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DesMuMe 0.9.5(Win, Linux, Mac)

acrox999OP
#1
DottorLeoThe new version of Desmume is out! Now is 0.9.5.Almost the entire emulation is rewritten and a lot of new features are added, here the changelog:
0.9.5 introduces an entirely rewritten main emulation loop

This totally changes the timing, and totally breaks old savestates.

The OSX build is now based on the GTK port which is more up-to-date.

 

Assorted Highlights:

  * synchronous SPU mode to fix    streaming sounds

  * win32: lua engine, path configuration, 7z dearchiving support

 

General/Core:

 bug: rewrite main emulation loop and cycle accounting, fixes a lot of timings

 bug: add more detailed timing emulation, removes much bogus lag

 bug: rewrite DMA,gxfifo,gxstat; fix many games and no more alternate flush mode

 bug: fix cflash directory support for non-windows and sector-writing

 bug: fix freeze in cart irq

 bug: correctly emulate dma to/from tcm

 bug: fix in thumb LSR carryflag

 bug: fix thumb BX PC switch to arm state

 bug: fix adpcm looping, remove adpcm caching (no longer necessary)

 bug: fixes to swi 3,4,5,8,0x10

 bug: fixes to exmemstat and ipc sync registers

 bug: support new backup commands

 bug: improve bootup bios/firmware emulation steps

 enh: gbaslot: add guitar grip, gbagame flash support, expansion memory pak

 enh: add more powerful antigrain-based drawing library and rewrite OSD system

 enh: ideas-style debugging prints

 enh: most optimizations now SSE instead of SSE2

 enh: more improvements to frameskipping and frame advance/speed controls

 

Graphics:

 bug: fix backdrop blending with garbage

 bug: fix 256B granularity sprite addressing for sub gpu

 bug: fix obj blending, bmp obj rendering, and some obj window cases

 bug: fix 128-wide captures

 bug: fix 16color BG line buffer overflow

 bug: fix color overflow in capture blending

 bug: fix disp fifo capture

 bug: fix simultaneous vram display and capture via same bank

 bug: fix 3d overflow acknowledge registers

 bug: fix 32bit toon table writes

 bug: change 3d cores to use 18bit color

 bug: fix boxtest (addition overflow!), move clipper to main graphics engine

 bug: fix failure in some cases of polygon clipping

 bug: fix disp3dcnt emulations

 bug: fixes to poly sorting

 bug: fix ogl renderer wireframe support    

 bug: swrast: fix backface culling of nonconvex polys

 bug: swrast: add clear image and scroll emulation

 bug: swrast: add fog emulation

 bug: swrast: fixes to shadow rendering

 bug: swrast: preliminary edge marking, works decent

 enh: swrast: multicore optimization for a few fps speedup

 

Windows:

 bug: fix support for multiple gamepads and gamepad hotkeys

 bug: fix mic noise code and load wav instead of raw; effective in more cases

 bug: fix for several sticky and broken hotkeys, and f10 hotkeys

 bug: fixes in ram search, add DTCM and ITCM searching, ...

 bug: fix sound settings vol slider

 bug: recover from missing window -32000 problem

 bug: don't turn on mic unless mic input is enabled

 enh: x64 build type now supported

 enh: side-by-side and single screen view modes, many fixes to window resizing

 enh: choose any gap size by dragging bottom window edge (must be enabled)

 enh: choose a gap color

 enh: import/export no$GBA savefiles directly

 enh: multicore optimization for filters, rotation, OSD

 enh: soundview can now mute channels

 enh: new ioregview

 enh: common commandline system, many arguments shared with linux

 enh: improve map view tool to support more modes

 enh: add "FORCE AS CURRENT" recovery tool for mis-sized savefiles

 enh: add some kind of very small savestate rewinding buffer

 enh: autoframeskip works better

 enh: add Italian translation

 enh: added 2x resizing filters (hq2x, hq2xs, lq2x, lq2xs, 2xsai, supereagle)

                                (scanlines, nearest2x, bilinear)

 

Linux:

 enh: alsa microphone support

 enh: hud and osd notification for gtk and cli frontends

 enh: add support for the SSE optimizations
Here is the download: Browse DeSmuME Files on SourceForge.netFor more support go to the Forum or Wiki.If you find a bug, remember to post it on the SF Bugtracker!
Quoted from NGemu Forums. So, I've tried it. And it was awesome! It run smoothly on my PC.
meganova
#2
Ah, my previous DS emulator before switching to no$gba,
Let's see how's the improvement.
thedarkmessenger
#3
*crosses fingers* here's hoping it will run the games I wanted to play on a previous version but couldn't...the other emulator I have, while more compatible, is a pain to use >__>
mars427
#4
i have no$gba as an emulator but i will have a lookp.s (not really related sorry if your bothered by it) but its strange to play the ds with a xbox 360 controller
retromastah
#5
This is still actively developed, the current SVN is better than No$GBA, but it requires a fast PC to run good.No$GBA is dead.
g@l1h
#6

Replying to #5

Yeah, no new addons or someone wants to upgrade it, except for some hacking to it.
A shame because no$gba might have a good potential. :(Who knows.... maybe I'll finally used a newer and better version of DesMuMe in the future.
dvinez
#7
tested and i think desmune is better. havent test on a crappy pc though.
Draqster
#8
Is this really better than no$gba? I want to try it.
Lukong
#9
For those who don't know how to use this emulator very well hereThe Emulator known as DeSmuMe 0.9.5. (File Name "desmume.nosse2") can play Pokemon Heart Gold and Soul Silver. Warning it well restart the emulator so save and do the steps

Config > Emulation Setting > Check "Use 8MB debugger mode when starting execution" and Click "Ok"

To make DeSmuMe faster

Config > 3D Settings > "SoftRasterizer", Check "...Edge Making", "...Fog" and uncheck "Unrealistically..." > OkayConfig > Sound Settings > Synchronization Mode choose "Synchronous..." and choose "N" or "Z" or "P" > Interpolation "None" or "Linear"Config > Frame Skip > Uncheck "Limit Framerate" > (For faster speed) > Auto Skip or Fixed Skip > Adjust to "1" to "3" or higher [Note: Lower is smooth and Higher is Choppy] or> Auto Skip "0" for a very Smooth settingPM for links
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