On my side, I (finally) ordered a new laptop, so I'm waiting to receive it and set it up before I do more big work on melonDS. The frontend code is now going to need adequate refactoring too. JesseTG mostly finished the work on the core, so that's one big thing out of the way. What's new since the last post? I had started working on refactoring the melonDS codebase for the ambitious changes to come. Hopefully it's going to get better with the Christmas holidays. * EmuThread.cpp holds the emulation thread. There are two kinds of ScreenPanel: one that relies on Qt's graphics API, and one that uses OpenGL. * Screen.cpp holds the ScreenPanel code, that is, the panel widget that goes inside the emulator window and handles display and touchscreen input. We may also add support for multiple windows. * Window.cpp holds the MainWindow code, for managing the emulator window. * main.cpp just holds the entry point (main()) and global application-related stuff. We are far from done with the cleanup, so there's a lot of cruft around, but the basic idea is the following: I started by splitting main.cpp into separate files. Basically, the frontend code became a mess, and everything was more or less just dumped in the global namespace - there are some modules which live in their own namespaces, but it's all not very modular, and doesn't lend itself to running multiple instances of melonDS. Obviously, over time we added various features to the emulator, rebuilt the frontend around different UI toolkits, piled on more features, and so on. We had a simple window, a dedicated thread to run the actual emulation, and that was it. Originally, the frontend was just quickly built around the program entry point in main.cpp, as it just needed to provide a means to use the emulator. The frontend is proving to be tricky, because it was largely built without many regards for code quality. The goal is still the same: to adapt melonDS for supporting multiple instances within one process. If you're running into trouble: Howto/FAQĪs I have received and set up my new laptop, I've been able to work on melonDS some. (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: The Steam version of RetroArch has been available for some time now and is fully functioning with a large number of emulation cores available.MelonDS aims at providing fast and accurate Nintendo DS emulation. In each of these regional folders, there are CARD A and CARD B folders, it is here where the specific save game files are created and stored. Yes, the Dolphin core automatically creates a memory card file and saves it in a specific folder:-Īdditional folders are then created in this location depending upon game regions (EUR, JAP, USA). Does RetroArch Emulate GameCube Memory Cards? Although it is recommended that a BIOS file is used for certain games that utilise system fonts, such as Star Fox Assault.įull details can be found in the RetroArch Dolphin Core documentation. Does Dolphin In RetroArch Require A GameCube BIOS File? The official GameCube controller adapter by Nintendo does not work with RetroArch, it was specifically designed for use with the standalone version of Dolphin which can utilise the ‘Zadig’ driver. It is recommended you use a Mayflash branded GameCube controller adapter with RetroArch as it has a switch allowing you to select ‘X-Input mode which works natively in RetroArch. RetroArch GameCube FAQs Does A GameCube Controller Adapter Work With RetroArch? So experiment and see what works best with your system. There are stacks of other options here too (which are fully detailed in the RetroArch Dolphin Core Options documentation. I recommend just upping to a resolution until you either get to you the maximum your display can handle or whatever the device you are using can handle before the game framerate begins to slow down.
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