Homebrew Desmume Update

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Desmume Version 0.9.10 is now updated!!!

General/Core:
enh: break savestate back-compatibility
bug: improve save size autodetection for some games
bug: cpu: fix many basic jit cpu bugs
bug: 3d: tweak softrasterizer edge marking
bug: 3d: fix stale 4x4 texture palettes
bug: fix some GPU sprite blending scenarios
bug: fix bios HLE BitUnPack, UnCompHuffman
enh: modular slot-1 device system, emulate GC bus more faithfully
enh: support NAND slot-1 device
enh: auto-detect appropriate slot-1 and slot-2 device
enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
enh: spu synch mode and method on commandline

Windows:
bug: fixes to advanscene DB import
bug: save opengl display method filter option
bug: general bugfixes to various screen layout modes
enh: add option to stop non-integer scaling during fullscreen or maximize
enh: improvements to save import dialog
enh: improved memory viewer tool
enh: operate better when run, against our advice, from a zipfile
enh: add slot-1 Nitro Filesystem viewer tool

Cocoa:
bug: fix slot1-R4 path saving
bug: fix bug with mic samples < 16khz bug: fix bugs and enhancements in multi display windows bug: fix handling of some joystick analog inputs enh: save display windows configuration and emulation speed on app exit

Download it here!

http://desmume.org
 
Oh yeah, looks REAL promising... >_>

(Tried 8 different ROMs before giving up.)

83hoEbg.png
 
Now we just need an updated build for Wii/vWii :)


Can I ask why? Correct me if I'm wrong, but I didn't think the Wii could run that emulator at any considerable/playable speed...?

Oh yeah, looks REAL promising... >_>

(Tried 8 different ROMs before giving up.)


83hoEbg.png


Do you have a 64-bit CPU by chance? Try the 64-bit build if you can (assuming you're on a 64-bit OS). The crash doesn't happen to me at all, also make sure your DirectX redistribute is up to date
 
Can I ask why? Correct me if I'm wrong, but I didn't think the Wii could run that emulator at any considerable/playable speed...?



Any optimization is a good thing. I (perhaps wrongly) presume that better code, re-ported could run better on wii.

This update wont change much, but it could perhaps fix a few niggles.

I cant imagine it running 100% without frame skip, but I do think its achievable to run at good speeds.

Arikado/dancing ninja used to be working on this, and they did great things with what is now old code. :)
 
Any optimization is a good thing. I (perhaps wrongly) presume that better code, re-ported could run better on wii.

This update wont change much, but it could perhaps fix a few niggles.

I cant imagine it running 100% without frame skip, but I do think its achievable to run at good speeds.

Arikado/dancing ninja used to be working on this, and they did great things with what is now old code. :)


Don't wanna be a kill joy, but I don't have high hopes for any major optimizations for the Wii (I personally rather would run said emulator on a PC where raw power can be taken advantage of), but that's just me.
 
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I totally agree, but on PC I dont think the controls would work so well... it surely works out better on the Wii with the point and click vs stylus option?
 
I totally agree, but on PC I dont think the controls would work so well... it surely works out better on the Wii with the point and click vs stylus option?


I just use an Xbox 360 controller since it's better than the keyboard. If the Wii U ever gets hacked, then raw power will be non-issue ;)
 
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I just use a USB controller myself. The only thing that sucks is that the touchscreen doesn't work well on a touchscreen computer.
 

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