![]() I've had a few bouts of depression since then, but nothing really bad, it's completely incomparable to what it was last year, and it's progressively getting better. On my side, I quit my antidepressant in September, which went much more smoothly than I imagined. I've had several other personal projects, and none of them made it far past the one-year mark (or I only still work on them in a much more sporadic manner, like blargSNES). Other than that, it is a bit of a miracle that melonDS has been going for so long, and that after so long we're still around and coming up with ambitious plans. Just bear in mind that we're currently refactoring the melonDS codebase, so things may get a tad unstable while this is ongoing. I'm not going to go in length about these, the previous posts detail the plans well enough. ![]() That being said, we have big plans for the next release. I'm sorry for the lack of new releases since 0.9.5. (if you're wondering about these colors: I have synesthesia, that's all) To celebrate, like last year, have a new version of the melonDS icon, recolored to the same orange color as 7 itself: This also poses the question of OpenGL context management, all things we will need to look into.Ħ comments (last by Jose32) | Post a comment For netplay purposes, we might also want to support headless instances, that is, running an emu thread with no window attached, no sound output, and inputs received from the network. We thought we might want to support attaching multiple windows to one emu thread, for example to support displaying each DS screen on a separate window. ![]() It wouldn't be difficult to spawn multiple emu threads, one per emulated DS. The latter provides a means to display the emulator's video output and lets the user interact with the emulator, the former feeds the inputs into the melonDS core, runs it and manages it. Historically, the frontend was structured around one emu thread and one emu window. On the frontend side, we need to add support for multiple different emulator windows. But atleast, the biggest part of the work is done. It's also likely not perfect, we will likely have to do more work to clean up and harmonize the codebase. I will need a while to adjust to the new changes that have been done to the melonDS core. On my side, I (finally) ordered a new laptop, so I'm waiting to receive it and set it up before I do more big work on melonDS. The frontend code is now going to need adequate refactoring too. JesseTG mostly finished the work on the core, so that's one big thing out of the way. What's new since the last post? I had started working on refactoring the melonDS codebase for the ambitious changes to come. Hopefully it's going to get better with the Christmas holidays. If you're running into trouble: Howto/FAQ (WIP) Wifi: local multiplayer, online connectivity.Various display position/sizing/rotation modes.Nearly complete core (CPU, video, audio.While it is still a work in progress, it has a pretty solid set of features: MelonDS aims at providing fast and accurate Nintendo DS emulation.
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