DeSmuME 0.9.6 released!

May 19th, 2010

This release focuses on emulation bugfixes and features of interest
to homebrew developers. Most users will find that the compatibility
is increased substantially.

Some save files may be invalidated due to use of broken crc logic.
Back up your DSV files before using this version of the emulator or else
the game might wipe it.

Users of OSX, gtk, cli and gtk-glade frontends please note that now we
have a common directory in ~/.config/desmume for config file,
saves and savestates. The old .desmume.ini will be moved
automatically with the name config but you have to move your saves
manually.

UPDATE We have released a new version of the source tarball to fix problems building the glade frontend. If you downloaded your copy before 05/25/2010, please download it again :)

DeSmuME 0.9.5 released!

November 27th, 2009

Christmas is getting nearer and still haven’t found any gift ideas?
Don’t worry anymore, here’s the perfect present : a new DeSmuME release!

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

If you want to know more, you can read the complete press release.

DeSmuME 0.9.4 released! Also OSX Universal.

July 8th, 2009

This new release introduces lots of bug corrections, improvements and new features: among them are new save autodetection, new save file format and full rerecording support.

For those wondering about the missing 0.9.3 version, we somehow lost it ; it got captured by hunters that thought it was a new p*kem*n.

And also, the download page now links to an 0.9.4 OSX Universal binary.

2009 CCA – round 2

June 24th, 2009


Thanks to your support, we’ve been able to make it to the Sourceforge Community Choice Awards finals! That’s quite nice, but we want to go even further, win the final and get those free pizzas, and we need your help again. So please vote for us! :)

2009 Community Choice Award

May 9th, 2009
The 2009 SourceForge.net Community Choice Awards nominations are now open and you can support DeSmuME! Vote for us and DeSmuME developers will get free pizzas for a year… or something like that, not sure, but still… it should be cool!

For those unsure about which category DeSmuME belongs to, we suggest Best Project for Gamers. ;)

0.9.2 update for Mac users

May 3rd, 2009

A new binary package for Mac is now available and this time it’s an universal binary. The old intel-only binary package is still available on sourceforge, to get the new one go to the download page.

0.9.2 update for Linux users

April 24th, 2009

The source package for 0.9.2 has just been updated with two compilation fixes for Linux users. The first fix the compilation on 64 bits systems. The second fix the compilation when using –enable-osmesa and a recent osmesa. If you’re not a Linux user, not using a 64 bits system or not interested in testing osmesa, you can safely ignore this release.

DeSmuME 0.9.2 released!

April 12th, 2009

This version of DeSmuME releases some odds and ends. A few new games are playable, and RTC works for day/night games. Additionally, the windows and linux ports have had a slew of new features added. And finally, the addition of a preliminary software rasterizer (which may be selected instead of opengl) will allow you to work around frustrating display issues.

DeSmuME 0.9.1 released!

February 13th, 2009

With this release, we have fixed a number of emulation bugs, as well as added the following features which you might be interested in: Mic, rumble, and PSG white noise. Once again we found a number of refinements to make in the GPU, for instance: blending, mosaic, affine modes; so your game might run more accurately than ever. Watch out, though–your savestates are probably invalidated once again. Sorry!

DeSmuME 0.9 released!

January 4th, 2009

This new release is the product of hundreds of new code improvements: We now have an almost 100% reworked 3D core, which is shared amongst all ports for the first time, and have better save states. Compatibility has been improved across the board. The huge number of reworked systems and small fixes is noticeable on some games and homebrew games are running better–or even running at all for the first time. And this work has not stopped, so stay tuned for what’s coming in the future!