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Montag - 25.08.2008


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DeSmuME v0.8.0b2 Build 25.08.2008 um 22:38:44 von kallez
Der Nintendo DS Emulator DeSmuME hat in der aktuellen Version diese Neuerungen:
    General/Core:
    - Added SSE2 version;
    - Some fixes in core (New Super Mario Bros. don't freeze now);
    - Some optimizations in code;
    - Some fixes sprites and background;
    - Some others fixes;
    Windows port:
    - Changed graphics render core to DirectDraw (work fastest)...

    » weiterlesen



Sonntag - 11.05.2008


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DesMuMe v0.7.3 mods 3 um 00:39:36 von kallez
NHervé hat eine modifizierte Version des Nintedo DS Emulators DesMuMe freigegeben.
    -Added Alpha-test in 3D core, no more color squares around the textures
    -Fixed blending in 3D core
    -Implemented GXFIFO IRQ : this is a ugly hack but games needing this (ie. New Super Mario Bros) now work
    -Fixed depth clearing in 3D core, this fixes black sky bug in Mario64
    -...

    » weiterlesen



Dienstag - 06.05.2008


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Swift.ROM v8.05.05 um 10:35:09 von kallez
Swift.ROM ist ein GAME(NES/GBA/NDS) ROM Manager.
    * Provided with updated software DeSmuME 0.8.
    * Update NDS ROM information.



Mittwoch - 30.04.2008


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DeSmuME v0.8.0b1 um 06:04:22 von kallez
Der Nintendo DS Emulator DeSmuME hat in der aktuellen Version diese Neuerungen:
    General/Core:
    - Added "high-level" check for DMAs and Timer for minor (really minor) speed up [shash]
    - Changed instruction execution to 16 at a time blocks, gives up to 33% gain (tested and stable) [shash]
    - Really minor memory access speed up (mainly added for clarity) [shash]...

    » weiterlesen


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DeSmuME v0.8 um 06:16:49 von kallez
Der Nintendo DS Emulator DeSmuME hat in der aktuellen Version diese Neuerungen:
    0.7.3 -> 0.8
    Cocoa:
    - Save State As function now works. [Jeff B]
    - Recent Items menu now works. [Jeff B]
    - Opening NDS files from Finder now works. [Jeff B]
    - Added screenshot feature. [Jeff B]
    - Added preferences. [Jeff B]
    - Many more strings are translatabl...

    » weiterlesen



Samstag - 01.03.2008


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DesMuMe v0.7.3 mods 2 um 00:55:58 von kallez
NHervé hat eine modifizierte Version des Nintedo DS Emulators DesMuMe freigegeben.
    -New GUI, added a toolbar and a statusbar to make it more user-friendly.
    -Fixed LDR and LDM** opcodes, now opcodes are 100% correct.
    -Fixed Frame limitation when frameskip is 0
    -Fixed some opcodes which prevented the emu to continue execution
    -Fixed a stupid bug in the 3D co...

    » weiterlesen


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DesMuMe v0.7.3 mods 1 um 10:52:53 von kallez
NHervé hat eine modifizierte Version des Nintedo DS Emulators DesMuMe freigegeben.
    Hi,

    I've decided to start modding DesMuMe. I release here my first mod. It does not improve game compatibility but it has more features. It is only for Win32 users.
    -First, I've added joystick support through SDL. That was easy.
    -Next, I've added support for SDL sound core ...

    » weiterlesen


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DeSmuME v0.7.4 Alpha um 22:49:22 von kallez
Der Nintendo DS Emulator DeSmuME hat in der aktuellen Version diese Neuerungen:
    general:
  • Fixed possible segfault in ROMReader on ia64 and amd64. [evilynux]
  • Fixed a crash bug with 2D background corrupting memory [shash]
  • Flag check optimization [carlo_bramini]

    windows port:
  • DirectInput control interface with joystic...

    » weiterlesen


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Shash DeSmuMe WIP um 11:37:25 von kallez
Shash hat in seinem Blog ein kleines WIP Update zum DS Emulator DeSmuME geschrieben:
    Texture fix and icon viewer

    Yesterday I was rather bored for a few hours (even if I've a lot of real life stuff to do...), so after checking some information from the DS cartridge header (for some unrelated work still to be done), I thought how hard it'd be to add an icon viewer to the "Game Info" dialog. Extracting it from the header wasn't that hard, as the format is quite simple: a 32x32 pixels icon, stored on a 8x8 tile basis, 4bits per pixel, which are used to lookup on a fixed 16 colour palette (per icon).

    In fact, converting the icon was easy, but I had major problems due to some recent changes, as I forgot I needed to use GDI+ to draw stuff on dialogs, rather than using plain GDI (that's what all desmume uses on the windows port). When I moved the drawing code of the icon to GDI+, it worked perfectly. I deleted all the MAP/OAM/etc viewers that relied on GDI code, as I plan to rewrite the GUI in the near future anyway, so there's no point in fixing that code.

    After that, I wanted to finally fix the last bits of Mario&Luigi to look perfect. A few weeks ago, I cared to make it run where it "freezed" in the past: in fact, it didn't freeze, just took ages to render a new frame, due to a rather important bug in the 3D core. The main problem after that, is that ALL textures looked wrong: for example, where Koopa should be, only textures of arrows were shown.

    When approaching the problem, I had only a stupid idea of what could be: due to the way the display lists are handled, there was a slight chance that the texture bind before drawing the polygons was done in wrong order. Well, to make a long story short, I was wrong: I tried changing a few bits, even hacking some stuff, and it didn't fix anything. In fact, the fix was easier and more logical.

    I've been coding on PC for quite a few years, and I'm quite used to some stuff working in a certain way. While emulating the 3D core of the DS, I've already fallen on that problem quite a few times: on the DS, setting attributes per polygon (without starting a "primitive block") isn't that rare, for example, transformations (scaling, for example :P). In this case, it was the texture changing while the primitive block was open. I guess that, if you want to draw all the stuff onscreen, and you only use one type of primitive (a quad, for example), then changing the texture within the primitive block isn't that rare.

    Anyway, adding the ability to change textures within a primitive block fixed "Mario&Luigi: Partners in time" and "Final Fantasy XII: Revenant Wings", so now both seem to be 100% playable and glitch free (and run rather fast). The usual screenshots:



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DeSmuME v0.7.3wp1 mdn um 08:52:54 von kallez
Vom Nintendo DS Emulator gibt es eine neue modifizierte Version.


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Shash DeSmuMe WIP um 19:26:13 von kallez
Shash hat in seinem Blog ein kleines WIP Update zum DS Emulator DeSmuME geschrieben:
    Shadows and next step...

    Today, after reading Martin Korth's recently released (he hadn't updated it since ages ago) explanation on how DS hardware shadow volumes work, I attempted to implement them, as it was easier than I thought: it's not like the stencil shadows implementations that I've seen on PC, were the stencil is used to block lighting, and usually a shadow volume has to be computed per light. On the DS, it's a two step process: first, a mask step, which basically creates a mask to know where the next step should be applied, and a second step, that it's simply drawing a certain (usually black or dark) volume were the mask lets us. Light computation/s is NOT used at all :P

    For example, imagine a cylinder intersecting the floor, the first step would create a mask that would resemble a circle on the floor (in fact it doesn't work exactly like that, but for the explanation sake...), and the second would paint a dark colour on that circle (and nowhere else). Why use a cylinder, and not a circle directly? Because we can't be sure of the topology/shape of the floor, neither if it'll be a floor, or animated: using this approach, we can shadow whatever is inside our cylinder, without the need of knowing the rest of the object/s in the scene.

    So here's the result, and that fixes one of the last "big" bugs on Mario 64 DS. In the process I also fixed and important blending/transparency bug, which narrows even more the list of graphic bugs: only small ones left, the "waves" background on the save selection screen don't look exactly as on the DS, probably due to the way lights or normals are treated right now and the writing on Daisy's letter don't fade correctly (2D core related). Anyway, here's two shots of Mario 64 DS, and one of Tak - The Great JuJu Challenge:



    About Tak - The Great JuJu Challenge, it's my next target to debug, as it show geometry, but it's completely wrong/uninitialized. Were it should show an animated mesh, it just show a static blob of what seems random data. I've a few ideas about what could cause that, but first I'd like to spend some trying them.

    Have fun :)



Donnerstag - 27.09.2007


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Shash DeSmuMe WIP um 22:20:37 von kallez
Shash hat in seinem Blog ein kleines WIP Update zum DS Emulator DeSmuME geschrieben:
    One year ago...

    I was bored a few hours ago, coding and debugging stuff on the DS (not emulation related), and I remembered that I wanted to do some type of "that desmume one year ago" post. That's what you get when I'm too lazy to spend time doing some real work on desmume :P

    So... not much to talk about, I just searched for the first public screenshots that were released of a commercial game (I remembered they looked BAD, because I added an ugly hack for transparency, and I didn't know that version of the 3D core would be used for screenshots...), and made new screenshots today with the lastest version. Nothing really new shown on that screenshots, but might be fun for those that saw the original screenshots one year ago.

    The screenshots that I'm talking about are on this post on emutalk (my nickname there is synch, that'll see referenced on that post), and you can compare them with this ones:



    Speed has increased about 2x-5x (depending on game) in a year, while having way better (or almost perfect) 3D, so I guess it hasn't been a total waste of time... Have fun :)



Freitag - 14.09.2007


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DeSmuME v0.7.2wp5 rop um 21:52:53 von kallez
Vom Nintendo DS Emulator gibt es eine neue modifizierte Version.


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Shash DeSmuMe WIP um 09:48:13 von kallez
Shash hat in seinem Blog ein kleines WIP Update zum DS Emulator DeSmuME geschrieben:
    Speeding up

    After abandoning desmume development for a few months, I've been working on it quite a lot lately. Of course, not as much as when I started working on the project, as motivation to develop desmume is rare this days (just check the official desmume CVS, and you'll see what I'm talking about). But anyway, I've done some improvements on a very specific side of the project that I've avoided working on for the last 6 months: speed.

    I've to be clear: desmume current way of handling most of the interrupts sucks. For example, timers, dmas and other, are checked PER opcode emulated. In an ideal world, you'd run a batch of instructions (the exact ammount would be determined by some heuristics or whatever), and then you'd do the processing needed by the pending interrupt / timer handling, then again back to running a batch of instructions. Of course, that'd be a less exact than current implementation, but it'd be WAY faster. I did something similar on my Gameboy emulator, and it gave good results, we'll see how it works on desmume, whenever I find time to implement it.

    Anyway, I'll start with two screenshots, one before the speed ups I implemented the past 3 days (left), and another one with them (right):


    As you can see, it's a practical 33% speed up on this particular case. I must say that it affects every game that I've tested on a considerable ammount, being the minimum a 14% (I'll explain later why). Just as a real world example, tested "Castlevania: Dawn of Sorrow" and it's 30% faster now... So let's talk about the speed ups.

    First, desmume used/s GDI to draw the DS screens onto the main window. GDI setup is as easy as it can get, but seems that it's not as fast as I would wish (more keeping in mind that it's only task is to take an image and draw it on the screen). I considered a few options, namely DDraw, openGL or GDI+. I excluded openGL at the beggining, because it would be quite a lot of work to make the current 3D core work correctly with it. So after some discussing it with some friends (more exactly, hearing some DDraw bashing and why I should stop using DirectX7 features), I started working on a GDI+ blitter. In the end it was easier than I expected. Reading the documentation, implementing the blitter and a bit of adjusting was done in an hour. In fact, searching through the documentation was what took longer. The good part, is that it gave a free 14% perfomance gain.

    The rest was a matter of fixing some tidbits of how memory is accesed, avoiding a lot of conversions from floating point to integer (which is way more expensive that you'd guess), changing the way the texture cache works, and more stuff I can't remember. I won't be any more concise about this stuff, as it would take quite a few pages, which I'm not willing to write now. Maybe I'll go back to them in a future post.

    Just as an ending, it seems that my obsession about fixing all regression bugs that I see is giving good results, as most games that I test have perfect 3D. Here's some proof, Hotel Dusk running perfectly, even with the motion blur effect (I rotated the image with an image editor, because I don't have screen rotation implemented):



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DeSmuME v0.7.2wp4 poc um 09:31:59 von kallez
Vom Nintendo DS Emulator gibt es eine neue modifizierte Version.


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Shash DeSmuMe WIP um 19:16:34 von kallez
Shash hat in seinem Blog ein kleines WIP Update zum DS Emulator DeSmuME geschrieben:
    Small improvements

    Lately, finding spare time to work on desmume has been hard. What's more important, finding any motivation to work on it, has been really hard.

    First, I'm willing to work on stuff more related to general 3D rendering again, instead of emulators. Working on an emulator for a month or two is nice, but it's been a whole year since I started to work on the desmume source code that yopyop released. It's important to note that on my priority list, 3D rendering is way more important than emulation, and I've been ignoring that fact for way too long.

    Second, I've already many of the games I wanted to be playable, on that status. Mario Kart DS is probably the only exception, as I'm somewhat curious how it works, and the polygon budgets for karts/courses, but it refuses to work. Even if that, I'm not happy with many of the code I use actually. For example, the 3D GFX FIFO IRQ handling is a bit fat hack, the capture unit emulation is far from right, and my 2D pixel blitter implementations have to be rewritten with something like what I did with the official desmume, or maybe something a bit faster (if possible).

    Third, the current debugger of desmume demotivates me every time I've to use it. It lacks breakpoint support, and some other small details that would make debugging games for hours easier and faster. For example, for homebrew development, I'd love original source code debugging, instead of the generated code. Not to mention that it uses plain Win32 GUI, so any addition or modification to the current is painful and time consuming.

    So basically, I'd like to rewrite the 3D core to properly handle the GFX FIFO IRQ, write a Windows Forms GUI, with a new and enhanced debugger, and fix some misc stuff.

    Anyway, the little work I devoted to desmume lately, was mainly focused on fixing some regression bugs I introduced while changing how the 3D core works, fixing one homebrew and one commercial game. Fixing the homebrew was easy, as it only failed due to some DS display list commands being unhandled, and the "list cleanup" taking too much time. After 45 minutes of debugging and profiling, I got it working at 60fps all the time.

    Later, I wanted to fix Dead'n'furious, as it seemed to fail rendering 3D or stall while getting ingame. I really didn't knew, so I started to work, first to understand why it was failing. The first debugging sessions showed that it was in fact sending stuff to the 3D renderer, so it wasn't freezing, only not rendering onscreen.

    I've a few switches that affect the 3D renderer on my build, to list: wireframe, disable lighting, disable blending, disable alpha test, disable texturing, and disable the whole 3D core rendering (in fact, it only disable the blit to BG0, but anyway, it's more or less the same for debugging purposes). None of them seemed to have any effect, so I debugged a bit more.

    What I did next, was to check the primitive group start routine (I mean glBegin :P), as lots of setup is done there and it's usually a good start. There was the first pointer, it seems that the projection matrix was wrong. Specifically, the scale was wrong (abnormally big values), making that the primitives (triangles / quads) became squeezed/degenerated, resulting in primitives not showing up. Just as a fast test, I changed all the projection matrices to identity matrices so I would get something onscreen, if that was the only problem in that game. I expected so, as I had dumps of the textures, and they seemed ok, so if projection was the only problem, it would give me some results. In fact, it did.

    After that, I just had to locate where and why those values were assigned to that matrix. That's what took the most. First, as the failing value wasn't the first to be assigned to that matrix, I just stopped execution when the first one was written, and debugged from there. I was lucky enough to see that the "failing" values written to the matrix, were calculated between the first write and the failing one. As I suspected from the beggining, it was indeed a CPU bug and not related to the 3D core. Basically some of the registers used on the matrix write were never updated: the projection calculation was done and stored in memory, but never retrieved from memory to registers, to be used later.

    Anyway, it's fixed now, here are some screens:



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DeSmuME v0.7.2wp3 ppp um 20:18:35 von kallez
Vom Nintendo DS Emulator gibt es eine neue modifizierte Version.


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DeSmuME v0.7.3 um 14:09:56 von kallez
Der Nintendo DS Emulator DeSmuME hat in der aktuellen Version diese Neuerungen:

gtk-glade:
  • Full localization using intltool/gettext. [evilynux]

general:
  • Added a README.TRANSLATION documenting the localization process. [evilynux]

MacOS X:
  • Initial version of the Mac interface added. [Jeff B]


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DeSmuME v0.7.2wp2 ppa um 04:59:42 von kallez
Vom Nintendo DS Emulator gibt es eine neue modifizierte Version.


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Swift.ROM v7.7.15 um 22:25:17 von kallez
Swift.ROM ist ein GAME(GBA/NDS) ROM Manager.
  • Fixed Bug.
  • support DeSmuME v0.7.2
  • Add GBA/NDS ROMs.



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