Desmume 64

0 views
Skip to first unread message

Gunilla

unread,
Jul 25, 2024, 11:16:05 PM7/25/24
to presvimelvi

I have Pokemon Platinum and there's this weird bug where my pokemon doesn't cry, doesn't make a sound when it pops out of a pokeball and doesn't make a sound when its stats are lowered or raised. I've found a solution to this problem by changing the sound output to mono and it works fine on NO$GBA, but is there such a setting on Desmume? I'd much rather use Desmume than NO$GBA, so any help would be appreciated! Thanks.

There's no such setting in desmume. Most likely explanation: It's probably a "surround" sound and your system is mixing two channels to one--this can make some sounds vanish. So: stop mixing two channels to one (fix your faulty headphones or headphones jack). Or, maybe your system is expanding 2 channels to 5.1 and then your headphones are recombining them. Nocash sending mono output is likely to make your system not expand those channels, but play them in every ear, which may bypass the problem at the combining stage.

If you post a savestate where I can hear (or not hear) one of these sounds, I'll study it, but I'm 99.99999% sure my answer is going to be "there's nothing wrong here". Still, I may be able to get a sense of whether it's a fishy surround sound.

Just recently installed desmume via software-center on the latest Ubuntu install (16.04.1). ROMs can be executed with the software and run smoothly. However, there are no options for saving game states, configuring, changing volume, etc. Anyone have an idea as to why I am missing these options? All posts and tuts of using the program have these settings included. I removed and reinstalled due to lack of better ideas. Any help is much appreciated.

Limit to suite:[buster][buster-updates][buster-backports][bullseye][bullseye-updates][bullseye-backports][bookworm][bookworm-updates][bookworm-backports][trixie][sid][experimental]Limit to a architecture: [alpha] [amd64] [arm] [arm64] [armel] [armhf] [avr32] [hppa] [hurd-i386] [i386] [ia64] [kfreebsd-amd64] [kfreebsd-i386] [m68k] [mips] [mips64el] [mipsel] [powerpc] [powerpcspe] [ppc64] [ppc64el] [riscv64] [s390] [s390x] [sh4] [sparc] [sparc64] [x32] You have searched for packages that names contain desmume in all suites, all sections, and all architectures.Found 4 matching packages.

DeSmuME is an open-source Nintendo DS emulator. It is the most accurate Nintendo DS emulator and is actively developed by the DeSmuME Team. It can be run from the command line directly or as a graphical program.

DeSmuME uses DirectInput if an Xbox 360 controller is being used. No support for XInput exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.

A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed, is available and has been improved to allow for limited dumping of online data prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.

At some point in 2010, development on these features was permanently discontinued and the developers distanced themselves from the above-mentioned fork. The official team stance on this is as follows, and is as clear as it can get:

It was also deemed that the Dynamic JIT recompiler was a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise was reached and a slightly different implementation was since included in the main project after 0.9.11.

After the increased internal resolutions were implemented in the X432 fork, as well as in DraStic and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider and include their own implementation for higher internal resolution.

The latest development version of RetroArch DeSmuME core also has an option to increase internal resolution which can be set using desmume_internal_resolution in Core Options. This option was added in August 8, 2015 commit. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.

Mainline DeSmuME didn't offer any options for higher than native internal resolutions at first. DeSmuME X432R is a fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run Dolphin and PCSX2 at a perfect pace but can't run this at full speed using increased internal resolution, however newer versions are much faster.

While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a speedup option, but it also boasts an MSAA option unavailable to SoftRasterizer.

DeSmuME is currently one of the best available Nintendo DS emulator on PCs, however MelonDS has been catching up in recent years. It is far better than No$GBA when it comes to accuracy, though not flawless, and there are some aspects of DeSmuME that are more mature than the MelonDS. However, it's more hardware intensive than most other DS emulators (either No$GBA or emulated DraStic) and many features are not supported.

Search in specific suite:[focal][focal-updates][focal-backports][jammy][jammy-updates][jammy-backports][mantic][mantic-updates][mantic-backports][noble][noble-updates][noble-backports][oracular]Limit search to a specific architecture: [i386] [amd64] [powerpc] [arm64] [armhf] [ppc64el] [riscv64] [s390x] You have searched for packages that names contain desmume in all suites, all sections, and all architectures.Found 2 matching packages.

Reply all
Reply to author
Forward
0 new messages