I'm new here so how would I go about that? I tried to upload the .sav and it's saying it's not a recognized extension.can you give me a savefile to reproduce?
I'm new here so how would I go about that? I tried to upload the .sav and it's saying it's not a recognized extension.can you give me a savefile to reproduce?
put it inside a zip folderI'm new here so how would I go about that? I tried to upload the .sav and it's saying it's not a recognized extension.
Thanks man got it, here you go!put it inside a zip folder
fortunately that bug turned out to be only a small oversight.Thanks man got it, here you go!
Using this update, the improvements are immediately apparent. Everything has been running exceptionally well on stock clocks, and the new renderer has--ironically--rendered my old bug report on this thread (regarding MMBN DS games) null and void.
I've played maybe close to a solid hour of Tales of Hearts without issue, but there weretwothree points where there's a distinct quarter-second pause. I'm assuming this might have something to do with JIT? (For the record, block size is still set to 16 for me, for compatibility)
This might also be anecdotal, but I've found in Sonic Rush, Sonic's outline in special stages is more of a transparent red than the gray it's supposed to be? Doesn't seem to be affected in any other instances.
Guess now the Switch is the first handheld to have a (near) perfect DS homebrew emulator. Grats on this highly-specific achievement. <3
what exactly is the issue with block size >16?I've played maybe close to a solid hour of Tales of Hearts without issue, but there weretwothree points where there's a distinct quarter-second pause. I'm assuming this might have something to do with JIT? (For the record, block size is still set to 16 for me, for compatibility)
compared to DS or desmume? Can anyone else compare this?This might also be anecdotal, but I've found in Sonic Rush, Sonic's outline in special stages is more of a transparent red than the gray it's supposed to be? Doesn't seem to be affected in any other instances.
it's planned for the next major releaseThis has probably already been asked but I haven't seen it anywhere : do you plan to work on wifi support for this ?
Instabilities with some games; i.e. Mega Man Battle Network 5 DS intro crashes on values beyond 20 or so. I haven't tested others, but felt the halfway mark at 16 was a safe value, and it has been so far.what exactly is the issue with block size >16?
The intro (which I suppose is the animation directly after starting the game, before the titles scren) of Mega Man Battle Network 5 works fine for me with a block size of 32 all other JIT optimisations enabled.Instabilities with some games; i.e. Mega Man Battle Network 5 DS intro crashes on values beyond 20 or so. I haven't tested others, but felt the halfway mark at 16 was a safe value, and it has been so far.
can you give me your savefile?i'm playing Pokemon Conquest and i have this visual glitch in every level, its annoying ngl
tested it on PC and it works fine there
surecan you give me your savefile?
fixed that bug.sure
can you give me a savefile for reproduction?Before anything else. Thank you sir on this great project. I loved playing ds games on my switch.
just wanna report as well a visual glitch when you rescue a Toad.
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