Homebrew List of DS Emulators

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NO$GBA 2.2f was released June 18th, I kinda missed it lol

- cpu/help: added CPU Memory Alignments chapter (and info on mis-alignments)
- research: discovered wglCreateContext (despite no info in worst opengl specs)
- gba/video: hides invalid tiles in NDS-in-GBA-mode (invisible, unlike real gba)
- gba/video: shows invalid tiles in GBA/SP-mode (vertically striped) (jasper)
- gba/help: unprectiable things: described invalid tiles (thanks jasper vijn)
- gba/emu/help: corrected Prefetch Disable (1N+1I instead 1S+3I) (jasper vijn)
- gui: re-fixed game_template for multiple machines (@@total for dual-screen)
- nds/vram: nds7 emulated vram mirrors every 256K, disabled palette/oam access
- nds/vram: nds9 ignores 8bit-writes to vram/palette/oam (thanks gary linscott)
- nds/vram: nds7 allows 8bit-writes to vram (thanks gary linscott)
- cpu: ignores mis-alignment on NDS9 LDRH/LDRSH (unlike rotated GBA/NDS7 data)
- nds/debug: filesystem viewer rejects invalid nds headers (eg. passme files)
- nds: emulates reading 8bit/16bit-fractions from 32bit ipc_fifo_recv register
- cpu: emulates "ldr pc,[mem]" with misaligned jump-dest (with optional warning)
- nds/video: avoids divide-by-zero crashes in 3D perspective divisions
- gba/nds/video: speedup: color special effects by 1x32bit mul (instead 3x5bit)
- nds/help: fixed extended palette enable bits (dispcnt bit31,30 exchanged)
- a22i: supports macros (still without params) (.macro / ... / .endm)
- a22i: supports repeat macros (.rept / ..code or data.. / .endm)
- nds/video: emulates new nds master brightness up/down effect (port 400X06ch)
- vram viewer: supports NDS rot/scal mode with text-style 16bit bgmap entries
- gba/vram/emu/help: strb to vram: write-nothing reduced to 16K in bitmap mode
- gba/vram/emu/help: strb to vram: write-twice expanded to 80K in bitmap mode
- nds/video: new rotscal mode with 16bit map entries (400h tiles ext_pal xyflip)
- nds/video: extended palettes (256-color TEXT, 256-color OBJs, 16bit rotscal)
- nds/video: emulates large screen bitmap mode (not tested, but should work)
- nds/reset: also zero-fills 2D Engine B ports (bg0ofs scroll registers, etc.)
- cartloader: loads .NEF debug-info also for .NDS files (instead only for .SRL)
- cpu: allows mis-aligned thumb BX R15, auto-aligned to "($+4) AND NOT 2"
- gba/video: emulates obj-wrap; 64x64 scaled to 128x128 only in UPPER portion
- nds/help: described obj-wrap; 64x64 scaled to 128x128 in BOTH screen portions
- nds/video: screen-width for NDS rot/scal-obj (256 pix on NDS, instead 240 pix)
 
^^I got to ask as I don't bother really downloading any of the games for the DS as my PC is just too old for fair enough speeds, but does anything commercial/commercial demo run as of yet in that sucker?
 
I get near 100% cpu consumption with DeSmuME 0.3.4, is this typical? I've tried several games including mario & luigi and mario kart
 
hmm i was never told of any official release or i would of upped the latest windows code which includes frameskipping.

EDIT: i would say the change log would include: rewrite from C++ to C, screenshot, savestates, speed issue from my versions fixed, .......

EDIT2: it appears this so called official release is just my version
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Updated WIP of DeSmuME from Normmatt to 0.3.5 WIP 1:

# Speed Increase since last release
# Loading multiply roms without closing should now work fine
# Basic frame skipping (dont use unless your experimenting as it could cause glitchs)
# Savestates should also be alot better
# New KeyConfig dialog
# Anything else ive missed
 
This thread was stickied for a reason and is dedicated to the posting of emulator updates, not the discussion of them. From this point forward keep posts on topic and cut the crap rockman.

I didnt know about that but dont call me "cut the crap" ok ? Do not repeat it! I already know that from kernelPANIC. Now, dont be a jerk.
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We are all friends here.
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Seems like people are working on different fronts with the DeSmuME emulator.
This was obtained at gbarl.it and translated using google:

Version 0.4.0.

In the emulatore:
Corrected bug in the 3D
Corrected a bug in the menu
Added the function Open and Execute
Improved the speed of execution (of 2 fps)
Reduced the key rom

In the source:
Corrected of the bug that did not allow to make to execute the emulatore.

DeSmuME 0.4.0

I'll test this version compatibility when I get home.
 
Ok, that's NDS's build so I'll update it on the main page as being his. Thanks for the update kernel!

And while I'm at it, how about some updated rankings:

July 12, 2006

GOLD (FRA) - DeSmuME 0.3.4 - Highest bootable and playable game compatibility of the six and fastest of the six by far. Touchscreen emulation is near flawless from what I can tell. Many games at least boot and some games actually run near perfect such as Polarium and Bomberman. Picked up by the author of Yabause, this emulator just stole the show. FAT emulation is also added along with save states.
SILVER (ITA) - iDeaS 1.0.0.8c - Highest playable game compatibility of the six as well with very good touchscreen emulation. A good amount of games go in-game with this emulator and the speed is decent as well with little graphics glitches. Highlights of the recent release include much better graphics in Metroid Prime Hunters, an in-game Meteos, and a working Polarium. Updates have grown sparse however.
BRONZE (GER) - NO$GBA 2.2f - Game compatibility is minimal but this emulator is building for the future making full use of the DS BIOS files. How this emulator will develop in the future remains to be seen, but it may make a run toward the finish.
4th (SWE) - Dualis R20.3 - Updates have grown slim and this author may have decided to just pack it in. As of now, no commercial games are running but some E3 demos are. Dualis supports a number of rendering modes including OGL and D3D along with primitive sound emulation and FAT emulation.
5TH (CZE) - DSEmu 0.4.10 - Very few updates recently with an unknown status of what is coming in the future. This emulator runs some demos but no commercial games. This project is assumed dropped.
6TH (RUS) - VGBA 3.0r - Unknown compatibility due to the fact that this emulator charges and few people, if any, actually bought it. Updates seem to be few and far between as well.

France takes Gold for now, opposite of the actual result in the World Cup, but I'm an Italia fan anyway! DeSmuME is taking it by a landslide, will Lino counter with a new iDeaS version, will any of the emulators being counted out rise and steal the spotlight, or will DeSmuME continue domination? Find out as our story continues.
 
I realigned the first post using a more category-based format. I broke them down into discontinued and active. iDeaS was moved to discontinued and so was DSEmu. I added INFORMATION ONLY on Ensata, no links are here don't ask either.

Also, I added NeeDS as an unofficial build of DeSmuME that was released over a month ago. Bottom line, if it was any better than the other two builds, I probably would've heard of it sooner. Enjoy!
 
Theres a new No$GBA out and it supports almost all NDS features

QUOTE said:
4th August 2006 - version 2.3
- nds/dos: displays nds button X and button Y in redefine keys setup screen
- gba/bugfix: re-disabled NDS master_bright in GBA mode (port 6Ch is GBA sound2)
- help: uploaded gbatek txt/htm standalone versions (v2.3 news: 3d video, wifi)
- nds/help: firmware header chapter (added timestamp/version/type/unused info)
- wifi/emu: direct boot sets wifi regs (mainly bb) as done by firmware bootcode
- wifi/emu: emulate serial read/write to BB ports, and write to RF ports
- wifi/emu: emulates indirect wifi ram read/write access via ports 050h..076h
- wifi/emu: emulates wifi disable by powcnt2, emulates 8bit/16bit/32bit access
- wifi/emu: allocates/emulates 8K wifi RAM, emulates used/unused wifi io ports
- wifi/help: added write range: w_buf_wr_end (074h) and w_buf_wr_step (076h)
- wifi/help: added missing ports 078h and 09Ch, explained RF index/18bit data
- wifi/help: added random algorithm, added w_us_comparecnt (compare enable)
- wifi/help: added notes on read-mirrors when reading from write-only ports
- wifi/help: added bit-by-bit port descriptions, including unused/always0 bits
- wifi/help: corrected several Â/(W)/(R/W) specifications, added r/w bitmasks
- wifi/help: matched doc to 80 column width, removed too-verbose stuff in iomap
- wifi/help: added wireless chapter (many thanks stephen stair's ds wifi doc)
- nds/xcept: allows NDS7 to access 64K region at 4800000h (wireless wifi ports)
- nds/xcept: allows NDS7 to access 256K mirror at 27C0000h (commercial games)
- nds/xcept: allows ITCM mirror at 1FF8000h..1FFFFFFh (used by commercial games)
- nds/rtc: serial transfer timings firmware-compatible (on other edge than bios)
- nds/firmware: supports 512Kbyte firmware.bin (ie. chinese charset in iQue)
- nds/emu: emulates 512-byte backup eeprom (as used in metroid demo cartridge)
- nds/help: corrected auxspicnt (exchanged bit6/bit13, enable and hold flags)
- 3d/help: cleaned-up 3d matrix chapter (mtx_mode, and clip_mtx descriptions)
- 3d/help: added chapter on 2D scrolling/specialeffects/window used on 3D/BG0
- nds/video: emulates display capture from source A=bg/obj, fixed swap_buf time
- nds/help: added note on capture completion in line 192 (regardless of size)
- nds/iomap/help: corrected display capture read/write offsets (exchanged them)
- 3d/2d: emulates hscroll on 3D layer, prevents mosaic and vscroll on 3D layer
- debug/iomap: fixed position of "W0 W1 Obj Out" and "1st 2nd Target" flags
- 3d/log: automatic comments on separate bits in poly_attr and teximage_param
- 3d: supports transparent rear-planes (for underlaying 2D plane) (metroid menu)
- 3d: enabled GL_NORMALIZE (required for normals when used with scaled matrix)
- nds/slot/dma: executes BURST only on START 0-to-1 (not on clearing MODE bits)
- nds/slot: cart transfer ready irq generated ONLY if enabled in 40001A1h.Bit6
- nds/touchscreen: works also in debug-window (not only in separate game window)
- nds/touchscreen: initializes calibration also when booted via bios/firmware
- nds/div/emu/help: DIV0 or MAX overkill: 32bit result is reversed-sign-expanded
- nds/div/emu/help: reserved mode3 is same as mode1, result/remain sign-expanded
- nds/div/emu/help: DIV0 sets remain=numer, result=+/-1 (sign opposite of numer)
- nds/div/emu/help: (-MAX / -1) overflow error returns (-MAX) (instead +MAX)
- 3d/iomap: added vertex (vtx16), normal vector, light colors, and light vectors
- 3d/iomap: added box test, pos test, pos test result, vec test, vec test result
- 3d/iomap: added edge color table, fog table, toon table, shininess table
- 3d/iomap: added current projection, position, direction, and texture matrices
- debug: disassembler: fixed Rm,Rs operand order for umull/smull/umlal/smlal
- 3d: texture mirror repeat (fully software emulated, pre_opengl_1.4 compatible)
- debug: changed .FNT DefaultChar from 2Eh to FFh (avoids WinXP bug) (jasper)
- 3d/log: log-file for all GX commands (format: PortNNN/CmdNN cmd_name params)
- 3d/log: auto-indent within begin/end, auto-wrap-indent for NxN matrix params)
- nds: re-init fpu-mode for 64bit INTEGER div/sqrt (required after opengl calls)
- 3d: fixed SCALE command (applied only to one matrix even in simultaneous mode)
- 3d: fixed mtx_load_4x3 command (applied to both matrices in simultaneous mode)
- 3d: emu: fixed vec_test (x,y,z,0) (4bit sign, instead 1bit sign+3bit integer)
- 3d: texcoord-transform fully software emulated (without GL_TEXTURE matrix)
- gba/help: added note on more complex invalid tiles with multiple BGs (jasper)
- 3d/help: added decal/modulation/toon/highlight chapter, and texcoord chapter
- 3d: texture 4x4 texel compressed format (incomplete, without interpolation)
- 3d: texture translucent formats, palette formats optionally color0 transparent
- 3d: bugfixed vtx_diff (9bit fraction is meant to be LSBs of 12bit fraction)
- 3d: material0.bit15 directly sets vertex color (for N's "cube" demonstration)
- 3d: light/material/normal with forced begin/end-outbreak on GL_LIGHTING change
- 3d: calls gx_process_fifo to free-up gxfifo (when possible aka no swap active)
- 3d: get framebuf: reverses red/blue by table (for match-up with nds 2D engine)
- 3d: explodes (1)-5-5-5 RGB textures to "unpacked" OpenGL RGBA 8-8-8-8 format
- 3d: supports 16bit I/O-writes (eg. metroid demo: 16bit STRH to CLEAR_DEPTH)
- 3d: textures (metroid demo: "nintendo/actimagine" shown before intro-movie)
- 3d/help: added note on END_VTXS being a dummy command (no effect on hardware)
- 3d/help: added note on depth test, and on POLYGON_ATTR applied at BEGIN_VTXS
- 3d: enabled Depth Test, and emulated Depth Test modes (either Less, or Equal)
- 3d/iomap: displays VertexColor setting (Port 480h aka Cmd20h) in F10 screen
- gba/video: bugfixed rotscal tile-map mode (bugged since v2.2f) (thanks jasper)
- 3d: converts fixed-point-to-float by FMUL 1/1000h (faster than fscale or fdiv)
- 3d/help: added notes about clipping, and about light vectors and normal vector
- 3d: retrieves DIB bitmap data by movsd (glReadPixels doesn't seem to work)
- 3d: supports begin/end quad/triangle/strips and all variants of vtx-commands
- 3d: forwards (software calculated) projection/modelview matrices to opengl
- 3d: supports clear color, clear depth, and applies viewport setting
- 3d: supports vertex color, and polyonattr alpha/wireframe/front/back settings
- 3d: pre-calculates 5bit R,G,B,A float values (for fast conversion via table)
- 3d: calls ChoosePixelFormat (killer-slow) (only if needed, not for 2D games)
- 3d: retrieves gl- and wgl- and PixelFormat proc addresses (quite fast)
- 3d: loads Opengl32.dll (killer-slow) (but, only if needed, not for 2D games)
 

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