![]() ![]() ![]() A much bigger kMaxIterationCycles value increases performance to some extent and has no downsides. The current value of 64 is chosen to keep the ARM9 and ARM7 somewhat in sync, but obviously, in melonHLE we don't need to keep the ARM7 in sync. There are some simple ways to make melonHLE faster, one of which is increasing the maximum CPU time slice (kMaxIterationCycles). However, keep in mind that this is largely a quick and dirty experiment. MelonHLE shows to be faster, but it's not mindblowing either. Numbers are an average measure of frames per second. The tests were done on my laptop Crepe (Core i7-5500U, 2.4GHz). I've had some fun reverse-engineering the sound engines and implementing them, with decent results. The compatibility rate seemed good, even though some games don't run because some auxiliary services aren't completely implemented. I continued my work on melonHLE, taking it to a point where it may be something serious. So first of all, I'm done with the mold problem and its consequences, meaning that my apartment finally looks like an actual apartment and I can exhale a big sigh of relief. I don't know how well it would work in practice - I remind you that the current IPC comm layer has a bunch of extra smarts to avoid causing lag by unwarranted blocking, and I'm not confident these can be reliably replicated over the network.ġ0 comments (last by Marco) | Post a comment If any of this pans out, we might be able to bring back the ability to do local multiplayer over LAN (I mean, without using the netplay system). 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: MelonDS aims at providing fast and accurate Nintendo DS emulation. ![]()
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