Notes: The current error page you are seeing can be replaced by a custom error page by modifying the "defaultRedirect" attribute of the application's configuration tag to point to a custom error page URL. This tag should then have its "mode" attribute set to "Off". It could, however, be viewed by browsers running on the local server machine.ĭetails: To enable the details of this specific error message to be viewable on remote machines, please create a tag within a "web.config" configuration file located in the root directory of the current web application. The current custom error settings for this application prevent the details of the application error from being viewed remotely (for security reasons). Runtime Error Description: An application error occurred on the server. © 2005-2008 Acmlm, Xkeeper, blackhole89 et al.Runtime Error Server Error in '/' Application. As it stands right now, sometimes it fails to work properly.Īnyways, you forgot to publish a thread on melonDS 0.8.3. I hope local wireless improves significantly over the next planned updates. I'm ready for perfectly reliable Pokémon Diamond/Pearl/Platinum/HeartGold/SoulSilver Version trading. It's possible to play most of the games that have wi-fi functionality without major issues nowdays It didn't improved much, but wi-fi improved quite well. Has local wireless functionality improved since 0.4? I hope it has, as I'm not a fan of the intermittent trading functionality in the Pokémon series on Nintendo DS emulators. Nothing to say, so jadnjkfmnjamnfjkldnajfnjkanfjdksan jsdnvj m. Here is my funny video detailing everything: Hello everyone, I finally made a solution for fullscreen & custom hotkeys for MelonDS MelonDS Patreon if you're feeling generous * add support for 8bit reads to DISPCNT/BGxCNT (fixes The Wild West) * fix STRD_POST (fixes music in Just Sing - Vol 2) Click the View menu from the subsequent window’s main interface. While the feature may be useful, having it enabled by default was confusing for unaware users. DeSmuME Launch the DeSmuME emulator from its default shortcut. The setting for savefile relocation when using savestates is now disabled by default. There's a new menu for setting the window size to an integer scaling factor (1x to 4x). There's a tentative fix for hiDPI under Windows, which should atleast make the screens scale correctly. The main window is smarter about remembering its size: it also remembers whether it was maximized. Under Linux, the crashes coming from the input config dialog should be fixed. I'm not quite sure how to go about handling multiple joysticks. That being said, it still defaults to the first joystick available on your system. MelonDS now supports hotplugging joysticks. We also have a neat little pile of UI improvements. This is especially important if you use a savefile coming from DeSmuME as it will create a 256KB file. You can fix this by opening your savefile in a hex editor and deleting the upper half of it. If you have a savefile which is 256KB, the game will read it fine but fail to save to it (because that size is detected as FLASH memory and not EEPROM). However, note that the correct savefile size for this game is 128KB. There's also a particular fix for Pokémon Mystery Dungeon - Explorers of Sky, which uses 128K EEPROM. This means you will need to make sure to replace romlist.bin with the newer one if you're extracting this melonDS release over an older one. For better detection, the new romlist.bin indexes games by their serial code rather than by the ROM's CRC32, which also means that it will work with hacked ROMs. To hopefully fix the saving issues, we built a new database, resulting of a mix between the Advanscene XML and savelist.bin from the R4 Wood firmware. This will help with games that need their display lists to be running fast enough. We knew that vertex timings were different when a vertex completed a polygon, but we just found out that timings also differ based on whether the polygon passes culling and clipping. In the same vein, there's another fix to GX timings. The downside is that this breaks savestate compatibility with older melonDS versions. This should fix the recent flickering issues, like that of Colour Cross. Overall, it's more reliable (far less chances of desyncs), more accurate, and also a bit faster, and the code is cleaner. Something that should have been done long ago, and has finally been done: the emulator's main loop was rewritten to use absolute timestamps to keep track of cycle counts. So, what are the changes in this version? Mostly addressing the issues that popped up in 0.7.1/0.7.2, and improving the interface a bit. After another round of fixoring, we present you melonDS 0.7.3.
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