[NDS] melonDS x64 0.3

[1] @ Niedziela, 4 Czerwca 2017 23:29CET

Nowy projekt i nowe nadzieje - być może melonDS, którego autor StapleButter (lolSnes, blargSNES) kiedyś pokona hegemonie w DeSmuMe i No$GBA w emulacji Nintendo DS. Jak na pierwszą wersję publiczną emulator całkiem sporo potrafi, a pozbawiony wodotrysków chodzi całkiem szybko. Siermiężne GUI i niezbędne posiadanie biosu Nintendo DS to jedyne zgrzyty na początek.


 

melonDS 0.3 06-04-17

  • set POSTFLG when booting games directly, fixes Pokémon games and likely others
  • fix bug with cart DMA, booting a game from the firmware should be stable now
  • better emulation of cart transfer delays
  • better save type heuristics
  • support for writing to VCount
  • 2D: fix display capture blending modes
  • 2D: implement X-flip for bitmap sprites (oops)
  • 3D: fix mode3 (vertex) texcoord generation (Eledees no longer looks like your TV decoder broke)
  • 3D: fix Z-buffering
  • 3D: attempt at fixing culling, works better
  • 3D: latch all rendering-related registers upon VBlank
  • 3D: delay rendering start a bit, for games that run late
  • 3D: optional threaded renderer
  • 3D: change renderer to work per-scanline; accurate stencil buffer
  • 3D: fix alpha calculation when alphablending is disabled via DISP3DCNT
  • 3D: fog and edge marking
  • wifi: more functionality emulated, attempt at sending/receiving data
  • misc bugfixes and optimizations
  • better framerate limiter
→ NOWSZY [NDS] melonDS x64 0.7.1
Nanostray 2 (2008, Majesco Entertainment)

melonDS 0.7 12 Dec 2018

  • fix glitched lines in 3D
  • fix backwards windows
  • more accurate GX timings
  • more accurate DMA and memory timings
  • check for config/etc files in melonDS's directory explicitly
  • allow joystick axis events even when no dpad buttons are mapped
  • detect savemem type from database instead of huge messy fucky code

     

Authors comments @Project:

The biggest change here is that the core timings were entirely renovated to try being closer to the hardware.
First of all, after several days of gruelling testing and guesswork, we were finally able to understand the GX timings, and emulate them properly for the first time. But, as we weren't gonna stop there, we also renovated the timings for DMA and memory accesses, so that both of them are closer to their hardware counterparts. DMA and ARM7 should be pretty close to perfection now, ARM9 less so but it's still more realistic.
We have also been fixing the emulator's main loop, so that the ARM9, ARM7 and system clocks shouldn't desync anymore.
All of this, with a few added optimizations, fixes a whole bunch of issues, from things flickering to audio crackling to games outright going haywire (hi RaymanDS). Your games are now running better than ever!
... or not. That's also the point of the 0.7.1 release, I want to hear about any issues caused by the timing renovation, so we can get them fixed for the epic 0.8.
We already have one such issue, all of this is causing sprite flickering in Pokémon Platinum. Quick attempts at fixing this went nowhere, so we will have to investigate this proper.
There's also a number of misc fixes. For example, the 3D glitches that showed up in Mario Kart DS were fixed, but there's already a lengthy post about this.
There's a small fix to 2D windows, nothing really noteworthy, just fixes a game that was setting up backwards windows.
The input system no longer requires a dpad to be mapped to directional keys for joystick axes to work.
The code that looks for local files (melonDS.ini, BIOS, firmware...) was modified to explicitly check the directory melonDS is in, if that is not the same as the working directory. So in these cases it will no longer fail to find its files. Also, if melonDS.ini is absent, the preferred directory for creating it is the directory melonDS is in.
And, finally, we finally got rid of the old savemem type autodetect code. Considering its complexity and the amount of failures, it was a trainwreck. So instead, now, melonDS will pull that information from the provided ROM database (romlist.bin).
If your game is still failing to save: you might have an old failed save file lying around, try deleting it. When a save file is present, melonDS determines the savemem type from the file size, so if a file is present with a wrong size, you will have to delete it.

 

→ NOWSZY [NDS] melonDS x64 0.7
Moto Racer DS (SouthPeak) i ciekawa funkcja melona pozwalająca na zwiększenie tylko obrazu aktywnej części wyświetlacza udawanej konsoli Nintendo DS

melonDS 0.7 26 Oct  2018

  • Wifi early support
  • Miscellaneous fixes. melonDS shouldn't crash randomly when closing it anymore. And other things.
  • Savestates. Which were one of the popular demands, and which are finally brought to you.
    • 8 savestate slots, which are per-game. Savestate files are stored in the same place as save files.
    • 'Undo state load' will revert to the state from right before loading a savestate. For example, if you loaded it accidentally.
    • In savestate settings: 'Separate savefiles' allows saving to a separate save file after loading a savestate. The separate save file is bound to that savestate slot.
    • Shift-Fx to save state, Fx to load state. x = 1 to 8 for regular slots, 9 for using an arbitrary file. F12 to undo the latest state load.

 

→ NOWSZY [NDS] melonDS x64 0.6
Viva Piñata: Pocket Paradise (a.k.a. Viva Piñata DS) (THQ Inc., Sep 09, 2008)

melonDS 0.6 12 Dec 2017

This release brings a long-due sound fix and fancypants display modes.

  • don't fail completely if SDL haptic init fails (bentley)
  • fail gracefully when ROM loading fails
  • support Unicode filenames under Windows
  • FPS counter is back (sorry!)
  • allow Windows file picker to navigate through shortcuts (instead of trying to load the shortcut as a ROM)
  • screen layout/sizing/scaling modes, screen gap, rotation
  • toggle for screen linear filtering
  • add support for 8bit GXSTAT accesses
  • reset IE/IF properly
  • fix sound capture/playback for things like surround
→ NOWSZY [NDS] melonDS x64 0.5

melonDS 0.5 07-16-17

  • New UI, more stable, less windows all over the place
  • wxWidgets ditched, lost some weight
  • 2D: allow reading BLDALPHA
  • GPU: fix potential issues with VCount write
  • implement 8bit accesses to some registers
  • 2D: mosaic (not quite right for rotscaled sprites)
  • 3D: fix culling
  • allow 128KB firmwares from DSi/3DS
  • 3D: more accurate fog
  • 3D: more accurate polygon edges (but not perfect)
  • 3D: antialiasing
  • 3D: misc optimizations
→ NOWSZY [NDS] melonDS x64 0.4

melonDS 0.4 07-16-17

  • implement access modes for certain IO registers that were unhandled
  • actually implement RCNT instead of hardcoding it
  • wifi: emulation of multiplayer cmd/reply/ack transfers
  • wifi: more accurate RFSTATUS/RFPINS
  • wifi: some games can go into multiplayer now (Pictochat, NSMB, Pokémon known working)
  • improved savemem detect heuristic
  • implement firmware write, fix SPI bugs
  • accurate emulation of 'main memory display FIFO'
  • 2D: fix render/capture order
  • 2D: implement mode6 large BG
  • 2D: fix bitmap BG sizes
  • 2D: fix rotscaled bitmap sprites
  • 3D: fix missing term in MatrixTranslate
  • 3D: fix toon highlight mode
  • 3D: fix boxtest bug
  • 3D: accurate viewport transform
  • 3D: polygon Y-sorting
  • 3D: more accurate interpolation, still not perfect
  • 3D: more accurate Z and W transforms, fix some cases of Z-fighting
  • 3D: separate polygonID attributes for opaque and translucent pixels
  • 3D: start documenting and implementing depth test edge cases
  • emulate delays for SPI transfers and div/sqrt
  • misc bugfixes/additions as usual
→ [NDS] melonDS x64 0.2 - breaking the silence

melonDS 0.2 04-23-17 09:37 PM (rev. 2 of 04-23-17 09:42 PM)

  • melonDS 0.2 is out, with sound output and various other improvements.

Changelog:

  • preliminary sound
  • various compatibility improvements and fixes
  • various little speedups too
  • cart transfer delays emulated
  • RTC uses system time
  • wifi stub -- games requiring wifi functionality shouldn't hang anymore
  • 2D: windows
  • 2D: various fixes to display capture
  • 3D: toon/highlight shading, shadows, polygonID
  • 3D: box test, pos test, vec test
→ [NDS] melonDS x64 0.1
Age of Empires: The Age of Kings (Majesco Entertainment Company, Feb 14, 2006)

melonDS 0.1  29.03.17

  • There's a new DS emulator in the town, and it's finally seeing its first public release! melonDS is part of a second wave of DS emulators. There are a few other emulator projects that are part of it, which you might have already heard of. Either way, check them out!  Why start this project? Mostly for the sake of the challenge, but also because I believe the DS emulation scene needs some fresh air. The NO$GBA author is working hard to reverse-engineer, document and emulate the DSi, but aside from that, there isn't a lot of progress regarding the DS, and I feel that there are still things to be done.

Features

  • almost-complete 2D graphics
  • 3D graphics (software renderer) with texturing, alphablending, lighting
  • input: keyboard and joystick, touchscreen
  • backup memory
  • booting from the BIOS
  • resizable video output window, preserving aspect ratio of individual screens

The files must be placed in the same directory as the melonDS executable, as follows:

  • bios7.bin -- ARM7 BIOS, 16KB
  • bios9.bin -- ARM9 BIOS, 4KB
  • firmware.bin -- firmware, 256KB or 512KB
wstecz04/06/2017 23:29
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