Homebrew Stella-DS Improved

wavemotion

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Version 6.0 is released! https://github.com/wavemotion-dave/StellaDS
V6.0 : 27-Nov-2022 by wavemotion-dave
* CDF/CDFJ games are now supported (but not CDFJ+)
* Big speedup in ARM Thumb processing to render all DPC+ games full-speed on the DSi or above.

Speedup across the board - even normal games got 1-3 frames of improvement. But ARM-assisted games got a really big boost - sometimes as many as 10 frames. Every DPC+ game should run at or about full speed now on the DSi. And for the first time, the even more advanced CDF/CDFJ games are support - go get the super-fresh new demos of Galagon, Wizard of Wor Arcade, Draconian, Zoo Keeper, RubyQ, Robot War, Lode Runner and more!!

This was a huge lift. I'm wiped out.

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Cris1997XX

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Not ready for a new official build, but daily build 6.0b is now checked in with support for CDFJ+

This is the pinnacle of current banking on the Atari... and only a couple of games are available for it right now.

But the GORF v3 demo is really nice!

View attachment 340500
You're a madman!! Probably my favourite emulator developer out there
 
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wavemotion

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And to bring this to an almost illogical conclusion... Turbo Arcade which is CDFJ+ with 64K ROM and 32K RAM.

Unfortunately, the DSi is out of gas (pun intended). I just don't have enough of the fast Working RAM available to make this a reality at full speed. It runs about 50fps with every optimization there is... including some "unsafe" ones that I've added a configuration for... Sadly, the DSi has almost 800K of additional faster working RAM that I have been unable to access through trial and error and online technical documentation. I'll revisit this if someone has clues as to how to get that untapped DSi power.

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wavemotion

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This is really nice Dave. It is already enjoyable, you can hit +55fps many times in Turbo Arcade. Of course flicker free option needs to be disable to reach that speed. This is the first time I launch a CDFJ+ game, and it's on a DSi :D Thanks.
Right! Flicker free can’t really be used on these cutting edge games as we need every DS CPU cycle available to run the games. But on an XL or 2DS/3DS XL it should look good enough as those screens tend to have slower pixel fade replicating the TV phosphor effect. The other CDFJ+ game you should try is Gorf which has all the arcade stages and will run at just about full speed.
 

Cris1997XX

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Right! Flicker free can’t really be used on these cutting edge games as we need every DS CPU cycle available to run the games. But on an XL or 2DS/3DS XL it should look good enough as those screens tend to have slower pixel fade replicating the TV phosphor effect. The other CDFJ+ game you should try is Gorf which has all the arcade stages and will run at just about full speed.
If they make yet another ARM-based mapper, imagine what you could do on the 3DS! :rofl2:
 

wavemotion

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Version 6.1 is released! https://github.com/wavemotion-dave/StellaDS

V6.1 : 01-Dec-2022 by wavemotion-dave
  • CDFJ+ games are now supported up to 256K of ROM and 32K of RAM. Turbo Arcade is playable but isn't yet full speed.
  • More speedup in ARM Thumb processing.
  • New Screen Pan Up and Pan Down handling - this can be mapped to any DS button (XYAB) to help with games that use more than 192 pixel lines (really useful for CDFJ games from Champ Games).

Even Space Rocks Tournament Edition is now running at (or close enough) to 60fps. There are still a few holdouts on the CDFJ camp that are sub-60 but not many... and now we support CDFJ+ for the really huge games that will be developed in the future!
 

djleviticus

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Version 6.1 is released! https://github.com/wavemotion-dave/StellaDS

V6.1 : 01-Dec-2022 by wavemotion-dave
  • CDFJ+ games are now supported up to 256K of ROM and 32K of RAM. Turbo Arcade is playable but isn't yet full speed.
  • More speedup in ARM Thumb processing.
  • New Screen Pan Up and Pan Down handling - this can be mapped to any DS button (XYAB) to help with games that use more than 192 pixel lines (really useful for CDFJ games from Champ Games).

Even Space Rocks Tournament Edition is now running at (or close enough) to 60fps. There are still a few holdouts on the CDFJ camp that are sub-60 but not many... and now we support CDFJ+ for the really huge games that will be developed in the future!
thanks once again for this amazing update :)
 

wavemotion

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No ready for a new build, but did check in 6.1f with Fast Fetcher music working. Don't expect miracles but it sounds pretty good on a number of games... and less good on others. Draconian, Mappy and Stay Frosty 2 now all have their proper music and sound pretty nice. Pitfall II has background music for the first time in StellaDS history... but is a little scratchy. Still - miles better than the lack of music. Some other games like Quadrun also benefited from these sound changes.
 
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wavemotion

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Version 6.2 is released! https://github.com/wavemotion-dave/StellaDS

V6.2 : 05-Dec-2022 by wavemotion-dave
  • New WAVE DIRECT sound handling for fast-fetching music. Draconian, Mappy, Stay Frosty 2, Stella's Stocking, Pitfall II and Quadrun have much improved sound.
  • New palette options to tweak the colors to your liking.
  • Memory re-org for a bit more speed but also to recover some valuable resources so more features can be added in the future.
  • Added a 2nd page (not yet populated) for possible future options. This requires a new configuration file format - your old one will be reset. Sorry!
  • Fixed CDFJ+ fetchers causing problems (including incorrect handling of SaveKey).
  • Other small improvements as time permitted.
 

wavemotion

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Not ready for a new build but I did find a nice speedup in the core 6502 CPU processing loop that seems to give a solid performance boost. Some games got 1 frame boost... some got 3-4 frames!

Games that were marginal on the older DS-Lite are now running nice and smooth above 60 including Stampeed, Cosmic Commuter, Montezuma's Revenge, Crackpots and a bunch more. A bunch more games are now fast enough on the older DS hardware that I can enable frame blending - so classics like Space Invaders and Spider Fighter look their absolute best.

On the DSi front, every DPC+ game now maintains 60 fps. Even Scramble and Space Rocks Tournament Edition. The special Space Rocks TE adds about a billion flying rocks to the mix - it's pushing the Atari in ways that shouldn't be possible. I didn't think we would get to the point where it was perfectly playable. And the regular Space Rocks (my favorite version since it's not as balls-hard) runs fast enough (gusts up to 80 fps) that frame blending can be turned on to make it shine.

On the CDF/CDFJ/CDFJ+ ARM front just about everything is playing full speed now except Draconian which is mid 50s with gusts to 60 and Turbo Arcade which is still variable in the 50s but quite playable. Turbo Arcade is unique in that it uses the latest CDFJ+ driver with 64K of ROM (most of it ARM code) and 32K of RAM and the poor DSi just can't manage all the moving parts. But it's close.
 

wavemotion

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Version 6.3 is released! https://github.com/wavemotion-dave/StellaDS

V6.3 : 11-Dec-2022 by wavemotion-dave
  • Improved performance across the board. More games play at the right speed even on the older DS-Lite/Phat.
  • New QuadTari support - for now it's just Dual Joysticks + SaveKey which is useful for games like Robotwar.
 

wavemotion

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Version 6.4 is released! https://github.com/wavemotion-dave/StellaDS

V6.4 : 17-Dec-2022 by wavemotion-dave
  • Reduced stack memory so we don't crash when first creating a Savekey EE file.
  • Improved 6502 handling to localize the PC for a bit of a performance boost.
  • Added the 3E+ banking scheme.
  • New global palette and sound options on the Configuration Menu page 2 (use L/R keys).
  • Other small improvements as time permitted.
And the subsequent daily 6.4b found another frame of performance across the ARM assisted games. Lady Bug Arcade is now sustaining 60 fps and many of the ARM games can now enable Flicker Free video processing on the DSi to make them really shine (Space Rocks defaults to Flicker Free for the best viewing experience).

1671413908892.png
 

Cris1997XX

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Version 6.4 is released! https://github.com/wavemotion-dave/StellaDS

V6.4 : 17-Dec-2022 by wavemotion-dave
  • Reduced stack memory so we don't crash when first creating a Savekey EE file.
  • Improved 6502 handling to localize the PC for a bit of a performance boost.
  • Added the 3E+ banking scheme.
  • New global palette and sound options on the Configuration Menu page 2 (use L/R keys).
  • Other small improvements as time permitted.
And the subsequent daily 6.4b found another frame of performance across the ARM assisted games. Lady Bug Arcade is now sustaining 60 fps and many of the ARM games can now enable Flicker Free video processing on the DSi to make them really shine (Space Rocks defaults to Flicker Free for the best viewing experience).

View attachment 343384
You're still finding ways to improve the emulator!? You must've sold your soul to the devil :rofl2:
 
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wavemotion

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https://github.com/wavemotion-dave/StellaDS

V6.6 : 20-Jun-2023 by Dave Bernazzani (wavemotion)
  • Fix for Meltdown prototype so it doesn't crash.
  • Fix for Pleiades to fix graphical glitches.
  • Fix for Atom Smasher prototype so it doesn't crash on start (wrong bank scheme detected).
  • Fix for E7 banking so it handles 8K, 12K and 16K roms.
  • Fix for Flash Gordon to eliminate graphical glitches.
  • Fix for Elf Adventure prototype so it runs.
  • Fix for Star Gunner so it doesn't glitch.
  • Fix for Warlords graphical glitches.
  • Fix for Worm War I graphical glitches.
  • Fix for A-Star not starting.
  • Fix for Hugo Hunt graphical glitches.
  • Improved random() generator for more robust RAM clear / handling on startup and added config to either randomize RAM or clear it at start.
  • Added new option to use the 'Compatible' BUS driver which will handles things like invalid reads and drives unused TIA bits (a few games rely on this - but it does slow down emulation slightly).
 

wavemotion

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https://github.com/wavemotion-dave/StellaDS

V6.7 : 24-Jun-2023 by Dave Bernazzani (wavemotion)
  • Fix for Sword of Surtr so it runs correctly.
  • Hold L+R shoulder buttons for ~1 second to take a snapshot of the screen (written to SD card)
  • DSi now defaults to the 'Accurate' BUS MODE for maximum compatibility.
  • Improved data bus handling for undriven pins in Tia::Peek() for improved compatibility.
  • A few more tweaks to a few more games to make them as accurate as possible.
This is probably it for a while on StellaDS. I've gotten the compatibility as high as I can and kept the speed as fast as I can. On the DSi and above (running at 134MHz) pretty much the entire library should be playable with the exception of a few of the really complex ARM-assisted games which might drop below full frame-rate. The older DS-Lite/Phat should play most of the classics the way you remember.

Enjoy!
 

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