Homebrew List of DS Emulators

Paladin

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Dualis 20.2

2006-04-30

CPU: Fixed updates of some function pointers after changing the ITCM size
MMU: Added support for send FIFO flushing
MMU: Added support for send FIFO empty IRQs
MMU: Added support for IPCSYNC IRQs
MMU: Fixed a bug in the handling of FAT long filename entries
MMU: Fixed some bugs in the FAT emulation that would occur if a directory contained more than 256 directory entries
GUI: Modified CPU synchronization

Not sure how much it improves reading commerical/demo roms but if you read his blog aptly named The Dualog, the cpu synching improves alot on the fps.
 

Paladin

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Dualis 20.3 Released!

CPU: Fixed a bug in the division SWI
GPU: Fixed some tile flipping bugs
GPU: Optimized rendering of extended palette BGs a bit
GPU: Disabled rendering of OBJ windows
MMU: The FAT is now writeable
INP: The keyboard layout can now be configured in dualis.ini
GUI: Improved the texture viewer


FAT write operations are fairly restricted at this point, see the README section on GBAMP emulation for more details.
 

Foppzter

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Two nice upgrades in one week, it feels almost as Christmas
happy.gif
 

timbojill

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Here are the six active emulators and their current versions and statuses:

iDeaS - (Current Version 1.0.0.8c - 03/11/2006) - This emulator is one of the better emulators featuring average compatibility comparatively along with a promising future
DeSmuME - (Current Version 0.3.3a - 02/20/2006) - Fantastic compatibility makes this emulator one of the obvious leaders as it features near perfect touchscreen emulation, recently picked up by author of Yabause
DSEmu - (Current Version 0.4.10 - 01/15/2006) - Doesn't run any commercial games but handles most of the demos very well, one of the veterans of the DS emulator group
VGBA - (Current Version 3.0r - Date Unknown) - Just starting DS emulation, but for the price tag of $25 now (down from $35 before), no way of knowing how well this emulator performs as few have it
NO$GBA - (Current Version 2.2c - 04/18/2006) - A franchise dating all the way back to NO$GMB, this one really sparks a lot of interest but requires the BIOSes to run
Dualis - (Current Version R20.3 - 05/03/2006) - Runs demos and E3 demos but does not run any final commercial games at all according to the site, first to attempt sound emulation

Unofficial DeSmuME Builds:
Normmatt's DeSmuME Build - (Current Version 0.3.4 - 04/24/2006) - This build adds save state and preliminary SRAM save support

It's going to be fun watching them all develop over time, stay tuned it's sure to be a fun ride.

Ensata was released as an illegal emulator of sorts and obviously is not being developed at all so it really only gets an honorable mention.

When I downloaded the file from the Normmatt's DeSmuME Build and tried extrating it winrar save the achieve is no good. Can someone pm me through gbatemp.net when this issue is resolved.
 

Normmatt

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Here are the six active emulators and their current versions and statuses:

iDeaS - (Current Version 1.0.0.8c - 03/11/2006) - This emulator is one of the better emulators featuring average compatibility comparatively along with a promising future
DeSmuME - (Current Version 0.3.3a - 02/20/2006) - Fantastic compatibility makes this emulator one of the obvious leaders as it features near perfect touchscreen emulation, recently picked up by author of Yabause
DSEmu - (Current Version 0.4.10 - 01/15/2006) - Doesn't run any commercial games but handles most of the demos very well, one of the veterans of the DS emulator group
VGBA - (Current Version 3.0r - Date Unknown) - Just starting DS emulation, but for the price tag of $25 now (down from $35 before), no way of knowing how well this emulator performs as few have it
NO$GBA - (Current Version 2.2c - 04/18/2006) - A franchise dating all the way back to NO$GMB, this one really sparks a lot of interest but requires the BIOSes to run
Dualis - (Current Version R20.3 - 05/03/2006) - Runs demos and E3 demos but does not run any final commercial games at all according to the site, first to attempt sound emulation

Unofficial DeSmuME Builds:
Normmatt's DeSmuME Build - (Current Version 0.3.4 - 04/24/2006) - This build adds save state and preliminary SRAM save support

It's going to be fun watching them all develop over time, stay tuned it's sure to be a fun ride.

Ensata was released as an illegal emulator of sorts and obviously is not being developed at all so it really only gets an honorable mention.


When I downloaded the file from the Normmatt's DeSmuME Build and tried extrating it winrar save the achieve is no good. Can someone pm me through gbatemp.net when this issue is resolved.

might have something to do with winrar as it seems to work fine for everyone else using winzip
 

spotanjo3

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Good job on this emulator..are you going to add more code for increase games or you are only able to do this such as save state and etc ? I am not sure what you can and cannot. Let us know.
smile.gif
 

Normmatt

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Good job on this emulator..are you going to add more code for increase games or you are only able to do this such as save state and etc ? I am not sure what you can and cannot. Let us know.Â
smile.gif

I'm still new to c/c++ and emulator coding in general but ill be looking into the gfx portion of the code sometime, most likely when i get a faster computer.
 

Paladin

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No$GBA 2.2d

9th May 2006 - version 2.2d
- nds/tcm: reset during emulation does reinit memaccess_list (and rebuild_tcm)
- gba/video: selectable GBA (dark), GBA-SP (med), DS-in-GBA-mode (bright) colors
- nds/video: emulates backlight on/off/dimming (rgb_xlat per screen / machine)
- nds/setup: optionally allocates debug-ver 8MB main memory (with reset/remount)
- nds/help: described wifiwaitcnt (port 4000206h), and displayed it in f10-iomap
- nds/help: spi 16bit mode bugged (only each 2nd byte appears in 8bit-spidata)
- nds/iomap: added 32bit auxspi register in iomap (formerly 8bit whatever 1a1h)
- nds/aux: emulates auxspi port (that still without any backup-memory emulated)
- nds/help: added cartridge backup chapter, and auxspi in cart ports and iomaps
- nds/realtime: raised from 50% to 100% speed (delays only on arm9, not on arm7)
- nds/video: emulates alpha-flag (0=transparent) for direct color BG bitmaps
- nds/iomap: expanded bg#cnt charbase value to bit2-5 (unlike GBA-style bit2-3)
- nds/help: added debug_exception_vectors in irq chapter (27FFD9Ch and 380FFDCh)
- nds/reset: stable multiple_ready initialization (libnds crashed each-2nd-boot)
- nds/debug: allows stackinfo at non-3000000h region (ie. var nds9 dtcm region)
- nds/metroid: metroid demo intro-movie is now working (bg bitmap & bitmap obj)
- nds/iomap: fixed displayed sqrt_result register value (addr 2B4h instead 2A4h)
- nds/iomap: fixed soundcnt and soundbias registers (addr 50Xh instead ecx+50Xh)
- nds/video: fixed bitmap obj emulation (also displayed in vram viewer oam page)
- nds/help: corrected 2D Bitmap OBJ description (boundary=8x8, not boundary=32)
- nds/video: emulates vram-display-mode (used for metroid intro / upper screen)
- nds/irq/bios: nds-irq-handlers working without copy of real nds-bios-image
- profiler: goto function always applied to CODE window (not data/stack window)
- nds/profiler: treats FFFF0018h as nds9-irq (unlike 00000018h for gba/nds7)
- nds/emudetail: higher emulation accuracy for read/write-able POSTFLG bits
- nds/bugfix: fixed SWP opcode (metroid) (ecx was destroyed by anytcm handler)


Apparently this should allow you to boot the metroid demo movie but for whatever reason it crashes for me (w/ bios.)
If you know how to get it working properly, please let us know.
 

_ORiON_

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EDIT: whoops soory Paladin got posted it first

Update:
No$GBA 2.2d

- nds/tcm: reset during emulation does reinit memaccess_list (and rebuild_tcm)
- gba/video: selectable GBA (dark), GBA-SP (med), DS-in-GBA-mode (bright) colors
- nds/video: emulates backlight on/off/dimming (rgb_xlat per screen / machine)
- nds/setup: optionally allocates debug-ver 8MB main memory (with reset/remount)
- nds/help: described wifiwaitcnt (port 4000206h), and displayed it in f10-iomap
- nds/help: spi 16bit mode bugged (only each 2nd byte appears in 8bit-spidata)
- nds/iomap: added 32bit auxspi register in iomap (formerly 8bit whatever 1a1h)
- nds/aux: emulates auxspi port (that still without any backup-memory emulated)
- nds/help: added cartridge backup chapter, and auxspi in cart ports and iomaps
- nds/realtime: raised from 50% to 100% speed (delays only on arm9, not on arm7)
- nds/video: emulates alpha-flag (0=transparent) for direct color BG bitmaps
- nds/iomap: expanded bg#cnt charbase value to bit2-5 (unlike GBA-style bit2-3)
- nds/help: added debug_exception_vectors in irq chapter (27FFD9Ch and 380FFDCh)
- nds/reset: stable multiple_ready initialization (libnds crashed each-2nd-boot)
- nds/debug: allows stackinfo at non-3000000h region (ie. var nds9 dtcm region)
- nds/metroid: metroid demo intro-movie is now working (bg bitmap & bitmap obj)
- nds/iomap: fixed displayed sqrt_result register value (addr 2B4h instead 2A4h)
- nds/iomap: fixed soundcnt and soundbias registers (addr 50Xh instead ecx+50Xh)
- nds/video: fixed bitmap obj emulation (also displayed in vram viewer oam page)
- nds/help: corrected 2D Bitmap OBJ description (boundary=8x8, not boundary=32)
- nds/video: emulates vram-display-mode (used for metroid intro / upper screen)
- nds/irq/bios: nds-irq-handlers working without copy of real nds-bios-image
- profiler: goto function always applied to CODE window (not data/stack window)
- nds/profiler: treats FFFF0018h as nds9-irq (unlike 00000018h for gba/nds7)
- nds/emudetail: higher emulation accuracy for read/write-able POSTFLG bits
- nds/bugfix: fixed SWP opcode (metroid) (ecx was destroyed by anytcm handler)

------

I did not try it tho. I'm most looking forward for the iDeaS and desmume but it's been months they did not release any update.

can anyone tell some updates of theirs going to be released soon?
 

spotanjo3

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QUOTE said:
Originally Posted by Evrain
I'm a bit saddened, when I read these forums. Guys, I think the iDeaS Project is now discontinued. Lino is working as a full time professional developer now, and I highly doubt he will work on the code again...
Evrain

I dont know if he is tease or for real.
 

_ORiON_

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with France passing a new law, the new developers of desmume not even releasing something new, and then now i just found out "Lino is working as a full time professional developer now"

i wont get my hopes up then {maybe I will on Normatt's build}
 

Paladin

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well if somebody could provied normatt with a faster computer then maybe or if some generious soul can work on it... but i don't think i'm gonna get my hopes up.
 

Normmatt

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guys dont worry the new desmume team is working hard on porting the code from c to c++ or vice versa either way they have made alot of progress.
my code is in the process of being incorparated into their sourcebase and Im also a member of the team now
 

spotanjo3

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guys dont worry the new desmume team is working hard on porting the code from c to c++ or vice versa either way they have made alot of progress.
my code is in the process of being incorparated into their sourcebase and Im also a member of the team now

AMAZE!

Please tell them and include you that you guys are doing a good job and we wish you the best of luck!
bow.gif
happy.gif
 

Normmatt

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guys dont worry the new desmume team is working hard on porting the code from c to c++ or vice versa either way they have made alot of progress.
my code is in the process of being incorparated into their sourcebase and Im also a member of the team now


AMAZE!

Please tell them and include you that you guys are doing a good job and we wish you the best of luck!
bow.gif
happy.gif

Tell them yourself on irc
tongue.gif


irc.freenode.net #desmume
 
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