![]() ![]() Remember the issue I mentioned in the last post? I fixed that since then. Guess what I found out?ġ2 comments (last by Trajan) | Post a comment What if, when receiving a beacon frame with the right BSSID, the DS automatically sets its USCOUNT register to the beacon's timestamp?īut you'd think that sounds far-fetched? I thought so too. Yesterday, as I went to bed, I had an idea. So I couldn't really see what that was supposed to achieve. Here, the value written to USCOMPARE was based off the beacon's timestamp, which was basically the host's USCOUNT register, which was obviously different than the client's. I had observed that it blocks BEACON_COUNT from triggering IRQ14 until USCOUNT matches USCOMPARE, effectively ensuring that the next IRQ14 will be triggered by USCOMPARE.īut that still didn't quite make sense. All fine and dandy.īack then, I had done hardware tests to figure out what bit0 in USCOMPARE does, given it's a special write-only bit. The former triggers IRQ14 every time the BEACON_COUNT timer reaches zero, the latter triggers it when USCOUNT matches USCOMPARE. In the DS wifi module, there are two ways of triggering IRQ14: BEACON_COUNT and USCOMPARE. Basically, when they're connected to a host and receiving beacons from it, games do that weird little dance where they take the beacon's timestamp value, add some offset to it, and write that to USCOMPARE, with bit0 set.Ī bit of background. I thought about bit0 in USCOMPARE, again. But I also didn't really have an idea what could be causing it or where to begin looking. In the previous post I said the slowdown problems in multiplayer games were fixed, but actually, they weren't. 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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