Homebrew Hi-Resolution DS Emulation

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In my opinion, dementium doesn't get all that much better. I mean yeah the models in-game are definitely better, but most of the screen is filtered black and all of the "cutscenes" in the beginning at least, weren't made with in-game models, so they don't benefit. Moon looks pretty cool though, all of the background is clear and stuff.
 
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LLSpIeG.png

hU71kBg.png


In my opinion, dementium doesn't get all that much better. I mean yeah the models in-game are definitely better, but most of the screen is filtered black and all of the "cutscenes" in the beginning at least, weren't made with in-game models, so they don't benefit. Moon looks pretty cool though, all of the background is clear and stuff.
OMG THANK YOU!!! :D

The only thing that it lacks, obviously is texture filtering, it reminds me at how Silent Hill looked like on the PS. It is possible to add texture filtering in a future release as well? Or does it mean that more resources will be used, and then make the emulator and game compatibility inestable?
 
OMG THANK YOU!!! :D

The only thing that it lacks, obviously is texture filtering, it reminds me at how Silent Hill looked like on the PS. It is possible to add texture filtering in a future release as well? Or does it mean that more resources will be used, and then make the emulator and game compatibility inestable?
I don't see why not. But for now they should focus on improving performance. Fixing OGL might help.
 
Just want to point out this was unofficial build by someone? Not sure if it's even possible to implement that easily to official builds as at least OpenGL is handled entirely differently. Where regular desmume renders 3D objects before rendering whole game image this custom build seem to render whole image with OpenGL, this means you could actually use fraps with custom build where regular desmume it's impossible.
 
Just want to point out this was unofficial build by someone? Not sure if it's even possible to implement that easily to official builds as at least OpenGL is handled entirely differently. Where regular desmume renders 3D objects before rendering whole game image this custom build seem to render whole image with OpenGL, this means you could actually use fraps with custom build where regular desmume it's impossible.
This mod is based on the original source code, currently off r5024. The changes could easily be integrated into the official version.
In fact I was able to build r5033 with the changes applies, as you can see here:
http://filetrip.net/nds-downloads/emulators/download-desmume-highres-mod-x432r-r5033-f32783.html
 
Just curious, what is the name of the game on the first page with the first image of the woman in pink on stage holding her hand in the air?:huh:
 
btw thank you for causing such a influx of unwanted traffic on my server.

much appreciated,.....not >_>
 
Heard about Desmume having Higher IR just recently from a friend and its been a blast so far, every game i've tried has work 100% at full SPeed with x4.
 
I remember reading a post from the main guy behind Desmume, and he was saying that he had no intentions of adding higher than native resolutions. He'd come up with weird justifications, like low-res is accurate emulation, or that he actually prefers the muddled pixelated jungles because that's how he remembers the games, and things of this nature. I'm just glad someone finally released a build that supports custom native resolutions.
 
I remember reading a post from the main guy behind Desmume, and he was saying that he had no intentions of adding higher than native resolutions. He'd come up with weird justifications, like low-res is accurate emulation, or that he actually prefers the muddled pixelated jungles because that's how he remembers the games, and things of this nature. I'm just glad someone finally released a build that supports custom native resolutions.

I read about it and I don't believe it. It should all be caused by some misunderstanding or bad communication.
 
The new build based on r5038 works way better for me. It can now handle 3x + AA while maintaining 60fps.
i7 2600 here.
 
This mod is based on the original source code, currently off r5024. The changes could easily be integrated into the official version.
In fact I was able to build r5033 with the changes applies, as you can see here:
http://filetrip.net/nds-downloads/emulators/download-desmume-highres-mod-x432r-r5033-f32783.html


Could you upload the source code please, I'd love to build it on linux?
Also, I don't know if you know but version r5039 is already out there,
I think it would be interesting if people released updated source code from time to time with new Desmume releases,
I would be willing to do it if you teach me how to do it, just tell me what files have you changed and I'll do it.
 
Could you upload the source code please, I'd love to build it on linux?
Also, I don't know if you know but version r5039 is already out there,
I think it would be interesting if people released updated source code from time to time with new Desmume releases,
I would be willing to do it if you teach me how to do it, just tell me what files have you changed and I'll do it.
The author of the mod updates it himself regularly. His most recent version is based of r5039 and he started to include 64 bit builds, too.
http://shikaver01.webcrow.jp/

For building it yourself on Linux you'll need TortoiseSVN or a similar tool.
Create a new folder, right click on it and select "SVN Checkout...".
In the dialog enter "http://svn.code.sf.net/p/desmume/code/trunk" into the "URL of repository" field and click OK.
Now Tortoise will download the up to date source code.
Then you'll need the latest version of the mod from the authors page(http://shikaver01.webcrow.jp/). The archive contains the files of the source code files, that were changed.
I'd recommend to use the .diff file though(currently DeSmuME X432R 2014-04-28-0.diff). This file can be used even if your source code is newer than the current version of the mod. Let's say you downloaded r5040 which contains changes for the file GPU.cpp. If you overwrote this file with the one from the archive, you would overwrite this changes.
The .diff file only contains the changes for the mod and can be applied to different version. Usually Tortoise will figure out how to merge the changes.
To apply the .diff file open the folder and the desmume folder inside of it. Here you have to right click on the src folder, select TortoiseSVN->Apply Patch, select the patch file and click "Patch all items".
Now you have the up to date source code with the mod.

For the Linux version you'll need to port all the changes made to the interface of DeSmuME from Windows to Linux.
To update to the latest revision, just right click the folder and select SVN Update. This won't overwrite the mod.
When the mod itself gets updated, it's easiest to just delete the whole folder and and get a fresh version.
 

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