I let the desmume guys know about it on IRC. I'm not touching their code though ;phuckleberrypie wrote:Nice one dude!You plan on doing a commit or two, or at least suggest this workaround to the Desmume developers?
Compatability
Re: Compatability
- huckleberrypie
- Posts: 441
- Joined: Sat May 31, 2014 4:21 am
- Contact:
Re: Compatability
Yeah, saw the commit and SVN builds on Desmume's Sourceforge page. At least that issue's finally over on their end. 

- huckleberrypie
- Posts: 441
- Joined: Sat May 31, 2014 4:21 am
- Contact:
Re: Compatability
Here's another one I tested out of random (yeah, I have a preference for children's games, but I'm not that much into Hobbie myself):
Game Title: Holly Hobbie and Friends
Device: Lenovo A369i (Mediatek MT6572/512MB RAM)
DraStic version: 2.2.1.2 demo
Report: Sprites suffer from flickering, even on default settings. Game runs on full speed though, well since it's a 2D title and doesn't seem to use any models.


Game Title: Holly Hobbie and Friends
Device: Lenovo A369i (Mediatek MT6572/512MB RAM)
DraStic version: 2.2.1.2 demo
Report: Sprites suffer from flickering, even on default settings. Game runs on full speed though, well since it's a 2D title and doesn't seem to use any models.


Re: Compatability
Looks timing related. Also looks like this game is really poorly programmed.
- huckleberrypie
- Posts: 441
- Joined: Sat May 31, 2014 4:21 am
- Contact:
Re: Compatability
Hurr durr, it's yet another example of a rushed cash-in made to cater to them kids regardless of quality. It loads up properly on Desmume from what I've observed, though. Not surprised with the timing issues either.Exophase wrote:Looks timing related. Also looks like this game is really poorly programmed.
Re: Compatability
I take it back, it's not timing, it's because of the deferred 2D rendering in DraStic. The game changes VRAM mid-frame which is not handled properly. Golden Sun does it too, but it does it via HDMA which is detected, this just writes to a VRAM-based framebuffer. It looks like it writes to and flips the framebuffer completely independently of vsync (funny, kind of similar to what the American Girl games were doing). It might tear, even on a real DS.
I've been thinking about testing without deferred rendering anyway, to see what the performance difference is like.. it was originally designed that way because I thought it could help with threaded 3D but it actually made it worse in the end. But without deferred I don't know if it'd still make sense to render the two 2D screens on different threads, the synchronization overhead might cost too much...
I've been thinking about testing without deferred rendering anyway, to see what the performance difference is like.. it was originally designed that way because I thought it could help with threaded 3D but it actually made it worse in the end. But without deferred I don't know if it'd still make sense to render the two 2D screens on different threads, the synchronization overhead might cost too much...
- huckleberrypie
- Posts: 441
- Joined: Sat May 31, 2014 4:21 am
- Contact:
Re: Compatability
So, taking deferred rendering off would be at a significant performance cost, aye?Exophase wrote:I take it back, it's not timing, it's because of the deferred 2D rendering in DraStic. The game changes VRAM mid-frame which is not handled properly. Golden Sun does it too, but it does it via HDMA which is detected, this just writes to a VRAM-based framebuffer. It looks like it writes to and flips the framebuffer completely independently of vsync (funny, kind of similar to what the American Girl games were doing). It might tear, even on a real DS.
I've been thinking about testing without deferred rendering anyway, to see what the performance difference is like.. it was originally designed that way because I thought it could help with threaded 3D but it actually made it worse in the end. But without deferred I don't know if it'd still make sense to render the two 2D screens on different threads, the synchronization overhead might cost too much...
Re: Compatability
Don't really know yet. Will try to find out.huckleberrypie wrote:So, taking deferred rendering off would be at a significant performance cost, aye?
-
- Posts: 1
- Joined: Sun Jul 06, 2014 11:16 am
Re: Compatability
Game: DSCraft
Device: Amazon Kindle
Desc:
Wont Let Me Launch The Game

Device: Amazon Kindle
Desc:
Wont Let Me Launch The Game


Re: Compatability
It's homebrew that needs an SD card image setup first, with the proper files copied to it, and the .nds file needs to be patched for R4 cards. It's not so simple as just running the .nds file.RyanVSGaming wrote:Game: DSCraft
Device: Amazon Kindle
Desc:
Wont Let Me Launch The Game![]()
The whole process is kind of advanced and not documented anywhere for the Android version, but if you're up to it we might put up a thread explaining it or something..