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Touchscreen being stretched over multiple windows, as of most recent Mac OS update. Unable to link external touchscreen/display with correct touchscreen mapping
#760
App Version: 0.9.13 ARM64 NEON-A64 (LLVM-Clang v13.1.6)
Operating System: macOS v14.2.1 (23C71)
Model Identifier: MacBookPro17,1
ROM Name: ALL
ROM Serial: ALL
Emulation Speed: 1.00x
Auto Frame Skip: YES
SLOT-1 Device Type: Retail (Auto)
SLOT-2 Device Type: Auto
Advanced Bus-Level Timing: NO
Rigorous 3D Rendering Timing: YES
CPU Emulation Engine: Interpreter
Use Game-Specific Hacks: YES
External BIOS: NO
External Firmware: NO
GPU - Scaling Factor: 5x
GPU - Color Depth: 18-bit
3D Renderer - Engine: OpenGL (MSAA=Off, SmoothTextures=NO)
3D Renderer - Enable Textures: YES
3D Renderer - Texture Deposterize: NO
3D Renderer - Texture Scaling Factor: 2x
3D Renderer - Edge Marking: YES
3D Renderer - Fog: YES
Video - Output Engine: macOS Metal GPUFamily2_v1 (Apple M1)
Audio - Output Engine: macOS Core Audio Sound Interface
Audio - Advanced SPU Logic: YES
Audio - Sound Interpolation Method: Cosine
Audio - Sound Synchronization Method: "P" Sync Method
Cheats: NO
ISSUES:
I’ve been using my MacBook with DeSmuME for a few years now, and my usual set up consists of:
- The MacBook being closed
- Top screen of the emulator running through HDMI to a TV
- Touch screen of the emulator being displayed on an iPad Pro, via USB C
This way, I essentially have a large-scale ds to use, with the iPad and Apple Pencil acting as my touch screen. It was pretty plug-and-play. I launch the emulator with a window for the main display, one for the touch display, drag the window down to the iPad, run the rom, and go fullscreen on both windows. This still works visually however the touch compatibility is no longer usable.
Upon trying to run a game, it appears that the touch input is being stretched over both displays. I.e. If I tap the top left corner of the touch window, it will touch the middle left edge of it in-game. Furthermore, if I have a single window opened to display both top AND bottom, I can interact with the touchscreen by clicking or tapping overtop of the main display.
The text was updated successfully, but these errors were encountered:
Doesn't look like this has been touched but figured I'd note the fix I used. Turns out I just needed to link the ARM and firmware files to the emulator, and actually go into the DS menu and calibrate the touch screen from there. Seems to be working now.
Firmware touch screen calibration should never be required (unless you do use the firmware, in which case the calibration data needs to be valid, but there is little reason to use firmware) and the calibration data has nothing to do with how the emulator organizes or stretches its windows. The NDS doesn't know anything about your windows, nor does the firmware. The emulator frontend adapts its sense of the windows to a rigid 256x192 schema before the firmware ever sees it. Your solution here is a mistake and something else solved it coincidentally.
Yup, I may have spoken too soon. You're correct, it was just a coincidence. I was able to calibrate it from the firmware but once closed and relaunched, it reset to what it was. Still not sure what changed that made this sort of layout unusable, given that I had been using it for a couple years prior to having sent the original report.
(This is a lot so apologies in advance.)
App Version: 0.9.13 ARM64 NEON-A64 (LLVM-Clang v13.1.6)
Operating System: macOS v14.2.1 (23C71)
Model Identifier: MacBookPro17,1
ROM Name: ALL
ROM Serial: ALL
Emulation Speed: 1.00x
Auto Frame Skip: YES
SLOT-1 Device Type: Retail (Auto)
SLOT-2 Device Type: Auto
Advanced Bus-Level Timing: NO
Rigorous 3D Rendering Timing: YES
CPU Emulation Engine: Interpreter
Use Game-Specific Hacks: YES
External BIOS: NO
External Firmware: NO
GPU - Scaling Factor: 5x
GPU - Color Depth: 18-bit
3D Renderer - Engine: OpenGL (MSAA=Off, SmoothTextures=NO)
3D Renderer - Enable Textures: YES
3D Renderer - Texture Deposterize: NO
3D Renderer - Texture Scaling Factor: 2x
3D Renderer - Edge Marking: YES
3D Renderer - Fog: YES
Video - Output Engine: macOS Metal GPUFamily2_v1 (Apple M1)
Audio - Output Engine: macOS Core Audio Sound Interface
Audio - Advanced SPU Logic: YES
Audio - Sound Interpolation Method: Cosine
Audio - Sound Synchronization Method: "P" Sync Method
Cheats: NO
ISSUES:
I’ve been using my MacBook with DeSmuME for a few years now, and my usual set up consists of:
- The MacBook being closed
- Top screen of the emulator running through HDMI to a TV
- Touch screen of the emulator being displayed on an iPad Pro, via USB C
This way, I essentially have a large-scale ds to use, with the iPad and Apple Pencil acting as my touch screen. It was pretty plug-and-play. I launch the emulator with a window for the main display, one for the touch display, drag the window down to the iPad, run the rom, and go fullscreen on both windows. This still works visually however the touch compatibility is no longer usable.
Upon trying to run a game, it appears that the touch input is being stretched over both displays. I.e. If I tap the top left corner of the touch window, it will touch the middle left edge of it in-game. Furthermore, if I have a single window opened to display both top AND bottom, I can interact with the touchscreen by clicking or tapping overtop of the main display.
The text was updated successfully, but these errors were encountered: