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But we plan to implement netplay for melonDS 1.0, so that will make up for it. This means it's no longer possible to play over LAN (not that it has ever really worked). Regarding local multiplayer, the BSD socket interface is going byebye. I also want to hear some user feedback on all this. It is probably still not perfect, but it's certainly a start. For example, that makes it possible to configure each instance to use its own joystick. Now melonDS is able to detect when coexisting with other melonDS instances, and makes sure to save things like user settings, save file, etc, to separate files.
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No more opening melonDS instances from different folders, MAC randomization, and other awkward workarounds. I added some tidbits of wifi emulation (for example, the Inazuma Eleven games use WEP during local multiplayer, so I had to implement enough of that to make them work), but most notably, I worked on the UI side of this feature.
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That means, while Generic is working on fixing up OpenGL rendering on desktop, I'm free to go and finish some other fun things.įirst, local_wifi has been deemed close enough to completion, and has been merged. We're in the process of getting melonDS ready for a 0.9.5 release. While it waits for the ARM7 to respond, another thread runs, which does some other initialization, sends other IPC requests to the ARM7 (to get the date/time and battery status), then tries to do things with the aforementioned pointer, which is expected to have been initialized by now.Ĩ comments (last by poudink) | Post a comment During the initialization, it sends an IPC request to the ARM7 to determine whether headphones are connected. During startup, the main thread will allocate some memory, then run a bunch of initialization, then initialize that pointer. The crash happens when trying to dereference a particular pointer, because it is NULL. It went unnoticed before because we didn't emulate data aborts, but now, we do, and we can't go back on that. I launched the DSi sound app, and was sidetracked by another, unrelated bug: the sound app crashes when starting due to a bad memory access. Lately, I felt like looking into it again. I wasn't really looking forward to having to debug DSP code, either, to be honest. I had tried quickly fixing a couple bugs in it, with no real success. It didn't work, but it was atleast a pretty good base. PoroCYon had integrated teakra into melonDS in an attempt at bringing DSP emulation. Namely, we have teakra, which is a fairly reliable DSP interpreter and disassembler. Everything else sticks to the old DS sound mixer.īut what we have going for us is that the 3DS uses the same DSP, and it is much more popular there with every game using it, so the 3DS scene has already been dealing with it.
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The DSi sound app, and a few other DSi titles, and that's it. Second, there's hardly anything on the DSi that uses the DSP. First, the DSP instruction set and encoding is a mess, and the documentation on it is lackluster. The thing I have always kept pushing back, and for two good reasons. And then there are the various quality-of-life improvements that come to mind, like not requiring BIOS/firmware/NAND dumps. Plus, an aging cart for the DSi has been discovered, which will help implement and test the DSi features more thoroughly than commercial games do.
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The rest is mostly bugfixes, implementing misc features (hi, power button), etc, you get the idea. Basically, the only remaining 'big' thing to deal with is DSP support.
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If you're running into trouble: Howto/FAQĭSi support in melonDS has been getting to a pretty good state lately.
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