so I already wanted to do a release last week, but then I didn't. I don't know why now, but I think this is a good point in time.
So behold, the first public (pre alpha) release of melonDS with ARM64 JIT and Neon GPU optimisations
. The source code is available here:
https://github.com/RSDuck/melonDS/tree/switch
You need to put your bios files and romlist.bin (which is shipped with regular melonds releases) into sdcard root/melonds
It currently uses my own not so great for end user interface, but this also isn't a release for general audiences.
Press ZL to hide the gui overlay while playing.
Most 2d games run well without overclocking. For 3d games it depends on the load. E.g. Pokemon HG runs fullspeed with full overclock. Saving is always slow, because it's done synchronous in melonDS, so it's bound by your sd card speed.
The jit max block size is by default set to max 32. The dynarec of melonDS seems to be more robust than the one of desmume, I haven't found a game, which breaks at this high block size. If you do experience crashes or bugs, please try to first to disable branch optimisations and then to lower the block size. Note that the fast 2d renderer currently dosen't support background mosaic, which should rarely be noticeable.
The future is currently unclear. My homebrewed profiler turned out to provide inaccurate results, there are so many things I could try, but I don't know how much impact they would make.
EDIT: I noticed that the screen layout isn't applied on load, the attached file is replaced with one where this was fixed.
EDIT 2: I noticed a second bug, when the screens are rotated the touchscreen doesn't work properly
EDIT 3: The bug above is now fixed too, the attachment has been updated
EDIT 4: Overclocking on fw versions >=8.0.0. has (hopefully, I can't test it) been fixed