no$gba 2.6a

Urza

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no$gba 2.6a
DS emulator for PC


A new version of the popular DS emulator. The latest freeware version has been uploaded to the downloads center (2.6), and 2.6a can be obtained from his site for a PayPal donation.

[title:Changelog](faster 3d rendering, backup detect, rtc-irq, better texture interpolation,)
(perfectly accurate edge-marking, translucent-poly-id, shadow-poly support,)
(capture in vram display mode, debug gui/warnings, cpu/ipc/div/sqrt details)
- free-download: old no$gba v2.6 gaming version now free for everybody - enjoy
- debug/symbols: resize function for Alt+L symbol list window (saved in .ini)
- debug/internal: changed computer_id handling for compatibility with win vista
- nds/debug: allows nintendo to mis-use clipmtx_result for detecting their emu
- nds/debug: allows to override mis-declared-thumb-functions by crude $t labels
- nds/rtc: triggers IRQ when SI changes HI-to-LO (only when SI-IRQ is enabled)
- hll-version: demangles strange new "_ZN3txt3txtEii" and "_Z3txtii" type labels
- nds/gba/rcnt: allows to generate SI interrupts manually by toggling RCNT bits
- nds/gba/rcnt: internally memorizes rcnt-output bits (additionally to inputs)
- nds/rtc: passes rtc 1Hz/2Hz/4Hz/8Hz/16Hz or per-minute IRQ to rcnt SI input
- nds/3d: soft-speedup: uses clean 80286 shift opcodes (instead slow 80386 shrd)
- nds/3d: soft-speedup: new scaled side_clip_x allowed to re-remove pre_add_mask
- nds/3d: soft-speedup: scaled side_clip_x coords from 0..len to 0..7FFFFFFFh
- nds/3d: soft-accuracy: texture/color interpolation with variable pre_add_mask
- nds/details: emulates all newly discovered ipcfifo/div/sqrt technical details
- nds/help: added tech specs on div/sqrt (readonly results, start/stop timings)
- nds/help: added tech specs on ipcfifo (edge triggered, underrun, fifo-disable)
- nds/help: added user settings 076h (language mask) and header 01Dh (ique flag)
- nds/3d: soft-detail: edge-mark: recurses surrounding depth values (less only)
- nds/3d/help: added more technical notes on edge marking (depth and polygon_id)
- nds/a22i: auto generates chinese crc upon .fix directive (only if version=2)
- nds/help: added info on chinese title in icon/title region (addr/version/crc)
- cpu/internal: reduced 32bit test/and to 8bit (al/bl/cl/dl instead eax/ebx/etc)
- cpu/detail: emulates mis-aligned thumb bx/blx and arm bx/blx (with warning)
- cpu/detail: emulates mis-aligned rd=r15 in arm alu opcodes (thanks jonathan)
- nds/3d/help: added double-blended-edge-glitch (edge-marking plus anti-alias)
- nds/3d/help: added translucent-edge-glitch (edge-marking plus anti-aliasing)
- nds/backup: supports re-detection (games with faulty initial initialization)
- nds/backup: added bus-width auto detection (redirecting to new general types)
- nds/backup: added new types (3x general types) (and 1x sanyo, thanks flubba)
- nds/3d: soft-detail: edge-mark: handles edges at screen border (via clear_id)
- nds/3d: soft-detail: edge-mark: applies edges in respect to surrounding pixels
- nds/3d: soft-detail: edge-mark: internally stores edge_flag for possible edges
- nds/debug: allows some games to initialize not-existing port 4001004h to zero
- nds/debug: allows nintendo to use faulty ldmib with base-inclusion-writeback
- nds/debug: allows nintendo to use invalid stmib/ldmib user bank writeback
- nds/debug: allows nintendo to write more serious nonsense to ® baseband regs
- nds/timings: re-fixed arm7/arm9 sync (new arm9-66MHz timings vs arm7-33MHz)
- nds/video: supports capture from 2d/3d engine in vram display mode (nanostray)
- nds/help: added note on undoc nds7 port 4001080h (used by ds-lite firmware)
- nds/help: added optical mouse sensor (slider controller) (thanx daniel palmer)
- nds/help: added firmware wifi internet access point settings info (thanks cue)
- nds/help: added user settings 066h (year) and 075h (ext language) (thanks cue)
- screenshot: converts 32bpp images to 24bpp (smaller and more standard files)
- nds/3d: soft-detail: prevents rendering of translucent polys with same poly_id
- nds/3d: soft-detail: supports shadow polygons (mask/render, step 1 and step 2)
- nds/3d: soft-speedup: scaled perspective correct clp.x from 0..len to 0..7FFFh
- nds/3d: soft-speedup: mmx: faster texcoord_clipping (no_repeat,repeat,flipped)
- nds/3d: soft-speedup: pre-calc tex_clip proc, collapsed 32:32 tex_xy to 16:16
- nds/3d: soft-speedup: pre-explodes edge_color_table, optimized alpha blend
- nds/3d: soft-speedup: mmx: processes two rgba-pairs and tex_xy-pairs at once
- nds/3d: soft-speedup: mmx: nonlinear color_rgb and texcoord_xy interpolation
- nds/3d: soft-detail: stores fog bit in framebuffer (opaque/trans=replace/and)
- nds/3d: soft-speedup: mmx: linear color_rgb and texcoord_xy interpolation
- nds/3d: soft-speedup: merged texture addressing and blending into single proc
- nds/3d: soft-speedup: mmx: faster texture blending (modulate/toon/highlight)
- nds/3d: soft-speedup: pre-calculates soft3d_tex_blend_proc for blendtype/mmx
- nds/3d: soft-speedup: uses mmx (if present) (otherwise stays 80386 compatible)
- nds/3d: soft-speedup: collapsed scanline_rgba from 32:32:32:32 to 8:8:8:8 bits
- detect: added no$gmb-386/486/cpuid detection, internal: rdtsc (3d/re selftest)

download.gif
Download latest freeware version (2.6)
icon11.gif
Source and newest version
 

dualscreenman

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Here's my analysis from the other thread:

Notable improvements include:

Savetypes are automatically detected.
yaynds.gif

Mario and Luigi: PiT no longer crashes when hitting a save block.
Need for Speed: Carbon's races are now visible.
Super Mario 64 DS now has shadows, runs at full speed with little to no frame skipping.
Zelda: Phantom Hourglass and other cel-shaded games no longer have lines on the edges of the polygons.

The 3D renderer has been sped up 2x, but won't affect most 3D games. This is because the nocash 3D core is to the point where it takes way less CPU power to emulate than it takes to emulate the DS's ARM7 and ARM9 CPUs.
 

BoneMonkey

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314tnc9.gif


3D games use to run at 3% on my crappy PC now they run at 39% ... 100% in 2D games

if you have a new pc i dont see why this emulator can't run games at full speed
 
D

Deleted User

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QUOTE said:
2.6a can be obtained from his site for a PayPal donation.
what a douche, emulators are NOT to be made commercial
what a douche, brains are NOT to be turned off

come on, without martin korth there will be no slot1 devices and yet it doesn't seem to matter for most that he did not get any money from it. This man has done a lot for the ds scene, $2.50 is really a small thing... and if you want you call the program little$nds.
 

antiKk

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It's called nocash, because he has no cash.
Give the man $2.50, it's well worth it. I paid and I don't even use his emulator.
 

DanTheManMS

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I paid, and I never pay for such things. Btw: Is it possible to run ds homebrew emulators etc which use a file system on no$gba?
You could create an FCSR image with the tools from http://gpf.dcemu.co.uk though that's a lot of work, and it doesn't always work right. DLDIrc has automatic FCSR image creation in it if you want to try it, though I've had more success doing it manually. Let me know if you want manual instructions.
 

Rayder

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I wouldn't pay for an emulator unless 100% of the games were working at full speed.

But then again, I don't bother to emulate handheld systems on my PC. Kinda defeats the purpose of a handheld, don't you think? I'm sure I could find the latest version for free if I cared enough.
ph34r.gif


BUT

I would imagine the dude is charging that nominal fee for the latest version just to see how much continuing interest there is in his emulator.....not to mention enjoying some deserved cash for his efforts and to keep him interested in continuing his improvements.

I DO understand that even though I don't care about emulating a DS on my PC (especially if I have to pay for the privilege, especially when you consider that as soon as he comes out with another version, the old one will become free....and it's still not 100%), that many people do care. So don't take my reply the wrong way.

Try to see things from BOTH sides of the fence.
 

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