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Posted

Testing of Dualis 12.

Changes from last time are flagged with (*); new demos are flagged with (**).

 

BIN

===

2d-emu : works

2dexample_arm9 : works

4sprites : top screen black, bottom screen white

4tiles : works

armwrestler : works

balltest : works

battleship : works, touchscreen pointer is out by a little bit. When both playboards are visible, I couldn't proceed.

birds_arm9 : white screen

birslip : works

bug : works

calc_arm9 : works, keypad display is missing

carre : freezes at the start

cassebrique : works

cube_emu : works

davr1 / davr3 : black screen

davr2 : usual white screen

dc_flash : emu crashes

draw_arm9 : same as 4sprites

drops_arm9 : works (*)

dskonga : intro screen disappears before the instructions can be read; otherwise it seems to work; needs IPC v1

dsmode4 : both work

dspaint, dspaint_r4 : cannot choose bottom colour needs IPC v1

dspaint2 : works, need IPC v1

duckhunt : works, needs IPC v1

earth : works, need IPC v1 (press R to fire)

first1 : WORKS

follarium : WORKS needs IPC v1

footjonglage : works, needs IPC v1

hello_paint : works

hello_world : works

joats_template : bottom screen changes colour when clicked on

maptiles : crash

mcommand : black screen

mines_arm9 : top screen black, click to show playfield, then no response needs IPC v1

mines_arm9a : top screen black, graphics corrupt needs IPC v1

mode3pac : works

mode6 : works

musk : works, needs IPC v1

nibbles10 : works, needs IPC v1

oil_panic : works, boolean version has the boolean problem

panda_forth : same as 4sprites

pongDS : works except the ball is missing

rotshape : black screen

ship_emu : works

sman : bottom screen flashes various shades of red

smantouch : works; needs IPC v1

smeal_arm9 : white screen

snakes : works, needs IPC v1

sponge_arm9 : brownish screens

taupesDS : WORKS; needs IPC v1

tetris : works

tetris-1p : works bug-free only from a fresh start

tetris-2p : works only from a fresh start, need X/Y keys

texture_emu : white square in top screen

tile02 : works, out by a character, needs IPC v1

tri_emu : works

under_pressure : works, needs IPC v2

 

NDS

===

birds : works, needs IPC v1

breakout : WORKS, use touchscreen to move bat, needs IPC v2

carre : crashes emu

color : WORKS

drugwars : WORKS

earth4b: WORKS

earth7, earth10 : crashes emu

electroplankton : white screens

ext_palette1 : runs; all keys acknowledged, only BG0 and BG1 change the image(*)

ext_palette2 : lots of problems; top screen is white (text missing)(*)

famicon_wars : white screen

fearog3d : crashes emu

follarium : WORKS, needs IPC v1

framebuffer_demo1 : WORKS(*)

frisbee : crashes emu(**)

ganbare : white screen

gorilla : WORKS

gridChallenge : WORKS(*)

gridlockDS : WORKS

guru_guru : white screen

hello_world : WORKS(*)

homebrew2 : WORKS

iro : WORKS from a fresh start(*)

jwpoolDS : black screen

keyboard : when clicked it crashes emu(**)

largemaps : crashes emu(**)

magic_lines : runs, my opinion is the playboard is on the wrong screen

meteos, metroid : white screen

mixed_cubes : crash

nds_wins : WORKS very fast! Needs IPC v1

nds_wins1 : WORKS ! Needs IPC v1 (*)

ndsmemo : No touchscreen; Needs IPC v1, or you get an ARM7 error message

neoflash : crashes emu

nesterds : crashes emu(*)

nibbles : WORKS

nibbles11 : works needs IPC v1

oil_panic : boolean problem

omalone : works (i think)... needs IPC v2

pingpong : black screen

polarium : crashes emu

sgolfDS : WORKS

shootds : works, touchscreen pointer out a bit..needs IPC v1

smb : crashes emu

sound_demo1 : WORKS

space_invaders : crash

sphere : black screen

sponge : WORKS

sprite : crash

sprite1 : crashes emu(**)

sram_demo1 : copy failed

submarine : white screen

super_mario_64 : crash

table_hockey : white screen

tetris10 : works, need X/Y/L/R keys(*)

tetris11 : works

tetris12 : WORKS

text : starts up, when touched it crashes emu(**)

texture : black screen

tqueen, tqueen1 : WORKS; needs IPC v2

transformer : crashes emu

trauma_centre : white screen

tromino : starts up then tiling not working as expected; keyboard erratic; X/Y keys do something(*)

username : starts up, when touched it crashes emu(**)

viewer : crashes emu

work_brain : white screen(*)

xrickds : WORKS (*)

yasfcave : WORKS (*) - use A key to go up

YatzyDOS : WORKS (*)

zelda : white screen

 

Summary

-----------

1. Some more demos are working

2. The X/Y keys work sometimes - but not in the Tetris games. (Press A for X; press S for Y)

Posted

I maybe wrong but the the tetris games use an X/Y method that doesn't work on hardware. They check bits in the standard key register whereas they should be checking for them in the ARM7-only keys register. They were probably written in the early pre-hardware emulator days. Can anyone confirm if they work on hardware?

 

DSEmu implements both the hardware scheme and that used by the tetris games to be backwards compatible. Although I may stop the compatibility one day if it proves to be a problem.

Posted

Mic's readme file has no reference to X/Y keys; perhaps it's still being worked on. The really unfortunate thing is that I don't have a real DS to test all these demos on. Certainly if it works in hardware it should be emulated; if it doesn't work on hardware it should be thrown out.

Posted

A is X and S is Y. What doublec said sounds familiar, having looked at the source of an early tetris version, but I'm not sure.

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