[NDS] melonDS x64 0.7.1

[3] @ !!! środa, 12 Grudnia 2018 22:11 CET [12-12-2018 21:26 CET]

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.
Warto zerknąć na stronę domową - dużo dodatkowych informacji i ciekawostek z etapów pracy nad emulatorem.
 


 

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 0.7.3
Resident Evil: Deadly Silence (2006, Capcom)

melonDS 0.7.3

  • fix STRD_POST (fixes Just Sing - Vol 2 music)
  • add support for POWCNT1 (fixes Imagine - Teacher)
  • 2D: fix fade effects to semitransp sprites and 3D layer (fixes Devil Survivor)
  • 3D: truncate W to 24 bits before viewport transform. do not render polygons with any W=0.
  • attempt at fixing hiDPI under Windows
  • fix input config dialog crashes under Linux
  • add support for hotplugging joysticks
  • make 'savefile relocation when using savestates' disabled by default
  • remember whether main window is maximized
  • add menu for setting main window to an integer size
  • init save memory to 0xFF instead of 0x00
  • romlist.bin: index games by serial rather than CRC. updated romlist.
  • add support for 128K EEPROM (Pokémon Mystery Dungeon - Explorers of Sky)
  • make nocashprint also work in ARM mode
  • GX: always latch rendering engine registers, even when not flushing
  • GX: fix polygon timings when polygon is rejected by culling/clipping
  • rewrite main emu loop to use absolute timestamps

Authors comments @Project:

Something that should have been done long ago, and has finally been done: the emulator's main loop was rewritten to use absolute timestamps to keep track of cycle counts. Overall, it's more reliable (far less chances of desyncs), more accurate, and also a bit faster, and the code is cleaner. So we win on all fronts. This should fix the recent flickering issues, like that of Colour Cross.
The downside is that this breaks savestate compatibility with older melonDS versions.
In the same vein, there's another fix to GX timings. We knew that vertex timings were different when a vertex completed a polygon, but we just found out that timings also differ based on whether the polygon passes culling and clipping. This will help with games that need their display lists to be running fast enough.
To hopefully fix the saving issues, we built a new database, resulting of a mix between the Advanscene XML and savelist.bin from the R4 Wood firmware. For better detection, the new romlist.bin indexes games by their serial code rather than by the ROM's CRC32, which also means that it will work with hacked ROMs. This means you will need to make sure to replace romlist.bin with the newer one if you're extracting this melonDS release over an older one.
There's also a particular fix for Pokémon Mystery Dungeon - Explorers of Sky, which uses 128K EEPROM. It should now save properly.
However, note that the correct savefile size for this game is 128KB. If you have a savefile which is 256KB, the game will read it fine but fail to save to it (because that size is detected as FLASH memory and not EEPROM). You can fix this by opening your savefile in a hex editor and deleting the upper half of it. This is especially important if you use a savefile coming from DeSmuME as it will create a 256KB file.
We also have a neat little pile of UI improvements.
melonDS now supports hotplugging joysticks. That being said, it still defaults to the first joystick available on your system. I'm not quite sure how to go about handling multiple joysticks.
The main window is smarter about remembering its size: it also remembers whether it was maximized.
There's a tentative fix for hiDPI under Windows, which should atleast make the screens scale correctly.
There's a new menu for setting the window size to an integer scaling factor (1x to 4x).
The setting for savefile relocation when using savestates is now disabled by default. While the feature may be useful, having it enabled by default was confusing for unaware users.

And finally, the misc fixes:

  • fix STRD_POST (fixes music in Just Sing - Vol 2)
  • 2D: fix blending bugs
  • add support for 8bit reads to DISPCNT/BGxCNT (fixes The Wild West)
  • make nocashprint also work in ARM mode
→ NOWSZY [NDS] melonDS x64 0.7.2 Fix
Arkanoid DS (2008, Taito). Jak dla mnie zbyt minimalistycznie.

melonDS 0.7 16 Dec 2018

  • microphone input (physical mic, noise, wav)
  • nocash-style console printing
  • send console output to cmd under Windows
  • corrections to romlist.bin
  • 2D: fix blending for semitransp sprites and 3D layer when windows are used (bypasses window 'color effect enable' check)
  • 3D: fix 'equal' depth test margin in Z-buffering mode, fixes Puzzlers World 2
  • SPU: add support for channel repeat mode 3 (behaves same as 1)
  • SPU: always clear channel buffers, even when running ch0-7 in mode 3 (fixes American Girl - Kit Mystery Challenge!)
  • libui/windows: cache ideal size for uiButton. fixes lag in input config dialog close/open lid, sleep mode
  • hotkey system
  • audio settings dialog, with volume slider and microphone settings
  • libui/gtk: remember last directory in which a ROM was opened
  • libui/gtk: attempts at fixing input config dialog crashes
  • framerate limiter toggle (abcdjdj)
  • add Linux libpcap library names (dogtopus)
  • betterer readme (Aqueminivan)
  • GX: set busy flag immediately when putting things in the FIFO, fixing possible race condition
  • GX: revise timing for SWAP_BUFFERS command
  • add flatpak manifest (cpba)

Authors comments @Project:

It appeared that, due to an oversight, melonDS 0.7.2 would crash when loading a ROM if the physical microphone init failed.

This has since been fixed, and a hotfix has been pushed. If you downloaded melonDS 0.7.2 before this post, just redownload it to get the fixed version.

→ [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.

 

→ [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
→ [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
→ [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 0.3

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
→ [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
wstecz12/12/2018 22:11
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