melonDS 0.8.1

Discussion in 'NDS - Emulation and Homebrew' started by StapleButter, Jun 12, 2019.

  1. StapleButter

    StapleButter 'New Member' registered since 2009. Fuck yea.

    Dec 5, 2009
    melonDS 0.8.1 is out, and that fixes some of the issues that were discovered in 0.8 (mostly stupid oversights, heh), but also adds a few other features and fixes. Let's see.

    [​IMG] [​IMG]

    Input upgrade

    The input code has been reworked to be more pleasant to deal with, especially with regards to adding hotkeys. In less nerdy terms, what does this mean?

    It is now possible to map keys with modifiers, like Ctrl+Z or Shift+R or even combinations like Ctrl+Alt+Q. It is worth noting that during mapping, you should use left-hand Ctrl/Alt/Shift keys for these mappings. However, ingame, both sets of keys should work. This feature may not be too useful for DS input, but it should be more handy for hotkeys. It is also possible to delete a key mapping by pressing the Backspace key during the mapping process.

    I have also been upgrading joystick support. You can now choose which joystick to use, and can map axes to buttons/hotkeys.

    The twist to this is that I liked the old "axis maps to DS dpad" feature, and how it could be used alongside regular button/hat controls. I didn't want to lose the ability to use both, but I also wanted to make it, well, not a hardcoded mapping. So instead, you can map both a button/hat direction and an axis to each control. When mapping a joystick control, pressing a button/hat direction keeps the axis mapping intact, and vice-versa. You can delete both mappings by pressing Backspace during the mapping process.

    The aforementioned axis support should also be able to support analog triggers, which are typically exposed as axis controls.

    I also added support for multiple hat controls.


    This new, optional feature shows some short, temporary status messages onscreen. For example, when loading or saving savestates, pausing, resuming...

    The idea is to give some visual feedback about these operations, rather than, say, have savestate loads just appear to do nothing because the slot is empty.

    You can disable the OSD if you find it to get in the way.

    New hotkeys

    You might remember that some early melonDS versions had a secret hardcoded fast-forward hotkey. This seems to have appeared in version 0.3, but eventually disappeared with the UI revamp in version 0.5.

    Well, now, with Ace4896's contribution, this feature is back with a proper hotkey mapping. There is also a 'toggle' hotkey that enables or disables the framerate limiter.

    I also added hotkeys for pausing and resetting emulation.

    OpenGL fixes

    Several of the crashes and rendering errors that appeared in 0.8, stemming from the new OpenGL support, have been fixed in this version.

    I also added a little hack to support line triangles in OpenGL, and a preliminary implementation of edge marking, which you can see demonstrated in one of the screenshots above.

    There's also a bunch of little fixes and optimizations, as usual. Enjoy!

    melonDS 0.8.1, Windows 64-bit
    melonDS 0.8.1, Linux 64-bit

    If you're feeling generous, if you want to help us take this OpenGL renderer further: here's our Patreon
  2. Sunuku

    Sunuku ಠ_ಠ

    Oct 6, 2018
    Memelandia AKA MemeWorld
    Great job!
  3. the_randomizer

    the_randomizer The Temp's official fox whisperer

    GBAtemp Patron
    the_randomizer is a Patron of GBAtemp and is helping us stay independent!

    Our Patreon
    Apr 29, 2011
    United States
    Dr. Wahwee's castle
    Pretty cool stuff, keep it up :P
  4. AsPika2219

    AsPika2219 Pikachu going beach!

    Jun 17, 2010
    Cats City
    Keep moving forward! Make MelonDS great again! :yay:
  5. Vigg

    Vigg Member

    Jul 5, 2018
    Hey i've tried building this version for arm64 linux on nintendo switch but I get this error:

    melonDS 0.8.1
    dbus[7614]: arguments to dbus_message_new_method_call() were incorrect, assertion "path != NULL" failed in file ../../../dbus/dbus-message.c line 1362.
    This is normally a bug in some application using the D-Bus library.

    D-Bus not built with -rdynamic so unable to print a backtrace
    Aborted (core dumped)

    I've looked for this error and it looks like it's pretty common, but I can't fix it.
    Does anyone know how I might fix this?
  6. LumInvader

    LumInvader GBAtemp Fan

    Mar 30, 2013
    United States
    I haven't actually used this emulator yet, but I noticed that Phantom Hourglass has the same shadow flicker bug that exists in DeSmuME. I realize you already know this, but is this a fixable problem? IIRC, there was no way to fix it in DeSmuME without a major code re-write.
    Last edited by LumInvader, Jun 14, 2019
  7. Vigg

    Vigg Member

    Jul 5, 2018
    Oke if I type export DBUS_FATAL_WARNINGS=0 first it works but it runs really bad but that's just the switch' cpu I guess.