Homebrew WIP melonDS for Switch

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thing is, you'd have to record the on/off states over a given duration and average them to get the strength, which would induce some lag
Well like the doc you posted said, the rumble pak doesn't have a strength setting, you just control how fast it rumbles by how often you switch states. So your emulation could just use one set strength for the SDL command (which you could tweak until it felt right), and just send a very short rumble (the length of which you could also tweak) every time the state is toggled. It might not work, or it might just feel weird, but you coud try it and see if it would do the job.
 
i do not know if this is still being worked on but i would absolutely love this to be completed ive wanted a mobile ds emulator on a good handheld console other than the nds for the longest time. and nothings came about to no avail. this would be GREAT if completed
 
i do not know if this is still being worked on but i would absolutely love this to be completed ive wanted a mobile ds emulator on a good handheld console other than the nds for the longest time. and nothings came about to no avail. this would be GREAT if completed
It is still being worked on, don't worry! I'm a bit preoccupied with my written from scratch NES emulator right now (learning the ins and outs of emulation so I'll be more useful to this project later on), but Arisotura/StapleButter will be making us a lovely hardware renderer for the next release, which will hopefully give us that much-needed speed boost. No ETA, but it will come!
 
but Arisotura/StapleButter will be making us a lovely hardware renderer for the next release, which will hopefully give us that much-needed speed boost. No ETA, but it will come!
that said, the hardware renderer will only bring improvements for games which use 3D graphics. Those which currently run slow and only use 2D graphics won't benefit from it at all.
 
that said, the hardware renderer will only bring improvements for games which use 3D graphics. Those which currently run slow and only use 2D graphics won't benefit from it at all.
That’s too bad. I was really hoping to play Final Fantasy Tactics A2 again. It doesn’t run very well right now, and now it looks like it won’t for quite a while, if ever.
 
-I've got an early version of the hardware renderer running on the Switch
I looked over the code and "early version" is maybe a bit exaggerated. It's the very basic foundation(mostly boiler plate code as you would call it) for the hw renderer. There's currently nothing rendered using hw acceleration, there's still a long way to go.

Now that doesn't mean I'm as excited as everybody else, I just wanted to make this clear, before maybe expectations explode or something.
 
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I looked over the code and "early version" is maybe a bit exaggerated. It's the very basic foundation(mostly boiler plate code as you would call it) for the hw renderer. There's currently nothing rendered using hw acceleration, there's still a long way to go.

Now that doesn't mean I'm as excited as everybody else, I just wanted to make this clear, before maybe expectations explode or something.
Heh, yeah, maybe I should've been clearer. Just wanted to let everyone know that it's on the way, since this project hasn't had much in the way of major developments lately :lol:
 
Okay, this time it really is an early version of the OpenGL renderer! Here, have a screenshot:
2019041023160400-39044917CFF4239A6A8855A4FBFD24A3.jpg

If you wanna know more about it, Arisotura posted some fun information on the melonDS blog.
 
Do any games run at full speed.
All the games I tried out run like aids unfortunately.
 
Do any games run at full speed.
All the games I tried out run like aids unfortunately.
Obviously I haven't tested all games, but I always recommend the Ace Attorney series for games that run full speed. Pokemon Mystery Dungeon runs close to full speed in most areas and full speed in some areas. Mario and Luigi Partners in Time runs consistently almost full speed, and it manages full speed with a frameskip of about 1 or 2. Oh, but frameskip isn't implemented in melonDS right now; it's something I was playing around with when looking for ways to improve the speed ;) I can add it in the next release if people want it. And this is all with maximum overclock enabled, of course. Worth noting that overclocking is broken on Switch system version 8.0.0; it's being worked on in libnx, and I'll try to get a new build out soon.
 
Obviously I haven't tested all games, but I always recommend the Ace Attorney series for games that run full speed. Pokemon Mystery Dungeon runs close to full speed in most areas and full speed in some areas. Mario and Luigi Partners in Time runs consistently almost full speed, and it manages full speed with a frameskip of about 1 or 2. Oh, but frameskip isn't implemented in melonDS right now; it's something I was playing around with when looking for ways to improve the speed ;) I can add it in the next release if people want it. And this is all with maximum overclock enabled, of course. Worth noting that overclocking is broken on Switch system version 8.0.0; it's being worked on in libnx, and I'll try to get a new build out soon.

Thanks for the reply :) The emulator has huge potential on the switch imo
 
Hey guys, a new version is finally out! I know I said the next release would be the hardware renderer, but that's still in the works. For now, this release has some important fixes and fun new features to hopefully tie you over!
Changelog:
-Fixed crappy audio in docked mode
-Improved the UI font
-Added new UI selector, styled like the one from the Switch UI
-Added complete UI touch control, including scrolling and button presses when touching the labels in the corner
-Added support for mapping multiple controls to a single button, as well as clearing mappings
-Added a frameskip setting
-Fixed overclock setting on Switch system 8.0.0
It's mostly UI updates, since I was in the mood to work on that. The UI changes will be coming to NoiES too, for anyone who cares. It's not all UI, though! The frameskip option is pretty handy, if I do say so myself. Games that only run at 30FPS (in-game Mario 64, for example) aren't affected visually at all with a frameskip of 1, but they still get a bit of a speed boost! As always, download on the download center or GitHub. Enjoy!

Edit: Because of the changes to the config system, I recommend that everyone deletes their melonDS.ini files before using the new version! Otherwise you might run into issues.
 
Last edited by Hydr8gon,
Naisu!
Gonna test around a bit with the new version.

Great work!
Cool! Let me know if you run into any issues. I implemented the frameskip pretty quickly, and there might be some synchronization issues with the render thread. There also might be some issues with the threads in general; the latest libnx update was giving my threads some trouble, hopefully all the issues have been sorted out now but I can't be sure.
 

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