Dingoonity > News
DingooSNES 1.1 For The Native-OS
elrichard:
--- Quote from: kowkar77 on March 14, 2012, 11:59:38 PM ---
--- Quote from: elrichard on March 14, 2012, 07:15:50 PM ---
--- Quote from: lion_rsm on March 13, 2012, 08:56:28 AM ---
--- Quote from: elrichard on March 12, 2012, 01:05:53 PM ---I am playing Front Mission now and with this emu it freezes on some parts, but with PocketSnes it works OK.
--- End quote ---
Emulation core in DingooSNES (v1.39) and PocketSNES is same! What are you talking about?
--- End quote ---
Not sure, but when there is character dialogue, instead of the text garbled sprites appear and then it resets (the game, not the dingoo or the emu) or just freezes. The emulator does not hang, so no issue to fix for you.
--- End quote ---
I played a little and I doesn't have those issues, did you try other rom?
--- End quote ---
It happened on later missions, nearing the end of the game. I can see if I still have saved states of that part and send those to you.
elrichard:
--- Quote from: elrichard on March 15, 2012, 02:43:56 AM ---
--- Quote from: kowkar77 on March 14, 2012, 11:59:38 PM ---
--- Quote from: elrichard on March 14, 2012, 07:15:50 PM ---
--- Quote from: lion_rsm on March 13, 2012, 08:56:28 AM ---
--- Quote from: elrichard on March 12, 2012, 01:05:53 PM ---I am playing Front Mission now and with this emu it freezes on some parts, but with PocketSnes it works OK.
--- End quote ---
Emulation core in DingooSNES (v1.39) and PocketSNES is same! What are you talking about?
--- End quote ---
Not sure, but when there is character dialogue, instead of the text garbled sprites appear and then it resets (the game, not the dingoo or the emu) or just freezes. The emulator does not hang, so no issue to fix for you.
--- End quote ---
I played a little and I doesn't have those issues, did you try other rom?
--- End quote ---
It happened on later missions, nearing the end of the game. I can see if I still have saved states of that part and send those to you.
--- End quote ---
Tested Street Fighter Alpha 2 on a recent build of PocketSnes and on DingooSNES 1.1, and it works on PocketSnes but not on DingooSNES.
The version I have of PocketSnes is the one flpstr compiled, and I use DingooSNES with the latest emu version.
DENNY79:
lion_rsm please make an app version of 1.39.I want to use both versions DingooSnes(1.43 and 1.39)
wy_scorpio:
bug report..
when set auto sram on...do below will lost game's inside savestate..
i play super robot war 4
1.load rom and play
2.save state use emu's slot0
3.exit emu
4.load rom and play
5.save state use game's inside savestate
6.exit emu
7.load rom and load slot0
8.exit emu
9.load rom and load game's inside savestate and play
10.save state use game's inside savestate
11.exit emu
12.load slot0
13.exit emu
14.load game's inside savestate........there is not step 10's savestate..it is step 5 savestate...so stepv 10's inside game savestate has lost..
can resolve this bug?thx :)
DiegoSLTS:
That's not a bug, and it wasn't a bug in the GB emulator, every emulator does that. You just do or expect some really weird stuffs with save states and internal save.
Internal save is the SNES ram while the game is running, Save States are states of the emulator (RAM and processor registers and everything else they use) at the time you saved each one. They are not supposed to be used together, they come from deferent "worlds", the first is an emulation of the real behavior of the console and the second is a feature that can only be achieved with emulators.
When you open a ROM it loads the internal ram from a file, but when you open a save state it uses it's own saved ram (from that state, that may be older than your internal save), and then the internal ram is overwriten with older info. That's the proper and logical way they have to work, you should use internal ram only, or save states only, not both.
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