

- Pokemon platinum desmume emulator how to#
- Pokemon platinum desmume emulator Pc#
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Pokemon platinum desmume emulator Pc#
This is more obvious with older PC hardware and then console homebrew ports. MelonDS advantages compared to Desmume: ➕ Faster performance: Interpreter is plain faster, and the recompiler while still early on makes it even faster. * If it’s still not launching your games, either try moving NO$GBA. * Try restarting your PC (the solution to most problems in life). Sounds like something has been changed, like a setting.
Pokemon platinum desmume emulator download#
If you have a Windows PC, then you can download NDS emulators like DSemu, IDeaS, NeonDS, Dualis, and so on. For Mac, you can download NDS emulators like DeSmuME, OpenEmu, etc. What Game emulator to use to run this ROM? To play Pokemon Platinum ROM on your PC, you will need to download a Nintendo DS emulator. What emulator should I use for Pokemon Platinum?
Pokemon platinum desmume emulator how to#
I have no experience with writing DS homebrew, but I have a lot of free time, so if you're busy, then I'd probably be able to learn how to write simple homebrew, and make that app myself, so I could check all of this stuff. I remain open to the possibility that I'm completely wrong, and that the games actually rely on something completely different to keep track of time being tampered with, but if that's the case, then I am at a loss as to what else it could be. If, against my expectations, it behaves differently, then at the very least, it'll offer some insight as to what happens with that offset value, and it might help with figuring out exactly how to avoid tripping up said anti time-travel mechanism. If the firmware rtc offset value changes every time you change the time in the DS settings, but always remains the same for as long as you never touch DS settings, then that would indicate that the firmware rtc offset needs to remain constant in order to avoid tripping up games' anti time-travel mechanism. You have experience writing NDS homebrew, do you think you'd be able to write a simple homebrew which only reads and displays the current firmware rtc value? I think that would be a lot of help, because then you could use this to determine what happens when the time is changed in the DS settings, vs what happens when you just let the time pass normally. Not sure about the DSi, haven't checked yet. It works the same way on the DSi and 3DS, except the 3DS at least displays the time according to the firmware rtc offset. There is no other way that the games could be detecting a difference between time passing normally, and time being tampered with through the system settings. However, changing the time through the system settings does something with the firmware rtc offset, and games with anti time-travel mechanisms rely on that value in order to determine whether the time was tampered with. It seems to be true that the DS doesn't actually use the offset in order to display the time, it just displays the time according to the raw rtc.

I think I understand where the confusion is coming from. Because if it works fine there, then I guess you would then be able to look at their code, for inspiration on how to make something like this work. On emulator, changing your system's clock while the game is running has the same effect (I guess the game is simply not equipped to detect the clock being tampered with while it's currently running, which makes sense, because there is no way to do this on real hardware anyway.)Īlso, I think it's worth checking to see if the same issue happens in DeSmuME. You can bypass the anti time cheat on most time-based events by setting your DS's clock to 11:59, then quickly starting the game and loading your save file, and letting the clock roll over to midnight while in-game. The reason why it works if the clock passes midnight while in-game, is because, this is actually the expected behavior: it works like that on real hardware, too. Maybe you meant this in more of a "not sure how to implement it" kind of way, but just in case, I figured it would be worth bringing this up again (if anything, the issue has better visibility on Github, anyway, and it'll be easier to track everything related to it on here.)įor everyone else, I'm fairly certain that melonDS simply doesn't handle RTC correctly, in a way where time advances as normal and no glitches happen, but games interpret the computer's time passing while the game is closed, as you having changed the clock on the DS. We might eventually make melonDS do its own time-keeping, not quite sure how to proceed tho
