Homebrew WIP melonDS for Switch

lordelan

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Being out of the loop, this thread has 47 pages now... what's the actual state of this?
Does it allow full speed emulation more or less?
 

Skirlez

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Being out of the loop, this thread has 47 pages now... what's the actual state of this?
Does it allow full speed emulation more or less?
For some games it does allow full speed like Sonic Colors DS, with overclocking.
Here is the latest build
https://gbatemp.net/threads/melonds-for-switch.518300/page-35#post-8830041
It's still active in development here
https://github.com/RSDuck/melonDS/tree/switch
I'm sure it'll get better overtime allowing for games like Super Mario 64 DS to run good, or 2D games without OC.
 

catlover007

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Alot of games don't work too well.. Thankfully the Dragon Quest games work but.. The Zelda games run very poorly.. Alot of frame drops.
Are we expecting a new updated release anytime soon? Love the Emulator. It's amazing!
do you use docked mode or an external tool for overclocking? The first one overrides the current overclocking setting, for the latter I don't know the consequences.
 

Hydr8gon

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Wonder when NooDS will be release ? :unsure:
I'm planning to do some sort of v0.1 release pretty soon, but the Switch build isn't fast enough to be worth using yet, since it doesn't have a JIT.

Oh, and to make this on-topic: I added a link to the melonDS JIT build in the OP, so hopefully it will be easier to find now :)
 
Last edited by Hydr8gon,

Coto

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I'm planning to do some sort of v0.1 release pretty soon, but the Switch build isn't fast enough to be worth using yet, since it doesn't have a JIT.

Oh, and to make this on-topic: I added a link to the melonDS JIT build in the OP, so hopefully it will be easier to find now :)
I had no idea you were writting a NDS emu. I mean this "translator" was running armv4T code (albeit very basic drawing routines) on the NDS, I hope it's of help at least to make things faster:

https://bitbucket.org/Coto88/armv4core

Good work!
 
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do you use docked mode or an external tool for overclocking? The first one overrides the current overclocking setting, for the latter I don't know the consequences.
Am I doing something wrong cause when I put my switch into docked mode melon ds slows down to 1020, the same happens when I put the switch into standby.
 

catlover007

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we moved into a new thread: https://gbatemp.net/threads/melonds-for-switch-continuation.570021/

To fix that, you need to setup an applet hook that reapplies the overclock when the system changes modes (see my code here and here for reference).
thanks, you're not even the first person to point that out to me (in this thread), that illustrates my slowness quite well.

Anyway it's time for a new release. The 2D GPU has gotten a complete optimised rewrite, though like always there are still a few pieces lying around. Whether you can see an speedup and how much depends mostly on if the games uses features which were already optimised in the previous build. For 3D games it makes less of a difference, because everything associated with 3D still eats up a lot of frame time.
The affine layer bug in turn has been by the implementation (it affected e.g. the badge case in Pokemon Platinum or sudoku in Dr Kawashimas Brain Training). I haven't encountered bugs with the new implementation, but if you find graphics error, please let me know! Note that mosaic is still only implemented vertically.

Other reported bugs have been fixed such as stereo output or keeping or the overclock reset. The GUI now can be controlled with buttons, the controls are explained in the menu.

Support for a sample which is played back when pressing down the left stick carried over to this frontent, because the white noise which was available in the last version was not picked up by games as blowing into the microphone. The DS's microphone is incredible easy to overdrive and after too much trying around I figured out that most games seek for exactly this. This file() works in Mario Kart and Mario and Luigi Bowser's Inside Story. I'm curious how well it performs in other games.

romlist.bin is btw also included in the zip file, you only need extract the files from zip onto the root of your sd card. The bios and firmware files(named bios9.bin, bios7.bin and firmware.bin) still need to be added into /melonds.

The high shipping costs and/or dealing with customs held me back from buying a flip grip. If you want to support me and you're planning to order a flip grip in Europe yourself, consider ordering two and sending one to me (I would also add the option to rotate the GUI then:D). Thanks to @uzimakiuchiha who donated a flip grip!

EDIT: I forgot the file ^^

FIX 1: the help window incorrectly said rom files need to be placed into /roms/nds instead of /roms/ds
FIX 2: fixes the brightness up/down color effects for 3d layers (affected character creation screen in Dragon Quest IX as reported by @angelhp)
 
Last edited by catlover007,

ShadowOne333

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thanks, you're not even the first person to point that out to me (in this thread), that illustrates my slowness quite well.

Anyway it's time for a new release. The 2D GPU has gotten a complete optimised rewrite, though like always there are still a few pieces lying around. Whether you can see an speedup and how much depends mostly on if the games uses features which were already optimised in the previous build. For 3D games it makes less of a difference, because everything associated with 3D still eats up a lot of frame time.
The affine layer bug in turn has been by the implementation (it affected e.g. the badge case in Pokemon Platinum or sudoku in Dr Kawashimas Brain Training). I haven't encountered bugs with the new implementation, but if you find graphics error, please let me know! Note that mosaic is still only implemented vertically.

Other reported bugs have been fixed such as stereo output or keeping or the overclock reset. The GUI now can be controlled with buttons, the controls are explained in the menu.

Support for a sample which is played back when pressing down the left stick carried over to this frontent, because the white noise which was available in the last version was not picked up by games as blowing into the microphone. The DS's microphone is incredible easy to overdrive and after too much trying around I figured out that most games seek for exactly this. This file() works in Mario Kart and Mario and Luigi Bowser's Inside Story. I'm curious how well it performs in other games.

romlist.bin is btw also included in the zip file, you only need extract the files from zip onto the root of your sd card. The bios and firmware files(named bios9.bin, bios7.bin and firmware.bin) still need to be added into /melonds.

The high shipping costs and/or dealing with customs held me back from buying a flip grip. If you want to support me and you're planning to order a flip grip in Europe yourself, consider ordering two and sending one to me (I would also add the option to rotate the GUI then:D).

EDIT: I forgot the file ^^

Man that's splendid news!
I can't wait for all this amazing work to make its way to the master branch :D
 

ShadowOne333

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the ARM64 JIT has already moved into the JIT branch of the official melonDS repository, which can be built on aarch64 linux.
Oh nice! :D
I can compile it myself for sure, will give it a go, thank!

So it's just a matter of the JIT branch being merged into master to get it from buildbots, right?
 

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