[NDS] melonDS x64 0.9.3 02/09/2021

[1] @ !!! Czwartek, 2 Września 2021 22:50 CET [28-04-2021 23:35 CET]

[NDS] melonDS x64 0.9.3 02/09/2021

Całkiem prężnie rozwijany projekt melonDS wzbogacił się o nową wersję. Emulator autorstwa StapleButter (lolSnes, blargSNES) całkiem dobrze sobie radzi w emulacji jak i NDS, jak i NDSi.
Warto zerknąć na stronę domową - dużo dodatkowych informacji i ciekawostek z etapów pracy nad emulatorem.


melonDS Revision 9514efe 0.9.3 02/09/2021

  • Fix macOS right modifier detection (Nadia)
  • Fill most gaps in ROMList (Arisotura)
  • Fix touchscreen code in non-hybrid layout mode (Arisotura)
  • GBACart: simulate open-bus decay roughly (Arisotura)
  • Frontend: handle tablet and touch events (Generic aka RSDuck)
  • Implement NO$GBA debug registers (BlueTheDuck)
  • Make Setup Cheats option reappear on macOS (Nadia)
  • Add frame step hotkey (Yukitty, additional fixes by Gal20)
  • Add DSP code (PoroCYon, purringChaos)
  • Save window state (Arisotura)
  • JIT optimisations and fixes (Generic aka RSDuck)
  • Add ROM info dialog (WaluigiWare64)
  • Allow using DSi footer within NAND images (MightyMax)
  • More accurate NWRAM implementation (MightyMax)
  • Only open microphone if necessary (Arisotura)
  • Fix undo load savestate loading (Generic aka RSDuck)
  • Fix pause when inactive (Generic aka RSDuck)
  • Add audio interpolation (Arisotura)
  • Add SOUNDBIAS and optional 10bit audio (Nadia)
  • Patch touchscreen calibration data in DSi mode (Arisotura)
  • Add DSi title manager (Arisotura)
  • Fix threaded rasteriser deadlock when VCount is moved (Generic aka RSDuck)
  • Add preliminary DSi-mode direct boot (MightyMax, Arisotura)
  • More accurate DMA timings (Arisotura)

melonDS Revision 7af5ff7 0.9.2 26/04/2021

  • fix JIT on ARM Macs
  • add proper Mac builds
  • GX: optimize single-param commands
  • add recent-files menu (abcdjdj)
  • add support for loading files from archives
  • fix JIT bugs
  • fix wifi bugs
  • improve performance of save-memory writeback
  • add hotkey for swapping screens
  • 3D/GL: attempt fixing various bugs
  • fix OpenGL scaling on hiDPI displays
  • rework GPU2D for easier integration of full GL rendering
  • rework NDSCart and GBACart to make it easier to implement new cart types
  • add support for NAND save memory (WarioWare DIY, Jam with the Band)
  • fix bugs in DSi I2C and SD/MMC interfaces
  • new screen modes


→ [NDS] melonDS x64 0.9.1 25/12/20

melonDS 0.9 04/09/2019

  • add fullscreen hotkey
  • remove hardcoded F11-debug key (oops)
  • fix some gaps in the IO handlers
  • add ability to run unlaunch'd DSi NANDs
  • add preliminary camera support (feeds fixed stripe pattern)
  • fix potential bugs with tight timers (fixes ZXDS)
  • SPU: small optimization to the mixer
  • better framerate limiter
  • fix several JIT issues
  • GPU: lay bases for EVIL PLANS
  • GPU: emulate separate scroll register for 3D layer scrolling
  • some corrections to the ROM savetype list
  • a bunch of misc fixes, as usual
→ [NDS] melonDS x64 0.9 04/09/20
Boot DSI
Cave Story Nicalis (Nicalis, Inc., Nov 29, 2010)

melonDS 0.9 04/09/2019

JIT recompiler

  • Brought to you by Generic (aka RSDuck), the new JIT recompiler enables melonDS to run much faster, and quite often reach fullspeed even when emulating DSi titles! There are a few settings you can try out to get the most out of this JIT. While it has been heavily tested and worked on, it's still imperfect.

  DSi emulation

  • This is the other flagship feature of this release: melonDS now emulates the DSi!
  • You will need a NAND and firmware dump from your DSi, as well as augmented BIOS dumps (such as those that NO$GBA requires). I intend to release a BIOS dumper to make this easier.
  • Note that this is still experimental. For one, direct boot will not work under DSi mode. Not everything is running yet, either, but we're getting there. melonDS does not yet emulate some hardware like the DSi cameras (but on the other hand, emulates DSi wifi).
  • melonDS has a small hack to bypass the region check. However, DSiware titles can't be run standalone yet, they will need to be installed to the NAND.

New Qt UI

  • This means we get to do more without needing to work around the limitations that libui had. For the end user, this also means a bigger binary, but on the other hand, on Windows, all the dependencies are linked statically, so melonDS does not come with external DLLs anymore.
  • The new interface adds features that were long requested: for example, you can open the emu settings dialog to point melonDS at your desired BIOS/firmware/etc files, without needing to move/rename them around.


  • This is another popular request, and here it is. melonDS lets you enter Action Replay codes to mess with your games in whatever ways you want.


  • melonDS now supports letting homebrew access files and directories on a SD card image. Note that for now, you will need to provide an image file, melonDS does not yet build such images on the fly like DeSmuME can do.
  • Similarly, you can also use a SD card image to emulate the console's SD card in DSi mode.

 ... and the rest!

  • As usual, there are plenty of little improvements with this melonDS release, that are too many to list here, but you may discover them on your own! Or find them in the changelog (which we are still busy compiling - it's a big release).
→ [NDSi] melonDSI x64 beta I

melonDSI beta 1 15/10/2019

  • Anyway, here we go: we present you melonDSi, in unfinished beta glory. The JIT beta will follow, but I first want to ensure Generic is comfortable with it.
    The end goal will be to merge this with regular melonDS once it's in a better state, but, for now, we're providing it for the curious folks.

How to use melonDSi

BE SURE TO READ THIS BEFORE USING MELONDSI. You are using a beta release, provided with zero polishing and with a debug console. I expect that you know what you are doing to atleast some extent.

melonDSi will require several files to be dumped from a DSi. It's a bit messy right now, but we hope to come up with more user-friendly solutions in the future.

So, if you have a DSi, you might want to install unlaunch on it.

A quick rundown of the files melonDSi requires:

  • bios9.bin / bios7.bin: DS-mode BIOS images. Those are the same as the ones from a DS. They shouldn't be required to get DSi software running, but melonDSi will refuse to start if they aren't present.
  • bios9i.bin / bios7i.bin: DSi-mode BIOS images. Those can be dumped from your DSi using the good ol' dsbf_dump.nds.
  • firmware.bin: SPI FLASH image. See above. dsbf_dump.bin yields a 'FWxxxxxx.bin' file which you need to rename. It should be 128K.
  • dsikeys.bin: AES keys at boot time, dumpable using dsidumper.
  • initmem9.bin / initmem7.bin: Boot-time contents of ARM9 ITCM and ARM7 WRAM, containing several other useful keys. See above.
  • nand.bin: DSi NAND image, ideally dumped with fwTool. This should be dumped from the same console as dsikeys.bin and initmem9/7.bin.


  • Make sure that your DSi-mode ARM7 BIOS is good. Open bios7i.bin in a hex editor. Ensure that the first 32 bytes are the following:
    06 00 00 EA 06 00 00 EA 1F 00 00 EA 04 00 00 EA
    03 00 00 EA FE FF FF EA 13 00 00 EA 00 00 00 EA
  • Make sure that your NAND dump has the 'nocash footer' at the end. Open it in a hex editor and check that it has the string 'DSi eMMC CID/CPU' at offset 0xF000000. This is the beginning of the 64-byte 'nocash footer', which holds the eMMC CID and console ID.

Ideally make sure that direct boot is disabled.

Using melonDSi

  • As with regular melonDS, System->Run will boot the firmware, which should land you into the DSi menu if you did everything right.
  • You will need to recalibrate the touchscreen through the system settings app to have it work correctly.
  • melonDSi can boot some DSi-mode apps, but they currently don't work that well.

Booting games

  • melonDSi is able to boot DS-mode games from the DSi menu. They currently run with the DS-mode BIOSes and backwards-compatible touchscreen mode, but at the 133MHz clock speed and with 16MB of RAM.
  • DSi-enhanced games do not boot yet
  • Direct boot is likely to break things as it hasn't been updated yet.

Other issues

  • Do not attempt using savestates, they can and will go wrong.
  • melonDSi is based on melonDS 0.8.1, so it will have the bugs present in that version.
→ [NDS] melonDS x64 0.8.3 04/09/19
Go West! A Lucky Luke Adventure (2007, Bomico)

melonDS 0.8.3 Revision e8f4735 04/09/2019

  • fix ARM 'shift by register' operands (fixes Mario Party DS 'Stick and Spin' minigame)
  • remove glBindImageTexture() (not needed and requires GL 4.2)
  • fix input bugs when using Ctrl/Alt/Shift keys for buttons
  • fix possible crashes when exiting (again. heh)
  • 2D: support forcedblank+masterbrightness
  • 2D: fill gaps in implementation (mode6 on sub GPU, mode7, 'prohibited' modes/sizes for OBJ and largeBG)
  • build fixes
  • fix division edge case (xperia64)
  • new FPS limiter, audio sync, vsync for OpenGL
  • add warning message if romlist.bin is not found (Zettymaster)
→ [NDS] melonDS x64 0.8.2 25/06/19
Giana Sister DS (2009, Spellbound Entertainment AG)

melonDS 0.8.2 Jun 25th 2019


  • fix GL renderer not working at all on certain setups (RSDuck)
  • add 32bit writes to certain IO ports (fixes some freezes)
  • OpenGL: disable vsync under Windows
  • fix bug when mapping a joystick axis but no button
  • set kMaxIterationCycles to 64 (old value 16)
  • fix potential crash when pressing Escape with menus opened
  • OpenGL: remove shitty hack
  • OpenGL: better lines
  • fix potential crash when closing emu

Author's comment

melonDS 0.8.2 is out! This is not so revolutionary, but we're fixing a few issues.
Namely, there have been some fixes to the OpenGL renderer. If you were one of those for whom it did not work, we hope that now it will work. There are still issues with it, but we will eventually find them and fix them all.
I also undid a quick hack I did in 0.8.1 to try fixing texture alignment problems, that in the end caused more issues than it fixed. This problem will need a cleverer solution. It basically stems from the fact that the DS rasterizer works differently from OpenGL: it has no subpixel precision, and calculates color/texcoord for exact pixel positions, where OpenGL calculates them for a position that is +(0.5,0.5) inside the pixel.
I also hope to improve the GL renderer some more. In mind are: texture cache, texture upscaling/filtering, applying filtering to the 2D layer, doing something for dual-screen 3D...
We fixed a bug with the 'map joystick button and axis' feature of 0.8.1, where, if you mapped an axis control alone, it would also map 'button 1' alongside it.
melonDS now explicitly disables VSync when using OpenGL, atleast under Windows.
We also fixed a bunch of issues, potential crashes, etc...
... and changed kMaxIterationCycles from 16 to 64. That constant controls how many maximum cycles the ARM9 can run before control is given to the ARM7 and other system components. This change might affect accuracy negatively (it is worth noting that melonDS has several provisions for on-demand sync, bypassing kMaxIterationCycles) but has been found to give a small speed boost.

→ [NDS] melonDS x64 0.8.1 12/06/19

melonDS 0.8.1 Jun 12th 2019


  • fix potential issue generating the config file path under Linux
  • fix 3D/2D blending bugs under OpenGL
  • fix potential crash under the software renderer when display capture is used
  • basic, optional OSD system
  • add support for setting key mappings to none
  • add fast-forward and pause/reset hotkeys
  • fix crash when closing an input config dialog during the joystick mapping process
  • fix bugs when changing video settings with no game loaded
  • faster IRQ checks
  • faster VRAM reads
  • 3D/OpenGL: preliminary edge marking
  • 3D/OpenGL: fix fog alpha
  • 2D: render sprites one scanline in advance (iCarly - Groovy Foodie)
  • 3D/software: fix rendering of line polygons
  • 3D/OpenGL: add proper-ish support for line polygons
  • support multiple joysticks
  • add support for mapping keys with modifiers
  • add support for mapping joystick axes alongside buttons, remove hardcoded axis 0/1 mapping
  • overall better input/hotkey code

Author's comment

Input upgrade
The input code has been reworked to be more pleasant to deal with, especially with regards to adding hotkeys. 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(...)
I have also been upgrading joystick support. You can now choose which joystick to use, and can map axes to buttons/hotkeys.
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...

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.


→ [NDS] melonDS x64 0.8 1/06/19 Fix
Ninja Gaiden: Dragon Sword (2008, Team Ninja)

melonDS 0.8 July 1st 2019, by Arisotura

  • ...We just pushed a hotfix release. This should fix broken 3D rendering with OpenGL, namely for AMD/Intel GPU users.

melonDS 0.8 May 31st 2019, by Arisotura

It's been awaited for so long, and finally, by popular request, here it is: melonDS 0.8, with OpenGL renderer and upscaling!

The OpenGL renderer

This renderer is an attempt at targeting a sweet spot of, say, 90% compatibility while being fast. If you have read the previous posts about the DS GPU and how quirky that thing is compared to your average GPU, you guess that perfect rendering with OpenGL isn't going to be possible, but we can do our best. The current renderer supports most of the DS GPU features, but not all of them. There is room for improvement, but certain features will just not be implemented.


The OpenGL renderer is enabled by default, but you can go to the video settings dialog to configure it. Namely, this renderer supports increasing the internal resolution to up to 8x the native resolution. Note that changing the internal resolution does not change the window size, you will need to take care of that. However, changes from the video settings dialog apply instantly, so you can compare the various settings and select the one you like best.

Take note that the 0.8 release is a bit of an experiment. Basically, we tested it before release to ensure the OpenGL renderer will work, but we can't cover every setup that exists, so it is likely that there will be issues arising either from crummy programming on our part, or from crummy OpenGL drivers. So, if you have any issue with this, let us know!


  • fix CP15 init during direct boot
  • do not apply delays to cart transfers when the WR bit is set
  • misc fixes
  • OpenGL renderer and upscaling


→ [NDS] melonDS x64 0.7.4

melonDS 0.7.4 Mar 26

  • fix potential spurious sounds when starting melonDS
  • fix crash when using microphone with a WAV that has multiple channels
  • small optimizations and tweaks
  • wifi: add wifi settings dialog, with libpcap adapter list
  • wifi: first version of indirect (non-libpcap) mode
  • move most of the config settings to a platform-specific array (really just making it easier to port melonDS)

Authors comments @Project:

This release is hardly going to be revolutionary though, but I had to get it out before starting work on the hardware renderer.
The highlight of this release is the upgrade to the online wifi feature. Two main points there:

  1. Under direct mode, you can finally choose which network adapter will be used by libpcap. The wifi settings dialog also shows their MAC and IP as to help you ensure you're picking the right adapter.
  2. Indirect mode, which, as mentioned before, works without libpcap and on any connection. However, it's in alpha stages and it's a gross hack in general, so you can feel free to try it out, but don't expect miracles.

As usual, direct mode requires libpcap and an ethernet connection, and that you run melonDS with admin/superuser privileges.
Other than that, there are a few little fixes to the SDL audio code. melonDS now only emits sound when running something, so it shouldn't emit obnoxious noises when starting anymore. Also, it no longer crashes if you use WAV microphone input with a file that has multiple channels.

→ [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

Tagi: Nintendo, Nes, Nds, Gba, Snes, Gb, Melonds, X64

wstecz02/09/2021 22:50
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