Homebrew List of DS Emulators

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No$gba v2.5b Released
QUOTE said:
03 November 2007 - version 2.5b
- nds/3d/debug: vram viewer auto-updates 3d tree view (if any) during emulation
- nds/3d/debug: defaults to disable old/slow 3d debugmsg's (instead vram viewer)
- nds/3d/mtx: removed v2.5 z-rounding trick, allows to change projection per vtx
- nds/3d/mtx: gl_projection set to identity (but max depth +1.0 instead +0.99)
- nds/3d/mtx: all matrix math done by software without using any opengl matrices
- nds/spi: allows to deselect/disable spi bus without clearing the hold-bit
- nds/3d/debug: vram viewer displays texture bitmap for currently selected vtx
- nds/3d/debug: vram viewer draws laser arrow from screen-center to selected vtx
- nds/3d/debug: vram viewer indicates unused lights and color tables by red line
- nds/3d/debug: vram viewer shows color/material/shininess/etc for selected vtx
- nds/wifi/help: added port 24Ch/24Eh/250h, 264h/270h, 2A4h/2C4h, 2C8h/2CCh info
- nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)
- nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)
- nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)
- nds/key1/help: renamed crypt_up/down (actually encrypt/decrypt) (thanks simon)
- nds/3d/stage2/buf: all 3d rendering/lighting/vtxmaths performed from buffer
- nds/3d/multi: uses a single opengl context shared (and working) for multiplay
- nds/3d/internal: internally translates gx commands 0..255 to ID codes 0..38
- nds/wifi/help: added W_TX_HDR_CNT port 194h bit0,1,2 info (thanks Tim Seidel)
- nds/3d/debug: added new 3d page to vram viewer, treeview for buffered commands
- nds/3d/buf: stores initial frame settings, reallocs larger buffer when needed
- nds/3d/buf: stores commands with original params, and results on each mtx cmd
- nds/3d/buf: buffers all gx commands (for future frameskip and for vram viewer)
- nds/3d/deguglog: appends current matrix_mode as comment to all matrix commands
- nds/3d/softlight: fixed shininess_table index (7bit index = 8bit data div 2)
- nds/wifi: emulates 0000h-to-094h-to-098h, and reset-098h.bit15-via-0B4h.Bit6
- nds/wifi/help: added 1D0h..1DFh info, added notes on body[2] instead txhdr[2]
- nds/wifi/help: confirmed 0B4h.Bit6, added 030h.Bit7, added info on 094h/098h
- nds/wifi/help: removed incorrect/unconfirmed rxbuf_begin/end-latching-info
- nds/wifi/help: added txhdr[2], port[0C0h], port[0C4h], renamed EXTRA to CMD
- nds/wifi/help: renamed W_RXUNITS to W_RXTX_ADDR and moved it to status chapter
- nds/wifi/help: added notes on registers affected by powerforce (and by irq13)
- nds/wifi: reflects powerforce to rf_status (unreported pictochat-lite problem)
- cpu/debug: replaced invalid tmb high-opcode error message by optional warning
- cpu/debug: disassembler shows invalid high-opcodes as such (thanks vladimir)
- cpu: emulates invalid add/mov/cmp thumb high-opcodes-without-high-registers
- joysticks: fixed unstable vint_inputs code (occassionallly skipped joysticks)
- nds/wifi/dslite: debug-iomap recognizes channel-number for type3 RF registers
- nds/wifi/dslite: emulates type3 RF registers (reading, writing, and initial)
- nds/wifi: emulates reading from RF chip, emulates initial power-on RF values
- nds/wifi/help: added RF2958 (aka RF9008) datasheet info (thanks Tim Seidel)
- nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)
- nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)
- nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)

oh yeah! Dementium - The Ward (U) now plays perfectly with full 3D speed. I wonder what other games plays better now.
I love this version
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Megaman ZX run perfectly with full speed so is Megaman ZX Advent but transparency... Resident evil run too but characters are invisible and text subtitle is readable now.

Many more.. alots of improvement in games and speed is improvement.. fast.
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I have to agree on this one, The latest release of No$gba is a break though for NDS emulation.


Yeah and I got a friend that received email from Martin Korth the developer of no$gba:

QUOTEHe's found that his computer has a 3D hardware chip that he can use. He's looking into the transparency bug as his next "project". Good news on the transparency bug front.
Looking forward to the next release even more now.

Yeah, megaman star force and many infamous tansparency games are going to be fix as well.
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Yeah, NO$GBA certainly took a huge jump over the competition. His emulator was always the fastest, VisualBoyAdvance just had more features which is why it won. But in the DS sector, speed and precision are everything and it's going VERY well for him.
 
No$ reaklly is great only problem for me is the savetyp problem .. hopefully there will be an auto detect in the future XD

i played some DQM than the game crashed and i had no savegame cuz it didn't save even thaught it was saved and possible to load when i reseted the rom and did not close the emu.

And "yay" would be great if Rockman Star Force would be playable (ok it is but the fights are ultra hard without beeing able to see a thing)
 
QUOTE said:
20 November 2007 - version 2.5c
- nds/3d: vram viewer: stable handling of old-tree messages (after new reload)
- nds/bios: 80x86 bios clone supports thumb-mode irq handler (nds9/arm v5 only)
- webpage: added two nds 3d viewer screenshots, and a nds-wlan-iomap screenshot
- wifi/debug/cleanup: rearranged/fixed/renamed wlan registers in i/o map window
- menubar: added pdroms.de (and donate.htm) hyperlinks in help topic of menubar
- nds/3d: vram viewer: hides the laser pointer for non-vtx/non-postest commands
- nds/cheats: fixed last some bytes of action replay code 0Eh (thanks hiei)
- nds/3d: vram viewer: laser outlines for polygon(s) of selected begin_vtxs
- nds/3d: vram viewer: laser pointer shows cube-outlines for boxtest command
- nds/3d: vram viewer: ignores vtx_end cmd (reduces amount of tree root entries)
- cpu/detail: emulates ignored writeback on ldrh rd,[rd],imm (thanks kenobi)
- nds/3d: vram viewer: laser pointer for pos_test command (as for vtx commands)
- nds/3d: emulates internal vtx coordinates being overwritten by pos_test cmd
- nds/3d/help: added caution on pos_test (overwrites internal vtx coordinates)
- nds/3d: vram viewer: shows viewport rectangle (by red lines drawn on screen)
- nds/3d: vram viewer: allows to resize tree-view vertically (y2 bottom-aligned)
- nds/3d: vram viewer: laser arrow: shows corresponding numeric screen x,y,depth
- nds/3d: supports 3d vs 2d alpha blending (if supported by local opengl driver)
- nds/3d: temporarily halts arm9-cpu upon gxfifo-overkill (fixes main_siz error)
- nds/cartloader: accepts faulty homebrew logo crc (warning if other than CF56h)
- nds/debug: vram viewer fixed crash in guess-tile-usage for 2D tile screens
- nds/video: aligned empty_vram (crashed unallocated text scroll) (thanks m m)
- nds/3d/debug/speedup: setredraw=0 when reloading 3d viewer tree (thanks peter)
- gba/nds/video/speedup: precalculates eva/evb/evy parameters per scanline

Site @ http://nocash.emubase.de/gba.htm

Note: The transparecny have been fixed for the most games. Finally!!

Note 2: The speed have been speed up and it's great! This emulator is the best of all right now!
 
desmume 0.7.4 alpha released by Normatt.

Normatt confirms me about it.
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Normatt's released a new update of his NDS emulator.

QUOTE said:
changes:
general:
-Fixed possible segfault in ROMReader on ia64 and amd64. [evilynux]
-Fixed a crash bug with 2D background corrupting memory [shash]
-Flag check optimization [carlo_bramini]

windows port:
-DirectInput control interface with joystick support [CrazyMax aka mtabachenko]
-Matrix and Light viewer [Acid Burn]
-Cheat finder and basic cheat support [Normmatt]
-Menu reorganization [Normmatt]
-More Languages supported [Normmatt]
-Added OAM layer toggle [Normmatt]
-Misc bug fixes in the windows port [Normmatt


Site @ http://normmatt.com/blog/?p=28
 
It's a good time to be in to DS emulation right about now.
Makes you wonder what the next no$gba release will have...


I hope for:

Rotate supporting
increase resolutation size
Improvement the speed rather than frameskip is annoying
and name a few.
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a "perfect" compatibility would be good and what i would need most is a very good speed up like Visual Boy Advance had.
I allways used it barely non stop cuz the games are just so mega slow all the time ... i really don't understand why the programmer make all the games so slow
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V thats why i never bought a GBA, i would have loved to play some games everywhere but i couldn't stand the slowness when i played yu-gi-oh or barely every other game at my cousings GBA.
 
XD. Just XD.

You really thinks he goes, "Lol, I'm gonna make No$GBA slow because I want to."

No, it's because NDS emulation isn't perfect yet, or your computer just sucks.
 
XD. Just XD.

You really thinks he goes, "Lol, I'm gonna make No$GBA slow because I want to."

No, it's because NDS emulation isn't perfect yet, or your computer just sucks.

umm ... i was talking about the game developer
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V
why else would i have sayed its slow on my cousins GBA ? i don't think i can run no$ on the GBA

seems my english got worse now that i am not in school anymore ...
 
iDeaS's dinput plugin is out and now gamepad is working properly. Thanks to me working with Lino since yesterday and today and finally it is fixed.
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Go and grab it there.
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No$ 2.6 is out but you need to pay ....

i think it sucks a little bit that you need to pay BUT if he really needs the money so badly to be able to work on why not, and for those who don't have the money or just don't want to pay the new version gets free when the next update comes
 
I have it and the speed is faster and megaman star force and resident evil are now both fully playable with great speed and no bugs, wow!
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Donate it to help him out. He deserve it. I donate it for $2.50 and read this:

QUOTE said:
Many thanks for helping to continue the project!

Notes:

If there's an unexpected problem with the new version
(such like instantly crashing on all computers) (that happens occassionally)
then I'll upload a bugfix to the same url as soon as possible
(so, you may want to bookmark this page, so you won't need to donate twice).

Please don't copy the newest version to other people,
best let them send their own donations,
or else they can download the current version for free once
when the next newer version comes out.
 

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