![]() I will need to try it out, but if it works, it may drastically loosen up the synchronization requirements for local multiplayer (although the gain will likely depend on how many players are connected). So obviously some work will be needed on Dolphin's side in order to make it communicate with melonDS.Īlso, while I was brainstorming how to efficiently synchronize melonDS instances in HLE wifi, I had an idea for LLE wifi. Dolphin, being HLE, deals with high-level service calls, while regular LLE melonDS has to emulate the wifi hardware and deal with the 802.11 protocol in all their complexity. On the Wii, the functionality is exposed through an API similar to what DS games use at a high level. This connection uses the same protocol as DS local multiplayer. As you may already know, some Wii games are able to connect to a DS to provide extra features. Regardless, this work will likely prove useful for future melonDS/Dolphin interop. Ideally, I'd want to index all the ARM7 binary versions out there to have a better idea how viable melonHLE may be. And that's without even getting into DSi stuff. While testing some other games, I found out that there are atleast 3 different versions of the sound module, more recent games (like Picross 3D) have a different power management module, and there are games that get stuck due to missing functionality. There are still several more general issues that limit melonHLE's general compatibility. ![]() I'm also not very confident that the compatibility rate will be on par with the tried and true LLE approach, but the only way to find out is to try out. I will need to clean it up and implement a bunch of the more minor details. The current implementation is also a bit of a pile of hacks. On the other hand, I don't have it working yet. On one hand, the way wifi works at a high level seems to provide enough leeway that I could get away with somewhat lax sync, and thus better performance. It's too early to tell, but if I can get it working, it may be a good base for local multiplayer and netplay on lower-end platforms, as I said before. ![]() So far, I got to the point that there's some data exchange going on, but the connection isn't working due to a timing problem - I need to rework when I send data frames and how to keep all the melonDS instances in sync. However I've also been able to do some melonDS-related work. I've mostly been chilling, bathing, toasting under the Summer sun, pretty standard vacation stuff. I've been taking some vacation time, so this helps a lot, too. Been tired, a bit of a depression burst, medication adjustment and stuff, but overall I'm doing well. So yeah, I have been pretty silent lately, sorry about it. HLE, wifi, netplay: recent developments and ideas If you're running into trouble: Howto/FAQ (WIP) Wifi: local multiplayer, online connectivity.Various display position/sizing/rotation modes.Nearly complete core (CPU, video, audio.While it is still a work in progress, it has a pretty solid set of features: Retrobat loads de retroarch.cfg in System -> templates folder, and that was solved, but, the textures and shaders still wasn't loaded because everytime retrobat runs a game, it makes retrobat-> bios folder, the default bios folder on retroarch and problably it changes the shaders folder to another one too.MelonDS aims at providing fast and accurate Nintendo DS emulation. This is done based on the settings you activate in the RetroBat interface.Īll settings that are overwritten are usually manageable directly in the RetroBat interface. Retrobat will not replace the config file, it writes some settings in the file when launching a game. He was replacing my retroarch.cfg file in retroarch main folder.Įven the option in mesen core to load custom textures comes do disabled. So, i'm talking about the shaders, and specific core options.Īnd yes they saved when I run retroarch in standalone mode, but when I open any game on retrobat, even the interface options of retroarch comes to default. Should you have any missing setting or any forced setting that should be available in the RetroBat interface just tell us and we'll be happy to add this option in our menu (provided you can explain what it does / bring / corrects). Maybe in the future we'll add an option to disable Retrobat core/emulator configuration from the RetroBat interface, but as of now the philosophy behind RetroBat is to manipulate emulators settings directly from Retrobat. Tartifless wrote:All default settings can be changed in the interface of RetroBat, Retrobat will not override a setting that you cannot change within Retrobat itself.
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