Homebrew [SNEmulDS] Rebirth the project and update it for the last DKP

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Hello friends, does anyone happen to have version 0.5a to make available, I would like to play Terranigma on my DSi, because it is the only portable console that I have and it doesn't work in this newest version. All the 0.5a links I found are broken.
 
Last edited by luizfernando27,
Hello friends, does anyone happen to have version 0.5a to make available, I would like to play Terranigma on my DSi, because it is the only portable console that I have and it doesn't work in this newest version. All the 0.5a links I found are broken.
Here are my copies of all the 0.5 versions. Alpha, Alpha 2, and Beta.
 

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Ok, this is the last work I do on SnemulDS ...... finally:

1.png
2.png


Megaman X3 Zero Project on TWL systems ONLY, due to memory limitations. Because of that, the binary is standalone.
Do note you can still play the vanilla Megaman X3 on NTR units.

Development Notes
Source
Download now
 
Last edited by Coto,
Ok, this is the last work I do on SnemulDS ...... finally:

View attachment 340371View attachment 340372

Megaman X3 Zero Project on TWL systems ONLY, due to memory limitations. Because of that, the binary is standalone.
Do note you can still play the vanilla Megaman X3 on NTR units.

Development Notes
Source
Download now
Pretty impressive, Interested in the mode 7 you added a few posts back that was running Mario Kart.

My question is this, do other games that use the Mode 7 work?
 
Late to the party, but I have some things to say.

I've used this emulator quite a few times over the years, regardless of the quirks it may have, still very impressive with what it's capable of doing. @Coto great work on your side of the project up to this point!

Before proceeding further, this portion of what I have to say isn't meant to start trouble, I'm merely just giving my sense and thoughts into these things. I've seen a lot of complaining about ROMs being limited to 3MB when using the emulator in various other places on the internet, as well as a lot of posts here in this forum. Two things to say on the matter, one, it's expected provided the 4MB limitation of the Nintendo DS and Nintendo DS Lite, two, nobody complaining seems to have thought about solutions that have worked over the years in cases of hardware limitations, like a paging system for example, which allows dynamic handling of information to be called on the fly rather than being static in memory, allowing flexibility for things like 4MB+ ROMs and such in this case. Of course someone out there might be wondering why this wasn't a thing already, and the answer to that is quite simple, a lot of the Nintendo DS homebrew of this caliber was in its infancy stages in their time, code and concepts like these were pretty advanced and difficult to integrate in comparison to our capabilities these days, so sit and think about that. I've poked my head into this thread a few times in the past, seeing a lot of "criticism" too, yet mostly nothing constructive to solve such concepts being criticized, no idea what version of "criticism" some folks are reading up on, but clearly some source checking needs to be done on what that actually means, because a lot of the negative comments posted seem more like jabs than they do anything that's worth really being here. Opinions are fine to have, but let's not be jerks about it, I think that's pretty easy and fair to do here. For the handful of folks out there with high levels of standards over this, why not just be more intelligent and use devices I'm pretty sure you have outside of the Nintendo DS to emulate Super Nintendo games, why do you have to pop in a thread that clearly doesn't suit the standards you have and stir the pot, it just makes you look dumb. The most optimal and best approach moving forward, just scroll past the thread(s) over subject matters that don't meet your standards, it's pretty easy to do and doesn't take rocket science to figure out.
 
Late to the party, but I have some things to say.

I've used this emulator quite a few times over the years, regardless of the quirks it may have, still very impressive with what it's capable of doing. @Coto great work on your side of the project up to this point!

Before proceeding further, this portion of what I have to say isn't meant to start trouble, I'm merely just giving my sense and thoughts into these things. I've seen a lot of complaining about ROMs being limited to 3MB when using the emulator in various other places on the internet, as well as a lot of posts here in this forum. Two things to say on the matter, one, it's expected provided the 4MB limitation of the Nintendo DS and Nintendo DS Lite, two, nobody complaining seems to have thought about solutions that have worked over the years in cases of hardware limitations, like a paging system for example, which allows dynamic handling of information to be called on the fly rather than being static in memory, allowing flexibility for things like 4MB+ ROMs and such in this case. Of course someone out there might be wondering why this wasn't a thing already, and the answer to that is quite simple, a lot of the Nintendo DS homebrew of this caliber was in its infancy stages in their time, code and concepts like these were pretty advanced and difficult to integrate in comparison to our capabilities these days, so sit and think about that. I've poked my head into this thread a few times in the past, seeing a lot of "criticism" too, yet mostly nothing constructive to solve such concepts being criticized, no idea what version of "criticism" some folks are reading up on, but clearly some source checking needs to be done on what that actually means, because a lot of the negative comments posted seem more like jabs than they do anything that's worth really being here. Opinions are fine to have, but let's not be jerks about it, I think that's pretty easy and fair to do here. For the handful of folks out there with high levels of standards over this, why not just be more intelligent and use devices I'm pretty sure you have outside of the Nintendo DS to emulate Super Nintendo games, why do you have to pop in a thread that clearly doesn't suit the standards you have and stir the pot, it just makes you look dumb. The most optimal and best approach moving forward, just scroll past the thread(s) over subject matters that don't meet your standards, it's pretty easy to do and doesn't take rocket science to figure out.
I Wonder how much an paging system would consume in cpu cicles for It to work as intended. The arm9 do not support fancy memory models such as the 486 does and therefore everything has to be implemented in software. Yet It is a 67mhz arm9...

People often are not aware that the 4mb bondary of the DS is absolutely cumblesome of overcoming. It was not uncommon finding 486 with 8mb of RAM on the mid 90's and people did get rid of Windows to save resources, and yet this console has half of that amount.

Now, If the emulator do not support JIT and the ROM must be loaded in RAM, one way aroound that is to use the GBA slot expansion Pak. But considering the age of this I think It was already implemented at some time.

The thing is that SNESmulDS has to fit all graphics modes into the DS video hardware. And I would be surprised If there was a 1:1 map. A PC do not need to be careful about this because It has enough cpu power to simply emulate things precise enough and do not care about speed. Older VGA cards did only provide a Surface for the cpu to draw to, thus everything had to be done in software. Yet on DS you have backgrounds, sprites, affine transformations, and so on. The merit of this emulator was use such features to deliver a fast enough snes experience on that 67mhz arm9.
 
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Tried this emu on my Nintendo DSi XL. With A link to the past. Emulator can't do a Save state and Save setting. I just give up and play gba version of this game.
 
Tried this emu on my Nintendo DSi XL. With A link to the past. Emulator can't do a Save state and Save setting. I just give up and play gba version of this game.
If you're using TWiLight Menu++ on the DSi SD card, then you need to set `NEW_SNES_EMU_VER` to `1` in `sd:/_nds/TWiLightMenu/settings.ini` for saving to work.
 
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1687084988394.png

How do I get TWLMenu to run the latest snemulDS? When I launch a SNES rom from TWLMenu it boots into the old version of snemul (as evidenced by deleting SNEmulDS-legacy.nds causing nothing to boot at all when I click on a SNES rom from TWLMenu)
Post automatically merged:

NEW_SNES_EMU_VER = 1
This doesn't appear to do anything. I'm on the latest TWLMenu for DSi
 
Last edited by nitrozz,
View attachment 378633
How do I get TWLMenu to run the latest snemulDS? When I launch a SNES rom from TWLMenu it boots into the old version of snemul (as evidenced by deleting SNEmulDS-legacy.nds causing nothing to boot at all when I click on a SNES rom from TWLMenu)
Post automatically merged:


This doesn't appear to do anything. I'm on the latest TWLMenu for DSi
I am in the same situation and cant fix it.
 
View attachment 378633
How do I get TWLMenu to run the latest snemulDS? When I launch a SNES rom from TWLMenu it boots into the old version of snemul (as evidenced by deleting SNEmulDS-legacy.nds causing nothing to boot at all when I click on a SNES rom from TWLMenu)
Post automatically merged:


This doesn't appear to do anything. I'm on the latest TWLMenu for DSi

the Gui only Japanese or something like that, can you fix it ?
edit: touch not working
I am in the same situation and cant fix it.

Fixed all TGDS1.65 (NTR & TWL), dsp (NTR & TWL) and zeroproject branch (TWL only). Booting from Unlaunch.

It should fix all of your issues once and for all!
 

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