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!
Better 3d and compatibility?
Music to the ear. Kudos for the updates.
I hope I’m not just being stupid, but I cannot find the download for 0.9. When I click the download link on the main site, it downloads 0.8 from sourceforge…
I’ve never been able to get any version to work before btw, the emulation will begin then the music for the ROM will get laggy, and the controls become unresponsive…
So I’ve been hoping the next release (this one) would work :).
TJ Draper: The Mac binary has not been updated as of now, the Windows and source packs are already updated and uploaded, and can be found on the downloads page (you can find it on the main page, on the right menu). Any questions about that might be better answered on the forums (link is also on the right menu of the main page).
Very nice, great graphics, very nearly perfect sound compared to ideas, can you add fake or real wifi plugin and mic control too ?? (because castlevania and other games need this feature) And what about cheats like codebreaker and action replay will be added?
Luke
Very nice progress..
This release has significant improvements over the previous releases, and it’s amazing how far this project has come. I can estimate its compatibility as 50% as some of my ROMs run at a little above half speed and have missing sprites here and there. None of the games I threw at it were completely unplayable. This is an amazing job and I am looking forward to future releases.
The sound in the Mac binary seems broken. I just hear noice in Phoenix Wright, Ninja Gaiden, Mario & Luigi saga. I have a Macbook with OS X Leopard.
Nice that Ninja Gaiden loads though but you cant control the caracter.
oh my god. i simply cannot believe how amazing this runs now! i haven’t tested many games yet, but the ones i have run so smoothly it’s amazing. this emulator has completely left no$gba in the dust. keep up the absolutely AMAZING work!!!
all games i tried had either half screen blank when trying to play (past introductions), or full screen blank.
but
Emulation->Graphics->Size
changed the window size but not game play size either…
Ok, people, let’s clear one thing: compatibility problems or bugs reported here will be probably ignored. Go to the forums (can be found on the menu on the right) or, if you’re able to write properly and are 100% sure of the bug, report on the official bug tracker on sourceforge.
Else, you’re just losing your time writing that kind of stuff here.
Great work, keep up with it! Runs a lot faster then previos version.
Nice release, except for two issues (Mac OSX 10.5):
1.: Sound is broken at certain places (title screen in Super Princess Peach, the rest seems to play fine).
2.: When configuring the controls I can’t seem to assign my WASD control scheme, because the emulator only asks for Down and Right and seems to try to guess Left and Up. This works fine for Down, but fails at Right and Left, apparently. Also, I’d like to assign the colon key which isn’t listed at all.
Everything else works nice and well.
@Tenshin: AFAIK Ninja Gaiden controls via touch screen, only.
Hi !
I don’t know if it’s the right place to post bugs, but here it is : i can’t compile from source on Slackware-12.2.
In file included from GPU.h:31,
from NDSSystem.h:28,
from thumb_instructions.cpp:30:
common.h:45:7: warning: no newline at end of file
OGLRender.cpp: In function ‘char OGLInit()’:
OGLRender.cpp:459: error: ‘glActiveTexture’ was not declared in this scope
OGLRender.cpp: In function ‘void setTexture(unsigned int, unsigned int)’:
OGLRender.cpp:572: error: ‘glActiveTexture’ was not declared in this scope
OGLRender.cpp: In function ‘void OGLRender()’:
OGLRender.cpp:1029: error: ‘glActiveTexture’ was not declared in this scope
make[2]: *** [OGLRender.o] Error 1
make[2]: *** Waiting for unfinished jobs….
mv -f .deps/softrender.Tpo .deps/softrender.Po
mv -f .deps/gfx3d.Tpo .deps/gfx3d.Po
mv -f .deps/thumb_instructions.Tpo .deps/thumb_instructions.Po
make[2]: Leaving directory `/home/def/desmume-0.9/src’
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/def/desmume-0.9/src’
make: *** [all-recursive] Error 1
bash-3.1$
DEF: Use the forums, here you won’t get support for this issues.
Ok, i’m sorry.
I didn’t want to pollute the comments.
Hope i’ll see soon this new version running :^).
What Happened with PPC binary? , ppc is a good platform still…
Kristallo: That has already been asked on the forums, please keep checking there. The official Mac porter often takes days to answer, but always does
That’s a really promising emulator. Still it’s a bit slow, and some games have issues, but a little bit more work, and it can beat other top NDS emulators.
THX Shash ¡¡¡
Awesome job!!
you rock
Thanks for the great work!
Hey, thanks for 0.9v
The point is…
I can’t turn left?
since no$gba has stop updating…i think desmume is our hope now, thanks guys!!!
I hoped that this release will work with both games, but it does not.
http://galway.c64.org/ikds/
http://galway.c64.org/gianads/
Could You please check out why they don’t work.
Thx
Doc
Great work. I’m using this on a Mac Pro. I take it this emulator isn’t using any form of 3D acceleration and only taxing the CPU. New Super Mario Bros ran pretty damn well! Thanks and I hope to see some OpenGL support sometime.
-Stell
Stellarola: It does emulate the 3D core on the GPU, but the rest of the DS is emulated on CPU, and that’s what consumes more resources.
when i try to open it on my mac it says”you cannot open this application DeSmuME because it is not supported on this system.”
i use a mac power pc g4 (its quite old)
help?
john: The uploaded Mac binary is Intel only, as of now (I don’t know if a Universal Binary will be released).
Great job! So much improvements since the last version. Even though it’s still not perfect, but it’s the best nds emulator for the moment. Keep up with the good work guys. I salute!
A MUST for next version is the ability of changing orientation of the screen. So, allow to change it in a scale of 90º.
Thanks
No PPC version ! ;(
fdfds: It’s already done on the windows port, I’m not sure about the others.
Joe: Start coding and contribute yourself
I really love your work but on this release I found a weird problem. AVG7.5 just goes nuts every time I double click the desmume folder, not the exe. I know AVG runs a check on every new file I have but this time it drains my pc of all its resources when checking desmume, my pc died several times. and every time I restarted it leaves an undeleted temp file on the scan of desmume, the weird part is that for a 900+KB folder it leaves a 135+MB temp file.
Does this happen to every avg user coz if its does I’m switching to Kapersky.
Great work !
Thanks
Shash: it’s not in Linux GTK nor CLI. I cannot comment about GLADE, because I always obtain this error:
(desmume-glade:24539): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated
(desmume-glade:24539): Gtk-WARNING **: GtkSpinButton: setting an adjustment with non-zero page size is deprecated
Shaders aren’t supported on your system, using fixed pipeline
(failed shader init at step 2)
The program ‘desmume-glade’ received an X Window System error.
This probably reflects a bug in the program.
The error was ‘GLXBadContextTag’.
(Details: serial 378 error_code 176 request_code 157 minor_code 1)
(Note to programmers: normally, X errors are reported asynchronously;
that is, you will receive the error a while after causing it.
To debug your program, run it with the –sync command line
option to change this behavior. You can then get a meaningful
backtrace from your debugger if you break on the gdk_x_error() function.)
Any clue about it?
Thanks
cris, desmume is packed with UPX. stupid virus scanners complain about that. if you are going to use a virus scanner, learn to deal with false positives.
Wow. Shash, I applaud you immensely. Many people have been taking advantage of your work (as it is open-source), yet you stuck with it to release us another amazing version. I thought you had silently quit, but you can’t imagine how happy I was to find out about this new version. I have always loved your releases, and I think this emulator is getting around the level of some of the top ones, if not better. Thanks for being so devoted to us leechers (and some of us users).
I stand amazed.
cris: Change to avast. It’s home version it’s free like AVG, and IMHO, Better.
64emuAce: Most of the good things in this version were not done by me, infact I did really small contributions.
fdfds: I don’t know, I use Windows
Is it normal for this emulator to take quite a while to unzip/unrar, AND load? Because my 2.12 GHz computer crashes when opening the folder, while it never has done so with the past versions, let alone ANY NDS emulator!
It’s probably just my laptop’s lack of HDD, but just thought I’d ask to make sure.
NiceNice!
:]
I can finally play Yoshi Island 2 with full speed and perfect sound THX a lot!
The Best Emulator to date! Excelent work here, never seen anything so close to the ds. Keep it up!
Good
I’m a little confused. I have the Mac version of 0.9, but everything runs way too fast. In the release notes for 0.9 it says that the ability to limit speed was added to the Mac version, but I can’t find the option anywhere?
Everything runs way too fast.
Haha, wow. Sorry, stupid post. I had an old version of 0.8 I kept executing instead of the new 0.9 release right next to it. Problem solved.
Oh man! I really think this is, at the moment, the best DS emulator out there. I really hope for MIC support in the next release.
Gracias, buen trabajo!
Thanks for the great work!
Thanks
Just wanted to report that I had trouble running “./configure” on my Ubuntu Intrepid. Dunno why, but the configuration process always reported that it couldn’t “po/Makefile.in” and after compiling there were no executables. in the “po” folder was only a “Makefile.in.in”. I made a copy to “Makefile.in” and after that it worked without a hitch.
Good work!! I agree with fdfds, the only thing missing now on the Linux version is rotating the visuals. It’s so nice to see that this project is still active.