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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.
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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 (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.