23:08:31] WND: Menu option: Debug/Run.
[20050220.23:08:31] COPRO: Write to cpF c7/c5 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c7/c6 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c0 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c1 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c2 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c3 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c4 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c5 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c6 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c7 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c6/c0 op 0/0 from r0
[20050220.23:08:31] COPRO: Write to cpF c5/c0 op 0/3 from r0
[20050220.23:08:31] COPRO: Write to cpF c2/c0 op 0/1 from r0
[20050220.23:08:31] COPRO: Read from cpF c1/c0 op 0/0 to r0
[20050220.23:08:31] COPRO: Write to cpF c1/c0 op 0/0 from r0

 

What I did was turn off load and run, opened dsemu.exe, opened the tetrisarm9.bin, pressed F4, then BOOM.

Posted

Ok, that's not what I was expecting, to be honest. I was hoping it'd be a problem with OpenGL; at least I've verified that to occur. Looks like a CPU core issue, but that can't be right, since it runs fine here. Now I'm confused :P

Posted

Hello there buddies well i have a question wen i run armwrestler.bin in DSemu well I dont see nothing, whats wrong? what i need? please help me, and i make a GBA example whit loading sprites, rotation, and key input but i didn see nothing in all the versions of DSemu, does it have sprite support? thanks and see ya!!

 

Krow, always ahead in emulation!!!

Go DSemu you can do it!!!!

Posted

Hey, whats up?, well i fixed the problem it just needs to modify the ini file, but i have a new cuestion, what buttons are L and R because a and b are z and x but i dont know the others please help, and it seems to have some problems with the tiles part, i will put a screenshot later, see ya!!!

Posted

While you reply to krow, Two9A, When will you add the rest of the buttons on the DS?

Posted
I like Krow's enthusiasm in his sig.
It's good to see that people are excited by the prospect of this stuff actually working. Could be a while before it is, of course, but I don't mind that at all.
While you reply to krow, Two9A, When will you add the rest of the buttons on the DS?
By those, I'm guessing you mean X/Y. There's a slight issue with those.. Nintendo decided not to map them into the standard Keys register, but on the second CPU. Why, I have no clue; the general concensus is that it's a strange decision. Hence, it could be some time before those work. (If you mean the touchscreen, that has the same root issue, being mapped onto the sub CPU.)
what buttons are L and R because a and b are z and x but i dont know the others
Er, I can't actually.. remember. Whatever they are, they should be the same as VBA's defaults. I really should do something about that key-input dialog box sometime.
Posted
I like Krow's enthusiasm in his sig. :)

He's a bit *too* enthusiastic in my opinion. But whatever.

Posted

I just wanted to say that I've been following the DS emulation scene since Day 1 and I've been very impressed with DSemu. The daily (or near-daily) updates, the quick responses online, it has all been very nice. I just decided to post my log file here to maybe help out a little bit. Below is my log after trying to load up first.bin (dovoto's demo) with LoadDS on (and also off) in dsemu.ini.

 

[20050223.01:43:03] 
[20050223.01:43:03] Opening log: D:\Emulation\Nintendo DS\dsemu-0.0.1e\log.txt
[20050223.01:43:03] LOG: Starting session.
[20050223.01:43:03] WND: Initialised.
[20050223.01:43:05] WND: Menu option: File/Open.
[20050223.01:43:14] ARM7: ROM file: D:\Emulation\Nintendo DS\dsemu-0.0.1e\first.bin
[20050223.01:43:14] MMU: Memoryspace allocation complete.
[20050223.01:43:14] ARM7: Initialised.
[20050223.01:43:14] GPU: VRAM allocated.
[20050223.01:43:14] GPU: Initialised.
[20050223.01:43:14] GPU: Using OpenGL.
[20050223.01:43:14] MMU: ROM size: 4792 bytes.
[20050223.01:43:14] MMU: Reset.
[20050223.01:43:14] ARM7: Reset.
[20050223.01:43:14] Main: Emulator initialised.
[20050223.01:43:14] WND: Menu option: Debug/Pause.
[20050223.01:43:18] WND: Menu option: Debug/Run.
[20050223.01:43:18] COPRO: Write to cpF c7/c5 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c7/c6 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c0 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c1 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c2 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c3 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c4 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c5 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c6 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c7 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c6/c0 op 0/0 from r0
[20050223.01:43:18] COPRO: Write to cpF c5/c0 op 0/3 from r0
[20050223.01:43:18] COPRO: Write to cpF c2/c0 op 0/1 from r0
[20050223.01:43:18] COPRO: Read from cpF c1/c0 op 0/0 to r0
[20050223.01:43:18] COPRO: Write to cpF c1/c0 op 0/0 from r0

 

I also wanted to point out that I found the demo here: http://www.drunkencoders.com/ds/

 

I clicked the emulator friendly version and extracted the zip file.

 

That's it!

Good luck!

Posted
Good luck!
It's great to see that you're interested in what's going on here, mate. It helps me to see what I do being commented and improved on by other people.

 

As regards first.bin, it's weird. Sometimes it runs on some boxes, and then it'll crash on the same boxes. And for some, it simply refuses to run. I'm guessing there's a certain memory blockage somewhere that I'm just not catching.

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