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    Sunday, May 11, 2014
DeSmuME

Release page

DeSmuME X432R (2014/05/10) is compiled.
DeSmuME X432R is a modified version of DeSmuME. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality.
DeSmuME also supports microphone use on Windows and Linux ports, as well as
direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME X432R (2014/05/10) Changelog:
The created based on the official SVN r5038

High resolution 3D rendering (experimental)


Improved internal processing.
Fidelity of the display is improved.
Fixed a bug of the HUD display.
Add Config menu → High-Resolution 3D Renderer → Async Mode
This function is separated from the main thread the part of the drawing process will be executed asynchronously.
There is a screen update is not successful in use.

Download
 



    Sunday, January 12, 2014
DeSmuME 0.9.10

DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.



Here is changelog for latest version:

In this version, we have focused on trying to clean up some complexities in the user experience and emulator internals. Pretty unglamorous stuff, but some games are newly compatible.

General/Core:
enh: break savestate back-compatibility
bug: improve save size autodetection for some games
bug: cpu: fix many basic jit cpu bugs
bug: 3d: tweak softrasterizer edge marking
bug: 3d: fix stale 4x4 texture palettes
bug: fix some GPU sprite blending scenarios
bug: fix bios HLE BitUnPack, UnCompHuffman
enh: modular slot-1 device system, emulate GC bus more faithfully
enh: support NAND slot-1 device
enh: auto-detect appropriate slot-1 and slot-2 device
enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
enh: spu synch mode and method on commandline

Windows:
bug: fixes to advanscene DB import
bug: save opengl display method filter option
bug: general bugfixes to various screen layout modes
enh: add option to stop non-integer scaling during fullscreen or maximize
enh: improvements to save import dialog
enh: improved memory viewer tool
enh: operate better when run, against our advice, from a zipfile
enh: add slot-1 Nitro Filesystem viewer tool

Cocoa:
bug: fix slot1-R4 path saving
bug: fix bug with mic samples < 16khz
bug: fix bugs and enhancements in multi display windows
bug: fix handling of some joystick analog inputs
enh: save display windows configuration and emulation speed on app exit


Visit projects WIKI for further information and official homepage for latest emulator builds.
 



    Saturday, December 14, 2013
LolSnes-- SNES emulator for Nds

I hope this project will bring some new life into the SNES-on-DS scene. It looks like all the existing emulators for the DS are dormant or discontinued, which is sad.

lolSnes is a project that Mega-Mario started two years ago. He wished to make a SNES emulator for the DS, that could render most sane games without glitches. However after inadvertently following the wrong approach with the PPU side: trying to make a line-accurate software renderer. The DS just wasn't powerful enough to handle such a renderer. That discovery pretty much shattered any motivation and the project stayed dormant for two years.

But now he is back to working on it again and coded the PPU using the DS's 2D video hardware.

So far, SMW is playable, to some extent. The background layer tends to obstruct text like menus and info boxes because per-tile priorities aren't emulated yet.

You also can't get past Donut Plains 2: for some reason, the camera keeps rewinding and moving forward a bit at the start of the level, keeping you from going further. Aside from this bug, game play is near perfect. The game also runs at full speed (albeit with a speedhack).

Screenshot


* Main CPU: 99% -- all opcodes emulated, may miss some unimportant bits though
* PPU: ~30% -- Mode 1 BG and OBJ supported, as well as some of the priority
* SPC700: 80% -- most useful opcodes implemented, as well as I/O (SPC/CPU comm, timers)
* DSP: 0% -- what it says. No sound yet.
* Joypad input for joypad 1

Issues

* There is no interface for selecting a ROM-- it is hardcoded to load snes/rom.smc
* Tearing and black pixels tend to appear when backgrounds scroll, because writes to the BG scroll registers are applied directly and not synced to the DS display
* CPU bugs are hidden in the main CPU core, and possibly the SPC700 core. They may bite you when you expect it the least.

For those who are interested, the source code is available in a Github repo.

Stay tuned to GbaTemp for an update.
Linkfor Git builds.
GitHub
Emutalk thread
 



    Friday, May 10, 2013
DeSmuME 0.9.9

DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.



Here is release note for latest version:

Yes, it’s been a while since the last release, but we haven’t been completely idle. There’s a brand new jit cpu core which yields some impressive speedups, and a ton of work on the OSX port!

Head on over to the download page and check it out!

Also, please don’t post bug reports or support requests in the comments. It’s a terrible venue for that, and there are other places specifically designed for it, such as, say, the support forum

Turn on JIT (dynamic recompiler) for HUGE speedup (in menu Config->Emulation Settings)


Visit projects WIKI for further information and official homepage for latest emulator builds.
 



    Wednesday, September 05, 2012
DeSmuME 0.9.8 for OSX

DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.



Here is release note for latest version:

The OSX version has been updated to support Mountain Lion and fix an occasional crash that was annoying some users.

Visit projects WIKI for further information and official homepage for latest emulator builds.
 



    Saturday, May 19, 2012
DeSmuME 0.9.8

DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.



Here is release note for latest version:

Yes, it's been a while since the last release, but we haven't been completely idle. There's a brand new top shelf Cocoa frontend to make life far more pleasant for OSX users, and a host of compatibility fixes.
+ edit (09-apr-2012) - the win32 binary was updated to remove the console window which was accidentally left enabled
+ edit (18-apr-2012) - the win32 nosse2 binary was updated to fix it so that it was actually what it says it is

Visit projects WIKI for further information and official homepage for latest emulator builds.
 



    Tuesday, July 26, 2011
DeSmuME SVN r4065

via http://www.emucr.com/2011/07/desmume-svn-r4065.html

DeSmuME SVN r4065 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME SVN Changelog:
r4062
win32: some minor clarifications to console behaviour. console behaviour is now verified to be pretty dang good in cygwin/msys bash as well as cmd.exe so long as you launch with "cmd /c desmume.exe".
r4063
win32: newer console title format, somewhat more useful. now %EXENAME% %ARGS% to show you how you launched it. let me know what you think. also let me know if it crashes while trying to parse something!
r4064
cheatSystem: headerId should be const
r4065
Fix memory block alignment in RomBanner for 4-byte wchar_t, #3354040

From rogerman:

The RomBanner struct requires UTF-16 strings for the six different ROM titles.
Currently, we use wchar_t buffers to define the memory blocks where the title
strings are supposed to go. Using wchar_t is fine for compilers that assume a
2-byte wchar_t. But compilers that use a 4-byte wchar_t will misalign
the memory blocks.

I've submitted a new patch that changes all the wchar_t in RomBanner titles
to u16 for all ports. It took me a while to research the dependencies on
titles, and to make sure I didn't accidentally break something in the
Windows port.

As for the wcscpy() deal in the RomBanner constructor, it's an arbitrary
default init value that we don't actually use in practice, so I removed it.
If a particular port wants to know what to display for the titles when a
ROM isn't loaded, there are plenty of ways to figure this out. Or they can
just check the titles for an empty string, which the constructor inits the
titles to before the wcscpy() call.

For CHEATS::save(), I removed the dependency on using titles. The ROM name
we write to file is also an arbitrary value which we don't actually
reference in practice. I changed it to use gameInfo.ROMname, since we're
already using gameInfo.ROMserial.

http://www.mediafire.com/?jaessxvx2txpueu
 



    Monday, July 25, 2011
DS2x86 version 0.20 released!

Pate has updated his Dos Emulator for the Nintendo DS, heres the news:

Sorry it took me over a month to get a new version released. However, this version now has two noteworthy improvements, namely FPU support and the fact that this version is now built with version 0.13beta of the SDK. This version of the SDK has already been released at the end of last year, but I only recently noticed that I still used the even older 0.12beta version to build DS2x86. This might have caused at least some of the audio problems, as the audio features were somewhat improved in SDK v0.13beta. I also decided to jump the version number to 0.20 with this version, to show that it has some major internal changes.

The biggest enhancement is the addition of FPU support. For now this only works in 32-bit protected mode (meaning those DOS4GW games), as those are the games that mostly expect the existence of an FPU. My two test games, X-COM UFO and Destruction Derby, now seem to run the FPU parts fine. The problems I mentioned in the previous blog post were actually both caused by the FPU opcodes, though in some rather interesting ways. It took me almost three days to track down and fix the problems. There is still a rather serious problem in the texture mapping in Destruction Derby, but I am not sure if that has anything to do with the FPU opcodes. In any case, Destruction Derby runs much too slow to be properly playable, so fixing the texture mapping is not a high priority. Fixing it might fix some other games as well, so I do plan to look into it at some point.


Anyways, the FPU problem in Destruction Derby was in the FCOMP (compare) opcode. When I first tested that opcode it seemed to return a correct result, so I spent a lot of time looking elsewhere for the problem. In the end it turned out that I had a small typo in the opcode handler, I had written "sll t4, t3" when I meant "sll t4, t3, 1", and the assembler had interpreted it as "sllv t4, t4, t3". In this case the assembler tried to be a bit too smart, when it replaced the sll opcode (which can only have an immediate shift value) with the sllv opcode (shift by a register value). Since I had forgotten to type the immediate value, it would have been nicer if the assembler had given an error instead. That problem meant that the comparison result was mostly random, it sometimes returned the correct result and sometimes not, somewhat depending on the lowest 5 bits in the registers I wanted to shift left by one bit before the comparison.

A more interesting problem was the one that affected X-COM UFO. It behaved very erratically, dropping to a debugger with an unsupported opcode at random locations, where the opcode should have been supported. That pointed to the interrupt routine failing to execute properly and dropping back to where the interrupt should have happened. It took me a while to notice that when it dropped into the debugger, the Virtual 86 mode flag in the flags registers was set! I had not coded support for interrupts in virtual 86 mode yet, so that was the reason for the weird unsupported opcodes. However, I was pretty sure that the game does not set this flag on purpose, so I added a check into DS2x86 to drop to the debugger immediately after this bit gets set in the CPU flags. After a few test runs, the results were quite interesting. Once the bit did not get set, but DS2x86 dropped into the debugger anyways. In other runs, twice the opcode was fsin, and once fcos, two of my new FPU opcodes.

The interesting part was that I did not touch the CPU flags in the fsin and fcos opcode handlers at all! I did store the register that contained the flags into stack, along with various other registers that calling the GCC math library sin() and cos() functions will globber, and then restored the registers after the call. I could not immediately see anything wrong with my code, so just for fun I copied the flags before the GCC library call to the EAX emulated register and the same flags after restoring them from stack to ECX emulated register, and then added a forced drop to the debugger after the call. And, much to my surprise, the value restored from the stack was completely different to the value I pushed to the stack!

I looked into the dump file for what happens in the GCC library sin() and cos() functions, and noticed that indeed, they destroy the two topmost words of the caller's stack!. I have a very hard time believing this behaviour is by design, this might actually be a bug in the GCC compiler itself. Here below is the dump from the start of the math library sin() function. The input is a 64-bit double value, in 32-bit registers a0 (low word) and a1 (high word).

80250fd0 <__sin>:
80250fd0: 3c027fff lui v0,0x7fff
80250fd4: 3442ffff ori v0,v0,0xffff
80250fd8: 00a23024 and a2,a1,v0
80250fdc: 3c033e50 lui v1,0x3e50
80250fe0: 27bdfda8 addiu sp,sp,-600 // sp -= 600, make room for local variables
80250fe4: 00c3182a slt v1,a2,v1
80250fe8: afbe0250 sw s8,592(sp)
80250fec: afbf0254 sw ra,596(sp)
80250ff0: afb7024c sw s7,588(sp)
80250ff4: afb60248 sw s6,584(sp)
80250ff8: afb50244 sw s5,580(sp)
80250ffc: afb40240 sw s4,576(sp)
80251000: afb3023c sw s3,572(sp)
80251004: afb20238 sw s2,568(sp)
80251008: afb10234 sw s1,564(sp)
8025100c: afb00230 sw s0,560(sp)
80251010: afa40258 sw a0,600(sp) // Store the low word of input to sp+600
80251014: afa5025c sw a1,604(sp) // Store the high word of input to sp+604

You can see that the routine first reserves 600 (0x258) bytes of stack space for local variables, but then stores the input value to offsets 600 and 604 from the start of the reserved space! This effectively destroys the two last words that the caller had pushed into the stack, which in DS2x86's case were the emulated CPU flags and a stack size mask register. So, after returning from fsin or fcos routines, the flags were randomly set, and also the stack-relative addressing might have addressed the wrong memory area.

This problem was easy to overcome by leaving two extra words to the top of the stack when calling these functions, but if you are writing software for DSTwo yourself, beware this problem! I spent some time googling whether this was a known problem and if a fix is available, but did not immediately find anything. Let me know if you know the correct place to look for this information!

I also made some other fixes, based on the debug logs you have sent. Still another change is that I changed the Makefile to compile the C modules with -no-long-calls option, which makes the code smaller and faster. I don't know why the SDK defaults to long-calls, as they are only needed if the code does not fit into a single 128MB block, and the DSTwo only has 32MB of RAM! Anyways, let me know if you run into any new problems with this version, and feel free to test the games that used to report unsupported FPU opcodes! Thanks again for your interest in DSx86 and DS2x86!

http://dsx86.patrickaalto.com/DSblog.html

 



    Tuesday, June 28, 2011
DeSmuME SVN r4048

News via http://www.emucr.com/2011/06/desmume-svn-r4048.html

DeSmuME SVN r4048 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME SVN Changelog:
r4048
debug print how many rasterizer cores got booted up

Download http://www.dcemu.co.uk/vbulletin/threads/357831-DeSmuME-SVN-r4048
 

[NDS] A5200DS v1.5

News via http://www.nintendomax.com/viewtopic.php?t=13591&f=19&sid=66add62da70765c0722b4864a27251be

Alekmaul offers version 1.5 of " A5200DS "emulator for the Atari 5200 for Nintendo DS / DSi.

V1.5 : 26/06/2011
* Fix bug in GTIA/POKEY for enabling pot management, analog jostick works now
* Compiled with new devkitpro (r33), win 1 fps since previous version

Download http://www.dcemu.co.uk/vbulletin/threads/357793-NDS-A5200DS-v1.5
 

DSx86 0.35 released!

Heres a new release of the Dos Emulator for the Nintendo DS:

I decided to take a break from getting frustrated with the problems in DS2x86 and work on DSx86 instead. This version has various small fixes, mostly for specific games but all of these fixes were actual bugs in the emulation, so they might fix problems in other games as well. Here is the list of the fixes:

Dune 2 has had a problem since version 0.30, where giving a MOVE command to an unit makes the unit vanish. This was caused by a bug in one of the macros I changed when enhancing the memory access system to be able to handle 16MB RAM.
Populous II always exited to DOS immediately after moving the mouse. This was caused by my emulated mouse callback function not saving and restoring the ES register. This problem may also have affected Battle Chess 4000, and possibly other games as well.

Battle Bugs gave an unsupported INT call, and then hung. The INT call was simply an unsupported mouse command "LIGHT PEN EMULATION OFF", which I now ignore, but the hanging was caused by some missing features in my emulation of I/O port 0x61 reading.


Battle Bugs also played PC Speaker sounds (before configuring the audio) and at times changed the speaker frequency so fast that it caused the ARM7 FIFO buffer to overflow, which in turn caused the touchpad to seem to stop working. I fixed this by changing the PC speaker frequency handling to use a shared memory location instead of the FIFO system. Now ARM7 reads that memory location 512 times per second (once per each AdLib music buffer fill cycle) and adjusts the PC Speaker channel frequency by the read value. This is not yet quite fast enough for PC Speaker digitized audio emulation, but at least it fixes the touchpad hanging problem.

Battle Bugs also needed various enhancements to the VGA 640x480 screen handling. It uses split screen mode and a non-standard display pitch value, both of which were still unsupported in my 640x480 mode screen blitting code. I added support for those features to the Zoom, Scale and Jitter modes, but did not have time to add them to the Smooth scaling algorithm yet. I don't actually know how to play Battle Bugs, or Populous II for that matter, so I don't know how playable those games are, but at least they start into the actual game.

Just before this weekend my NAS server machine died. I had all the backups and previous version source codes for DSx86 and DS2x86 in a RAID 5 disk array on that machine, along with all the debug logs and such you have sent me. It looks like the motherboard of that machine is dead, and I don't have a suitable RAID controller in my other machines, so I can not access the old version sources or debug logs at the moment. I have ordered a new motherboard, so hopefully I can get my RAID 5 array up and running again when the new motherboard arrives.

My summer vacation begins after next week, so then I should have more time to work on DSx86 and DS2x86. There are still a lot of things missing from DS2x86 that I would like to add to it, but before that I would want to fix the problems with the DSTwo I/O layer which are the source for the constant frustration. Perhaps I will have time to really dig into this problem during my summer vacation.

http://dsx86.patrickaalto.com/DSblog.html

Download http://www.dcemu.co.uk/vbulletin/threads/357787-DSx86-0.35-released!
 



    Tuesday, June 21, 2011
DeSmuME SVN r4045

News via http://www.emucr.com/2011/06/desmume-svn-r4045.html


DeSmuME SVN r4045 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME SVN Changelog:
r4045
metaspu: support the PCSX-2 Synchronizer in the Cocoa port

From rogerman, #3320757

Download http://www.dcemu.co.uk/content/92516-DeSmuME-SVN-r4045
 



    Monday, June 20, 2011
DeSmuME SVN r4044

News via http://www.emucr.com/2011/06/desmume-svn-r4044.html

DeSmuME SVN r4044 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.

DeSmuME SVN Changelog:
r4044
add ifdef to WIFI_Reset

Download http://www.dcemu.co.uk/content/92484-DeSmuME-SVN-r4044
 



    Friday, June 17, 2011
nesDS v0.52a

News via http://www.nintendomax.com/viewtopic.php?t=13555&f=19

huiminghao et minitroopa proposent version 0.52 alpha " nesDS "émulateur Nes pour la Nintendo DS.

0.52a:
The 'menu' is re-designed.
Raw PCM supported, not perfect, can be switched off in menu>Settings>Config.
Settings of nesDS can be written to 'nesDS.ini' at runtime, done in menu>Settings.
Short-Cuts can be configured in menu>Settings.
'LightGun' is placed in menu>Game>Extra, 'Micphone' and 'FDS disk' are also added there. 'Micphone' is not tested.
Nothing more.


 



    Wednesday, June 01, 2011
DSx86 0.34 released!- Dos Emulator for DS Released

Pate has thrown out a new version of his Dos Emulator for the DS:

Sorry for this unscheduled release, but as this is the day of the original Homebrew Bounty deadline, I decided to release a quick fix version to address a couple of issues introduced in the previous 0.33 version. This version supports 'sudokuhax' for running in DSi mode again, and it also has the screen blitting and keyboard reading code in the same order as in the 0.32 version.

I had reports about DSx86 missing keyboard events in 0.33 when using Smooth scaling mode, and the only thing I had changed that could cause this was that I moved the keyboard reading before the screen blitting in the VBlank interrupt. The reason I did this was that reading the keys also reads the scrolling buttons L and R, and scrolling the screen must happen within the VBlank period or the screen will tear. However, adding the Smooth scaling options make the screen blitting take so much time that the VBlank period has ended before the code gets to keyboard reading. I still don't quite see how swapping the order of the subroutines would cause key events to get missed, but it seems that changing the order back and just making sure the screen scrolling actually takes place only during the NEXT VBlank period fixes this problem.

The other problem introduced in version 0.33 was that I had to remove the DSi SD slot access code from libNDS 1.5.0 to make my AdLib emulation run without crashing. I now found a way to include that back in and still have my AdLib code run properly. I still need to dig into the original problem further to see what actually causes the hang. I originally got rid of the problem after I removed the SD reading code, the i2c handling code, and all the additional DSi mode ARM7 interrupt and FIFO handling. Now I managed to add the SD reading code (along with the FIFO stuff that that needs) back in, so I plan to check whether it is the interrupt, some remaining FIFO or i2c code that actually causes the problem. I have already tested the original libNDS 1.5.0 by only removing the i2c code, but that still caused a hang.

Anyways, I think I'll need to make some final touches also to DS2x86 before the actual Homebrew Bounty deadline, so this might very well be the final DSx86 Homebrew Bounty version.

http://dsx86.patrickaalto.com/DSblog.html

 



    Sunday, May 29, 2011
Atari 5200 Emulator (DSi Entry), Atari 5200 emulator for DS and DSi

News via http://gbatemp.net/t293836-atari-5200-emulator

Ok, few days ago , you tested the first console from atari, the Atari VCS 2600 ...
Now, let's see the next one. This one is the reply for coleco and Intellision console, the Atari 5200 !!! ...
Hope you will enjoy it, it's of course the fist version and i need to improve it ...
It's based on Atari800 emulator and of course, the source code is released because it's not my source code

To use this emulator, you must use compatibles rom with a52/bin format.
You need the 5200.bin rom bios to use it. A quick search on atariage website will help you about that ;-)
Do not ask me about such files, I don't have them. A search with Google will certainly help you.

Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Shift button
* X : * button
* Y : # button
* START : START button
* SELECT : Pause button

V1.1 : 23/05/2011
* Quick fix about bios problem
* change screen height to 256
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Fix name in makefile (was 7800 and not 5200)
 

A7800DS emulator (DSi Entry), An Atari 7800 ProSystem emulator for DS and DSi

News via http://gbatemp.net/t294042-a7800ds-emulator

Ok, few days ago , you tested the first console from atari, the Atari VCS 2600 and the Atari VCS 5200 ...
Now, let's see the last one from Atari. This one is the last attempt of reply for coleco and Intellision console, the Atari 7800 Pro System!!! ...
Hope you will enjoy it, it's of course the fist version and i need to improve it ...
It's based on ProSystem emulator and of course, the source code is released because it's not my source code

To use this emulator, you must use compatibles rom with a78/bin format.
Do not ask me about such files, I don't have them. A search with Google will certainly help you.

Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Fire button 2
* SELECT : SELECT Button
* START : START Button
* R : RESET Button (yes R like Reset )

 

NesDS 0.51a

News via http://emu-russia.net/en/

NES emulator for Nintendo DS has been updated. Changes:
- Roll back some updates in 0.50b.
-Mapper90 added. It works fine. You need to reload the nes rom to get a 'Soft-Reset'.
- Light-Gun added. Under the 'Input' bar, click 'No LightGun' to active Light-Gun. When shooting, hold L-button and touch the sub-screen. 'Swap screens' is recommended. R-button can be used to rewind game play.
sprite0y calculation for SP-pertile corrected, better.
- V-flip for SP-pertile corrected, better.
- A patch file added, used to correct the header of rom or modify the settings of nesDS.

http://sourceforge.net/projects/nesds/

 

Stella DS 1.1

News via http://emu-russia.net/en/

Atari 2600 emulator for Nintendo DS has been updated. Changes:
* Adding launch arguments so that other menus can be used for loading roms (Thx
BassAceGold for the tip )
* Fix power on/off graphics pb when return to menu (Thx Another World for the tip)
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Change sound when we quit emulator
* Add X/Y/R/L/SELECT button for each trigger
* Add Left Difficulty trigger
* Preliminary paddle support with button A and pad left/right (use Reset in "breakout"
to play, not fire button like in Atari Classic Nds game)
* Fix some few other bugs
* A bit faster (1~2 fps )

News source: http://www.portabledev.com

 

DS2x86 0.09 released!

News via http://dsx86.patrickaalto.com/DSblog.html

A new release of the Dos Emulator for the Nintendo DS

This version has the following improvements:

Implemented screen scaling for all common graphics modes.
Fixed the DOS and BIOS date/time functions to return proper Real Time Clock values. This might fix some hanging games.
Fixed EGA Read Mode 1 handling (fixes EGATrek graphical issues).
Fixed EGA Read Mask initial value (fixes Ultima V hanging).
Added a warning message for games that need a Floating Point Unit.
Screen copies are saved to incrementally numbered files SCR00.BMP..SCR99.BMP. Previously they were always saved to SCR.BMP file.

Below are some examples for EGA screen scaling. Silpheed uses 640x200 mode, and it has used smooth scaling in DSx86 as well. EGATrek uses the highest resolution available on EGA displays, 640x350. Since the vertical resolution is not easily scalable to 192 vertical rows, I instead scale it 2:1 to 175 vertical rows. Thus, there are some black rows on the bottom of the screen. The mode used by Mahjong Fantasia (640x400) is not a proper graphics mode that the EGA/VGA BIOS support, instead the game initially switches to 640x200 mode, and then doubles the vertical resolution by directly accessing the EGA card registers. Finally, A-Train is an example of the VGA high resolution 640x480 mode.

I also debugged the Windows 3.00a crashing problem, but could not yet solve that issue. I worked also a little bit on Windows 3.1 support, which complained about there not being enough XMS memory. I found and fixed this problem, but it is using some new protected mode opcodes and features that I did not have time to code for this version, so it will crash with unsupported opcode errors. I'll see if I can make it run better in the next version. Making Windows 3.1 run should also help me in locating the problem in Windows 3.00a.

There are also other misbehaving games on my TODO list, and I'll continue debugging these and fixing the problems. Thanks again for all of you who have tested the games and sent me debug logs and other information to help me in fixing the problems in DS2x86!

 



    Saturday, May 28, 2011
DS2x86 0.08 and DSx86 0.32 released!

News via http://dsx86.patrickaalto.com/DSblog.html

A new release of the Dos Emulator for the Nintendo DS

DS2x86 0.08 release notes
This version has a lot of previously missing opcodes implemented, so a few more games might run again. I did not have time to add support for new INT calls or I/O ports into this version, so those errors will still happen in the games that previously had these errors. I hope to be able to handle these in the upcoming versions.

I have also debugged some ill-behaving games, but sadly that has been mostly frustrating work with no clear improvements in the behaviour. I have collected a lot of information and have been able to close in on the actual problems, but have not yet been able to solve them yet.

After spending many days with various problems in the games, and getting frustrated, I decided to see if I could get Windows 3.00a to run in Standard Mode also in DS2x86. This basically meant porting the 16-bit protected mode features I had coded into the original DSx86 to DS2x86. This work progressed better, so that this version can run Windows 3.00a in both Real and Standard mode. The Enhanced mode would need support for virtual memory, which is not coded in yet, so that mode does not work.


The problem in Windows 3.00a that I have been fighting with today was that opening some programs, like Paintbrush, gave an error "File PBRUSH.DLL not found" or similar. I checked the Windows directory and the file does exist, and I even checked my SD card for errors, but still I got that error. Next I checked my emulated DOS System File Table contents, which has room for 64 entries, but there were only 16 entries used so that was not the cause. I debugged my DOS file routines, and made sure the directory and file name are exactly correct, and then found out that it was the DS2 SDK fopen() function that returned NULL for the file. Finally it then occurred to me to check the the SDK file system functions (which luckily come with source) to see what the file table size is there, and it had only 16 entries! So, I doubled the size to 32 entries, and now Windows 3.00a seems to run. I think I could increase the table to 64, to match my emulated DOS file table, but I'll do that later when I have more time to test that everything still works.

DSx86 0.32 release notes
This DSx86 version has only one minor fix, as I have been focusing on DS2x86 during this two-week period. I implemented the direct file reading into EGA VRAM, which is used by games like Rockford and Heimdall.

 



    Tuesday, April 12, 2011
DSx86 version 0.31 released!

Pate has released a new version of his Dos Emulator for the Nintendo DS:

This is mostly a small bug fix version, as the 0.30 version had a couple of annoying bugs caused by the new HIMEM.SYS emulation. I also added the Smooth scaling option to some new graphics modes. The main changes in this version are the following:

Implemented Page Fault handling to protected mode RETF opcode. This allows the start up of Windows Setup from within Windows 3.00a, and fixes some other Windows programs as well.
Implemented a couple of new XMS INT calls, to allow Commander Keen 4 to run again. The same problem occurred in some other games as well.
Implemented Mode-X Smooth scaling for 320x200 and 320x240 resolutions. This is not very well tested, and the other Mode-X resolutions (320x400, 32x480, 360x240 etc) will not work yet.
Implemented preliminary Smooth scaling for EGA 320x200 mode. Note that the smooth vertical panning is not supported in the Smooth scaling mode yet, so you will get jerky horizontal motion in games that use that.

Thanks for the bug reports for 0.30 that brought the first two problems to my attention! I hope this version will run the Windows programs better, and does not cause so many problems in the games that used to run in the previous versions.

 



    Thursday, April 07, 2011
DSx86 version 0.30 released!

News via http://dsx86.patrickaalto.com/DSblog.html

This is not version 0.26, but version 0.30! I decided to jump the version number, as this version has such a major change. This version emulates a 80286 processor, instead of the 80186 processor that all previous versions have emulated. The list of changes in this version is as follows:

80286 protected mode support! This means that Windows 3.00a can run in Standard Mode, having over 800KB of RAM (in DS Lite mode) or over 8MB of RAM (in DSi mode) available. DSx86 is one of the GBATemp Homebrew Bounty entries in the DSi category, and this version is the "significant update" that in my opinion fulfills the competition requirements.
Improved the MCGA Smooth scaling mode efficiency, based on the ideas described in the Quick Colour Averaging article by Thiadmer Riemersma.
Implemented preliminary Smooth scaling option for 640x200 EGA mode. This mode is used by the Silpheed game, for example.

Here below are some screen copies from the latest version, showing the Windows 3.00a About dialog in DS Lite and DSi mode, and two screen copies showing the result of the EGA 640x200 mode Smooth scaling.

Please test this new DSx86 version, as I might have broken some games with the extensive internal changes I had to do for protected mode support. Also feel free to test various 16-bit Windows games, many of those should now run (as long as they don't try to use some 386 processor features).

Next, I think I will get back to working on DS2x86. I would like to get started on the proper audio support for DS2x86 in the near future, so I'll probably look into that, along with trying to fix some bugs and test some misbehaving games. Thanks again for your continued interest in DSx86 and DS2x86!

 



    Sunday, March 20, 2011
DS2x86 0.06 released!

Pate has today released a new version of his Dos emulator for the Nintendo DS which is a version of DSx86 for the SuperCard DSTwo flash cart:

This version does not have any major new features, mostly just minor enhancements and improvements. A few new protected mode opcodes are supported, and a few more software interrupts are handled. I have not had time to work on DS2x86 (nor DSx86) much during the last week, as I have been busy with other things. Sorry about that, I hope to be able to work on both DSx86 and DS2x86 more during the next two weeks.

Next I plan to continue working on the DSx86 286-specific protected mode features, in an attempt to get Windows 3.0 running in Standard Mode.

 

nesDS 0.44a

news via gba temp

nesDS, the open source NES emulator by huiminghao and minitroopa has received an update, and is now at version 0.44a.

QUOTE(Change Log 03/18/11)
•A bug of cartflags was fixed, which would definitely make the game unable to save.

•Something about 'fetch_c' was changed, which may cause some problems. the bug logged in 0.43 was related to this.

•Set the nes ram reset value to 0x0, not 0xFFFFFFFF, which will cause Super Mario to start from world 0-1.

•Surprised that Karateka(j) works now...

Homepage
 



    Tuesday, March 15, 2011
NesDS 0.42b

News via Emurussia

NES emulator for Nintendo DS has been updated. Changes:
- no sound updates.
- short-cuts added..
- extlink supported.
- some unused files of sound are removed. It is much clear now...
no more...


Homepage
 



    Monday, March 14, 2011
msxDS 0.89

News via Emurussia

MSX/MSX2/MSX2+ emulator for Nintendo DS has been updated. Changes:
- Fixed the colors table for sprites of Screen 8 mode.
- Fixed bug in the Z80 of the 0.88 version. (Ikari Warrior)
- Fixed values cycles of z80 instructions. (Retaliot, Seleniak and Sweet Acorn work fine now)
- Fixed vblank interrupts register.
- Added a frame limiter (the games that ran too fast, works with good speed now.)
- Automatic disabling of disk controller for Nausicaa in order to avoid having to press Shift at boot. (ROM version only)


Homepage
 

NesDS 0.41b

News via Emurussia

NES emulator for Nintendo DS has been updated. Changes:
- mapper 9, 10, 118, 228 updated/fixed. Punch-Out, Action 52 IN 1, and some others games play well now.
- The 'Flicker' function was slightly fixed. Our eyes will not be that hurt now ;p
- A new bg render method was added, but not actived in this version, there are still alot work to do.

Homepage
 



    Sunday, March 06, 2011
nesDS v0.40b

News via nmax

huiminghao & minitroopa proposed the 0.40b version of " nesDS-EX emu Nes for Nintendo DS.

NesDS v0.40b Changelog:
named as 'nesDS 0.40', not 'nesDS EX 0.40', because the two versions had been merged into one.
some bugs fixed ...

Homepage
 

DS2x86 0.05 released!

Pate has today released a new version of his Dos emulator for the Nintendo DS which is a version of DSx86 for the SuperCard DSTwo flash cart:

Changes in DS2x86 0.05
The major improvements and fixes in this version are the following:

Preliminary support for high resolution EGA/VGA modes 640x200, 640x350 and 640x480 added. NOTE! Scaling does not work properly in these modes yet.
Implemented preliminary support for Mode-X mode 360x240 (for the Settlers game).
Implemented a lot of missing opcode variations, now a majority of the most common opcodes have been implemented, but many rare opcodes are still missing.
Increased the EMS memory size to 4MB, which allows Elder Scrolls: Arena to start up.
You can now switch between the configuration sections in the INI file on-the-fly, by clicking on the current configuration name.
Fixed a stack alignment problem in overlay loading, which caused an "Exception 5" error in some programs.
Fixed a bug in SETZ opcode, which caused Warcraft to hang when giving a command to dig gold. NOTE! It is recommended that you play Warcraft with "no sound", as the SoundBlaster emulation in DS2x86 seems to cause intermittent freezes and crashes.
Fixed a bug in division-by-zero interrupt handling, which caused Formula One: Grand Prix to fail.
Please send me the debug logs from this version again, they are very helpful when I improve DS2x86!

DSx86 progress
During the past week I also started working on the 286 protected mode features for the original DSx86, specifically when running in DSi mode. Since Windows 3.0 needs HIMEM.SYS to be installed when running in Standard Mode (meaning the 286 protected mode), I started by implementing the HIMEM.SYS features. The next (rather big) step is to change the memory access methods to support accessing memory beyond the first megabyte of RAM. This will sadly make the code slightly slower, as I can not keep all the needed variables in registers any more. This difference should not be anything major, though. I plan to release the next DSx86 version only after I have made this change, so no new DSx86 version today, sorry.

I had partly forgotten how easy and fast it is to work with devkitARM and libnds, after working for over half a year with the DSTwo SDK. You can build the software straight from the Programmer's Notepad, and after that you can test the build using No$GBA. The whole thing takes a few seconds. With DS2x86 it takes nowadays a bit over 8 minutes to FTP-transfer a new build to the DSTwo cart, which is the only place where the new build can be tested. So, I'm very much looking forward to moving my main development focus back to DSx86. I still need to work on improving DS2x86 also for quite a while, though.

 



    Wednesday, March 02, 2011
iDeaS v1.0.3.9 (Win)

News via Nmax

Actarus offers version 1.0.3.9 Final for windows of " iDeaS 'excellent Nintendo DS Emulator for PC
Here's the final version. Many small fixed Especially for The Support of multicore in 3D.

Homepage
 



    Thursday, February 24, 2011
nesDS EX v0.31

News via Nmax

huiminghao & minitroopa release the 0:31 version of " nesDS-EX ", émulator Nes for the Nintendo DS.

v0.31
mapper 23, 25 supported
rendering method changed
scaling supported

Homepage
 



    Sunday, February 20, 2011
DS2x86 0.04 release info

Pate has posted a new release of his Dos Emulator for the DS and those with the Supercard DSTwo Flash Cart which enables more ram for the emulator and thus makes supporting more Dos Games much more likely:

This version has a lot of new protected mode opcodes supported, based on the debug logs you have been sending. Thanks again for those! This version might now run a few more 386-specific games, for example I have been able to make Warcraft: Orcs & Humans start up into the actual game. Every now and then it fails with an unsupported I/O port, which seems to be caused by the game sometimes detecting the SoundBlaster as using DMA channel 3, while in reality it uses DMA channel 1. I suspect there are still some rather serious problems in my audio handling.

I have also made some minor performance improvements, the things mentioned in my previous blog post, and I also moved the temporary variables used by the Mode-X graphics mode opcodes into the small data segment which is accessed by the GP register. This makes the Mode-X graphics handling (as used in Doom, for example) slightly faster.

While making the performance improvements, I again ran into the weird keyboard reading problem I originally fought with at the beginning of this year. After various tests I was able to determine that when I used the new improved Mode-X code (which was slightly smaller), the keyboard behaved very erratically, but going back to the original slightly larger Mode-X code got rid of the problem! The weird thing is that this problem happens immediately in the 4DOS prompt, when none of the changed Mode-X routines have even been run yet!

So, in the end I had to add 1000 bytes of filler at the end of the Mode-X graphics code to make the keyboard reading work properly! This obviously makes absolutely no sense, and I will remove the extra filler bytes as soon as I can figure out what the real problem is. It seems like some sort of alignment problem in the DS2 SDK code that handles the communication between the ARM side and the MIPS side, but that is just a theory and without knowing the internals of the communications code I have no way of properly testing this theory.

I haven't been able to handle all the issues mentioned in the debug logs yet, but many games should at least progress further. Please send me the new debug logs again for this version, and I'll again try to implement as many fixes as possible to the next version.

 

DSx86 0.25 release

Pate has posted a new release of his Dos Emulator for the DS:

The changes in this version are:

Built with libnds 1.5.0 (from Feb 14th). This might make it possible to use the DSi mode via a so called "sudoku hack". I don't have access to such a hack, so I have no way of making sure whether it works or not.
New Smooth screen scaling mode added. NOTE! This mode currently only works in CGA and MCGA graphics modes, all other modes simply show a black screen (or some corrupt data) when going to Smooth screen scaling mode. The Smooth scaling in MCGA mode causes a severe performance hit, so it is not recommended unless you run DSx86 in DSi mode.
I plan to implement the smooth scaling screen modes to EGA and Mode-X graphics modes as well, but both of those will also cause a severe performance hit. I'll also look into the possibility of adding smooth scaling to 80x25 text mode, simply by using a narrower font.

The longer term plans are to add 80286 protected mode features, and taking advantage of the larger RAM in DSi mode, to be able to run Windows 3.0 in Standard mode on a DSi.

 



    Friday, February 18, 2011
iDeaS 1.0.3.9 beta

News via nmax

Actarus offers beta version 1.0.3.9 for windows of " iDeaS 'excellent Nintendo DS Emulator for PC.

New version of iDeaS 1.0.3.9 beta. Here's the changelog :

* Added MultiCores support for 3d rendering.
* Added data abort for ITCM memory.
* Fixed a bug in SWI 0xF.
* Fixed a bug in IPCFIFOCNT register for FiFo Empty IRQ.
* Fixed a bug in DISP3DCNT register with buffered commands.
* Fixed bugs for Action Replay C0 and E2.
* Fixed a bug in zbuffer management.
* Fixed a bug in textures managemnet.
* Fixed a bug in DS Cartridge Secure Area.

Homepage
 

nesDS EX v0.30 Beta

News via nmax

huiminghao et minitroopa release Beta 0.30 of " nesDS-EX "émulator Nes for the Nintendo DS.

UPDATES:
--------
0.30
All the rendering sections has been re-written. Uses the NDS hardware to emu the NES graphic.
Much better speed and sound.

0.22
uses software to cal the CRC, same as Virtuanes.
mapper074 updataed, supporting some special games.
mapper0, 1, 4 updated.
fixed some bugs..

0.22b
mappers supported: 0, 1, 2, 3, 4, 10, 16, 19, 74, 246 (EX's mapper files is very different from the original.)
function added: cheat
http://sourceforge.net/projects/nesds/

 



    Wednesday, February 09, 2011
nesDS Ex Edition

News via gbatemp

The now open source nesDS is being developed by huiminghao and minitroopa. They've released a new version of the emulator called the Ex Edition. See what's new in the changelog below, and join the on-going discussion where you can find more details about this update.



QUOTE(Change Log)
• Easy to switch the two versions.
• Ex Edition released, supporting more games!
• Ex Edition : Almost no graphic mess on a lot of games!
• Ex Edition : Cheat added.


Source

Download Here
 



    Sunday, February 06, 2011
DSx86 0.24 and DS2x86 0.03 released!

Pate has today released a new version of his Dos Emulator for the DS namely DSx86 and also a new version of the Dos Emulator for the DSI, heres the release notes:

It has been a long time since I last released a version of the original DSx86. The version I released today, 0.24, is built with the latest libnds, so that it can run in DSi mode if you have a Nintendo DSi and a suitable flash cart that enables DSi mode. I am only aware of one such flash cart, CycloDS iEvolution. Running in DSi mode means that the CPU runs at 133MHz instead of the normal 66MHz, so the emulation runs at double speed (20MHz 286 instead of 10MHz 286). If you don't have such a flash cart or you run DSx86 on a DS Lite (or original DS Phat), this new version does not bring any enhancements, sorry. I plan to add the smoother screen scaling features, and other improvements on my TODO list, in the future, though.

The DS2x86 version 0.03 has a lot of work done in the protected mode features, so that it currently runs Doom. I was able to fix the problem I had last weekend with the textures (the cause was a bug in my 64-bit division algorithm), and I also added some preliminary audio support. The problem with the audio in Doom is that it request an interrupt after every 128 samples, while the shortest interrupt interval my current SB emulation allows is 3*128 samples (but adjusted by the playing frequency). Thus, to make the audio in Doom work, I had to adjust the playing frequency to be only 22050/3 Hz, which makes the interrupts happen at about every 128 input samples. I will improve my audio support in the future, but I did not have time to code a better emulation method by today. There are some other minor improvements and bug fixes as well, but no major new features. The high-resolution screen modes and AdLib audio are still missing, for example. It is possible (though not very likely) that this version runs also other DOS4GW games, so feel free to test it!

The next things I plan to do are to look into enhancing the original DSx86 with some proper DSi mode support, and I also want to add profiler features to DS2x86 so that I can start improving it's performance. I believe it should run Doom better than what it currently does, so I want to see what are the most time-consuming operations and try to improve the speed of those operations. I also want to continue work on the Borland DOS Extender (using the Jazz Jackrabbit game) and implement the higher-resolution screen modes.

Again, please send me the debug logs, as those will help me in developing DS2x86 (and DSx86) further!

Version 0.03 Alpha. The latest alpha version of DS2x86 (a version of DSx86 for the SuperCard DSTwo flash cart). Much in it is still temporary or unfinished, but feel free to test it and report all problems you find! See the release notes! DS2x86.txt

DSx86.nds Feb 6th, 2011 Version 0.24 Beta. This version is built with the latest libnds, so it can use DSi mode, if run on Nintendo DSi and with a suitable flash cart. See the release notes!

Related Links

CycloDS iEVOLUTION
SuperCard DSTwo
 



    Thursday, February 03, 2011
DeSmuME v0.9.7

News via http://www.nintendomax.com/viewtopic.php?t=12914&f=19&sid=01865a56a313f47484f242e44f23a65e

The excellent Nintendo DS Emulator for Windows, Mac and Linux " DeSmuME "is available in version 0.9.7
[LEFT][INDENT]0.9.6 -> 0.9.7 (r3493-r3654-r3812)

General/Core:
bug: fix a ton of old, broken cpu opcodes and CP15 logic
bug: return Z1 and Z2 from TSC (fixes some touch logic)
bug: gba slot save type detection improved
bug: handle unusual rom headers more correctly
bug: dont confuse motion pack commands with save memory commands
bug: make cheat system a little less flaky and add AR 1.54 support
bug: fix nondeterministic backup memory behaviour while rerecording
bug: correct emulation of register accesses of wrong size and during powerdown
bug: rewrite --cflash-path emulation
bug: rewrite IPC/GX FIFO, IRQ flag generation, and wait-for-IRQ logics
bug: rewrite RTC calendar handling; now supports years > 2038
enh: auto-DLDI patching for homebrew
enh: --gbaslot-rom=self mounts self.nds in slot2
enh: more realistic exception handling
enh: piano emulation controller
enh: modular slot-1 system for exact emulation of homebrew cards

Graphics:
bug: edge marking colors were wrong
bug: handle some "invalid" vram configurations correctly
bug: convert half of geometry engine to fixed point
bug: fixed sprite blend fadein + / fadeout
bug: improve rasterizer shadows
bug: fix main memory display DMA
bug: fix some raster fx timing bugs
enh: add a hack for improving some non-stencil shadows

Windows:
bug: misc fixes and improvements to gpu viewer tools
bug: sub screen layer display toggling fixed
bug: fixes and improvements to ram watch, ram search, cheats list
bug: fix start-paused commandline
bug: fix memory leaks when sound disabled
bug: improve load average calculators and add arm7 load average
enh: background input support
enh: add vsync option
enh: support more knobs on joysticks
enh: import cheats from R4 database
enh: add xinput rumble for 360 pads

Linux/OSX:
bug: crash less in recent roms list
enh: Add horizontal screen layout and swap screen ability to gtk frontend (noodlebox)
enh: Big improvement to joystick support, support complex configurations and multiple devices (noodlebox)
http://desmume.org/2011/02/01/desmume-0-9-7-released-2/

[/INDENT][/LEFT]
 



    Wednesday, February 02, 2011
DSx86 in DSi mode!

Pate has posted more news concerning his Dos Emulator for the DS

This is a bit of an unscheduled blog post, but as my friend just lent me his Nintendo DSi, I decided to immediately test how DSx86 runs in the CycloDS iEvolution flash cart in DSi mode. The current (old) DSx86 version 0.23 does start fine, but the touchscreen does not work so it is pretty much useless. I believe CycloDS is working on a compatibility layer that might make it work, but my understanding is that making DSx86 run in DSi mode might simply need a recompilation with the latest libnds. Thus, I downloaded the latest libnds version and recompiled DSx86 with it. No errors when building the software, and indeed the brand new DSx86 version 0.24 does run fine in DSi mode!


The speed is about twice that of the "DSL mode" (as the CycloDS firmware calls the normal working mode). I'm not sure if this speed is yet enough to warrant adding 386-opcodes, but at least the smoother screen scaling features should work fine in DSi mode in the original (meaning non-DSTwo-specific) DSx86. I'll probably release the newly built DSx86 version 0.24 next weekend, so you can test that the latest libnds version did not break anything that used to work in 0.23 version. If/when you get the CycloDS iEvolution flash cart (or in case the DSi mode gets enabled in some other flash carts) you can then run DSx86 at double speed. The added performance will certainly help in some games that have been running too slowly in the current 0.23 version.

I doubt I will have time to add any enhancements (like the smooth scaling methods) by the next weekend yet, but I'll see if I can work on both DSx86 and DS2x86 side by side from now on, enhancing both of them simultaneously with new features.

Homepage
 

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