I have some ideas in mind regarding input, like supporting multi-touch and other fun touchscreen-related features, but lately I felt like working on some actual emulation, especially in the DSi field. Anyway, I have been thinking of cool things I could work on for melonDS. I haven't been very active these days, mostly real life getting in the way, as usual. I hope this will work out, especially as my ADHD is getting in the way there too, and the earliest appointment I could get for a diagnosis is in February 2023.Ħ5 comments (last by Ihatethecollege) | Post a comment
I also started a new job a few weeks ago, so it takes a while to get into it and all.
I realize I have mostly been pushing these issues aside, but ignoring them only works for so long, so I'm in the process of getting professional help.
On my side, it's a mix of the usual, ADHD, depression. I'm sorry, there just hasn't been a whole lot of fun new things to talk about these days. Oh well, we'll see how this goes, I guess.Ģ7 comments (last by CartoonCartoons64) | Post a comment Well, of course, there is no chance local multiplayer could work over the internet, but there are probably ways around this we can look into how popular emulators handle netplay. The craziest thing to achieve would be netplay, akin to Citra.
For example, how to deal with user input when multiple melonDS instances are running on the same machine? You might want them to have different input mappings, but how do we deal with that without making things too complicated? If this is successful, there are other possible quality of life improvements that relate to local multiplayer. I'm concerned about the performance implications this could have. I have some ideas in mind for this, but I have to see how well they will translate to reality. We need a smarter mechanism for synchronizing melonDS instances taking part in local multiplayer. You might already know that we keep telling people to disable the framerate limiter if trying local multiplayer, and that's linked to this too. I have already explained before why local multiplayer is so finicky to implement, but the basic story is that we can't just run two melonDS instances and have them hurl packets at eachother and pray that things will work out. (besides, 0.9.x releases aren't very pleasant, for the same reason why I don't like $29.99 type prices: 9 is brown)Īnyway, I brainstormed some ideas for reliable local multiplayer. We have decided that improved local multiplayer is a must-have for melonDS 1.0, and we aren't going to keep making 0.9.247 type releases forever. But we can't keep pushing it away like that. We have been mostly putting it aside over time, favoring various popular requests, quality of life improvements, and fixes to DSi emulation.
It's one of the big things to take care of, now. I tried debugging that, but it seems to be some weird timing problem and I don't know why that crash doesn't happen on hardware. Well, I tried looking into the DSi sound app, and found that it crashes due to a NULL access. I know I haven't been active a lot lately, the usual. If you're running into trouble: Howto/FAQ