Homebrew RELEASE melonDS for Switch — continuation

EduAAA

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riyadh52100

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Hey guys I keep getting error code 2144-0001 when I try to launch a game in MelonDS (SX Core 3.0.5 Mariko)

Someone can help me please ?
 

cdesign

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Is there any difference between retroarch core performance and standalone emulator?

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Is the any difference between retroarch core and standalone ?
 

Ogg

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I realise I'm probably being dumb here but how do I get into settings in melonDS?
Mostly trying to control speed settings, is this possible? I haven't found a way to do it so far - cheers
 

SexiestManAlive

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You can download here the latest melonds core for Switch versión of Retroarch, haven't tried the switch version, but if it is the same as the android one, it should have Jit enabled + more settings available than the built in core updater:
https://git.libretro.com/libretro/melonDS/-/jobs/40613/artifacts/download?file_type=archive
Just download it, unzip it, and there you have the core, (well, there is a .elf and .nro)
not found

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mario and luigi partners in time isnt working, giving me a white screen after the nintendo logo, on the plus side, kh recoded works now :D
 

catlover007

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melonDS for Linux ARM just released. Can try it on L4T Ubuntu 3.2.0 may get better performance too
it won't because it's build from upstream where a lot of optimisations I made for this port are still missing (though the JIT is already there).

On the topic of the libretro core on Switch used to be based off my Switch port, it wasn't updated for my last release. I don't know what the current situation with their new build bot is. Either you're getting the same melonDS core as all other platforms, so latest but with less optimisations based on upstream or you might still get an older release of the more optimised Switch port.
 
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catlover007

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I meant with the linux build, unless you mean it is slower on any platform.
it probably is on all platforms. Delegating work to the gpu isn't free, there's a certain base cost associated with it, as it requires converting all the data into the appropriate format, sending them over, … For the same reason games sometimes have software renderers as well to determine what objects occlude other objects so that the gpu doesn't have to do unecessary calculations. That's of course only true as long as we only render at meager 256*192 pixels, if we go beyond that the software renderer scales terribly while the gpu which is specifically build to do this task starts to shine.
 
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