https://emulation.gametechwiki.com/api.php?action=feedcontributions&user=212.252.97.208&feedformat=atomEmulation General Wiki - User contributions [en]2024-03-28T08:06:21ZUser contributionsMediaWiki 1.32.0https://emulation.gametechwiki.com/index.php?title=RPCS3&diff=20449RPCS32018-10-28T08:14:49Z<p>212.252.97.208: grammar</p>
<hr />
<div>{{Infobox emulator<br />
|logo = RPCS3-Logo.png<br />
|version = 0.0.5 Alpha<ref group=N name=version>The developers are currently treating version increments as milestones, not as stable builds.</ref><br />
|active = Yes<br />
|platform = Windows, Linux<br />
|target = [[PlayStation 3 emulators|PlayStation 3]], [[PlayStation emulators|PlayStation]]<br />
|architecture = x86_64<br />
|developer = RPCS3 Team<br />
|website = [https://rpcs3.net/ rpcs3.net]<br />
|support = [https://www.patreon.com/Nekotekina Patreon]<br />
|source = [https://github.com/rpcs3/rpcs3 GitHub]<br />
}}<br />
'''RPCS3''' is a very promising open-source PlayStation 3 (PS3) emulator that can run over 1,000 commercial titles without major glitches (see the [https://rpcs3.net/compatibility compatibility list]). It also emulates the PSN versions of the PlayStation Classics. The emulator is making huge progress, improving every month. (See the [https://rpcs3.net/blog/ progress reports])<br />
<br />
==Download==<br />
[https://rpcs3.net/download Latest builds]<br />
<br />
Originally, you needed to extract the firmware from a modded PS3, but since these files are also distributed with updates, the developers added the ability to extract them from there instead. [https://www.playstation.com/en-us/support/system-updates/ps3/ This is where you would get them.] Then install it by going to File -> Install Firmware.<br />
<br />
Fonts can be found on the [[Emulator Files]] page.<br />
<br />
==Overview==<br />
RPCS3 was started in May of 2011. Three years into its development, it could load the intros to some games with sound,<ref>[https://www.youtube.com/watch?v=oOcUcD9y51w Rpcs3 Update Quality Sound - Intro Video - The Guided Fate Paradox] (Mar 26, 2014)</ref> as well as play some portions of Disgaea 3 and The Guided Fate Paradox, but with heavy graphical glitches and no sprites.<ref name="Disgaea3 video">[https://www.youtube.com/watch?v=IQEv6B6fIgA RPCS3 WIP - Disgaea 3 - Ingame!] (Mar 22, 2014)</ref><br />
<br />
Developer Nekotekina opened [https://www.patreon.com/Nekotekina a Patreon campaign] in 2017, with kd-11 joining not long after.<br />
<br />
As of August 2018, RPCS3 has been able to play more than 33% of the PS3 library from start to finish. The emulator is capable of running over 1,000 games at a playable speed with no major glitches<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref>, though it requires very demanding hardware on most games. On June 2018 after a few improvements and fixes, at least most [https://rpcs3.net/blog/2018/07/15/progress-report-june-2018/ PlayStation 1 Classic titles] became playable. Currently, only the PSN versions work (No PS1 discs are able to be loaded in-game yet).<br />
<br />
Since the emulator started getting funded on Patreon, development has been progressing quickly, so more games are expected to be playable in the near future.<br />
<br />
* [https://code.google.com/archive/p/rpcs3/source/default/source Source code] for original RPCS3 code from 2011-2013.<br />
<br />
==Special Features==<br />
<br />
<br />
===Enhancements===<br />
;[https://rpcs3.net/blog/2018/08/08/eliminating-stutter-with-asynchronous-shader-implementation/ Asynchronous Shader Recompilation]:Makes games run [https://www.youtube.com/watch?v=eu-HwEEU5K0 virtually stutter free] at the cost of some [https://www.youtube.com/watch?v=59q7wbeJLOo new shaders/textures popping into existence]. Note: It only gives a [https://www.youtube.com/watch?v=OGWk1p7pCVk tiny performance boost] - a powerful computer and further optimizations from the emulator will be needed to get the more demanding titles to run at full frame rate speeds, i.e. 30 FPS or 60 FPS. Many demanding games may utilize multiple secondary cores plus the primary core of the PS3's CPU so parallelization techniques will be needed, perhaps running on a user's GPU or 8-core and better CPU. This recompilation mode only simulates the shaders coming through the RSX graphics processor.<br />
<br />
;[https://www.youtube.com/watch?v=Sag4SF7dDrw ReShade]:Third-party suite. Makes many games appear [https://www.youtube.com/watch?v=kPcHjnTZC_o more vibrant or saturated], particularly more pronounced in those with dull textures like the Tales of series, Naruto series, and other anime-based titles.<br />
<br />
==Setting up==<br />
===Installing the Firmware===<br />
RPCS3 does not work without firmware. This firmware contains libraries used to interface with the games in different ways, like Bluetooth, PlayStation Eye, and so on. For a long time, it was commonly thought that these libraries could only be extracted from a modded PS3, which would have greatly increased the barrier to entry, however one of the developers discovered all the libraries were actually bundled with each system update, and that [https://www.playstation.com/en-us/support/system-updates/ps3/ Sony also supplies these updates through their website]. This is the preferred method of installing the firmware; download the latest update from Sony, then in RPCS3 go to File -> Install Firmware, and select the downloaded update file.<br />
<br />
===Installing Games and Updates===<br />
The game's serial should be present in the folder or archive name, the download page, and/or the PARAM.SFO file. If it's a retail game, it has the ID on the bottom side edge of the game's case. An internet search for <code>InsertGameNameHere + Region ID</code> should turn it out. It's also important that each game's files and folders are all placed under a single folder named as the correct region ID.<br />
<br />
For '''Blu-ray Disc''' games, i.e. retail games:<br />
<br />
* '''File layout''': PS3_GAME folder, PS3_DISC.sfb, PS3_UPDATE folder (not required)<br />
* '''Game ID''' starts with a <code>B</code>. First-party Sony games use <code>BC</code>, while third-party games use <code>BL</code>. For example: <code>BCAS20071</code> (Demon's Souls Asia retail), <code>BLUS31197</code> (Drakengard 3 USA retail). <br />
* May be dumped through a CFW-enabled PS3, using select compatible Blu-ray drives on PC, or acquired from someone else.<br />
* Game folders for retail games can be put under the <code>\dev_hdd0\disc</code> or ''anywhere'' really... '''except''' the folder used for digital games (<code>\dev_hdd0\game</code>) because some games write there causing really bad conflicts. To open games, use '''File/Boot Game'''.<br />
<br />
For '''PSN''' games, i.e. digital versions downloaded from the PlayStation Store:<br />
<br />
* '''File layout''': TROPDIR folder, USRDIR folder, ICON0.png, PARAM.sfo, etc.<br />
* '''Game ID''' starts with a <code>N</code>, for example <code>NPEB02436</code> (Persona 5 EUR digital)<br />
* May be dumped through a CFW-enabled PS3, Sony's own poorely secured servers (PSNdl then psnpkgdecryptor-extractor), or acquired from someone else.<br />
* May come as a PKG file. RPCS3 has an '''Install .PKG''' option to install these.<br />
* Game folders for digital games must be placed under <code>\dev_hdd0\game</code>, as intended by design on real hardware. Using the '''Install .pkg''' option does that automatically for you.<br />
<br />
'''Paid digital releases''' <u>require</u> a '''.RAP license file''' to decrypt a few important files before they can be booted.<br />
<br />
* Maybe dumped from the <code>\dev_hdd0\home\00000001\exdata</code> directory of a CFW-enabled PS3, or included alongside the download you got from someone else. That someone else might not include the .RAP file, and instead give a "fix" with the pre-decrypted files. In that case, you might have to install the PKG file first (or all of them, if there are multiple ones) and ''then'' copy and overwrite the "fix" files to your game folder.<br />
* If your source doesn't include a RAP or crack instructions, either it's replaced beforehand or it's actually useless. The last resort can be to try searching for a fix for the specific release.<br />
* Must be placed under <code>\dev_hdd0\home\00000001\exdata\</code><br />
<br />
Game and software '''updates''' are handled exactly like '''PSN''' games.<br />
<br />
* Installed using the '''Install .PKG''' option<br />
* The update will be placed in the game or software folder that corresponds to the correct region ID.<br />
* Take care to use '''the same region''' for the base game and the update, otherwise there's a potential risk of irreversible damage to your installed game dumps.<br />
<br />
'''Files under the <code>.66600x</code> extensions''' are split files that accommodate for the 4-gigabyte file size limit on volumes formatted as FAT32; the PS3 does not support other types of filesystems that pass this limit, such as NTFS or the ext family. Use a tool like PS3merge to recombine these files.<br />
<br />
===Updating RPCS3===<br />
Note that RPCS3's official Discord server can also be a good resource for bringing up issues or learning about major breakthroughs or updates if any further information is required.<br />
<br />
====Windows====<br />
RPCS3 is compiled to 7z files using AppVeyor. To update RPCS3, [[{{PAGENAME}}#Download|download the latest build]], and replace the necessary files.<br />
<br />
For most minor updates, you only need to extract and replace the <code>RPCS3.exe</code> executable for them to take effect, but it's recommended that you backup old builds so that you can revert to the older ones if new problems crop up, or you can extract the whole 7z archive file and replace files to their respective folders.<br />
<br />
====Linux====<br />
RPCS3 is compiled to AppImages using Travis. To update RPCS3, [[{{PAGENAME}}#Download|download the latest build]], and replace your previous AppImage with the new one. Reenable executable permissions if they were disabled during the update. Most file managers can let you change it from their properties window.<br />
<br />
==Basic troubleshooting==<br />
Issues are to be expected since the emulator is still early (even though the project was started in 2011).<br />
<br />
===Audio Stutter===<br />
Cannot be completely eliminated in most cases, but you can at least try to mitigate it by playing around with the "Preferred SPU Thread" setting as well as the "lower SPU thread priority" and "Bind SPU thread" to secondary core settings. <br />
<br />
In addition, manually adjusting the priority and affinity of the RPCS3 process can affect it independently of the other internal settings. On Windows, this is done via the Task Manager. On Linux, CLI and GUI tools exist like System Monitor and Task Manager that can change the priority. It varies by distribution. This can influence audio stutter and performance in general but especially for Ryzen users.<br />
<br />
===Unavailable Setting(s)===<br />
If you can't find a specific setting in RPCS3, you could be using an old build, and should probably update it.<br />
<br />
==Notes==<br />
<references group=N /><br />
<br />
==References==<br />
{{reflist}}<br />
<br />
==External links==<br />
*[https://wiki.rpcs3.net/ Official wiki]<br />
*[https://www.youtube.com/channel/UCz3-0QxNr4S4gK0xaWy7exQ Official YouTube channel]<br />
*[https://discordapp.com/invite/EWMQZ8 Official Discord server]<br />
*[https://forums.rpcs3.net/ Official forums]<br />
*[http://www.youtube.com/user/B1ackDaemon B1ackDaemon] (RPCS3 Developer)<br />
<br />
[[Category:Emulators]]<br />
[[Category:Windows emulation software]]<br />
[[Category:Linux emulation software]]<br />
[[Category:PlayStation 3 emulators]]<br />
[[Category:PlayStation emulators]]</div>212.252.97.208https://emulation.gametechwiki.com/index.php?title=Sega_Dreamcast_emulators&diff=20448Sega Dreamcast emulators2018-10-28T08:06:09Z<p>212.252.97.208: Fixed redirect link.</p>
<hr />
<div>{{Infobox console<br />
|title = Sega Dreamcast<br />
|logo = DreamcastConsole.png<br />
|developer = [[:Sega]]<br />
|type = [[:Category:Consoles|Home video game console]]<br />
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]<br />
|release = 1998<br />
|discontinued = 2001<br />
|predecessor = [[Sega_Saturn_emulators|Sega Saturn]]<br />
|emulated = {{✓}}<br />
}}<br />
The '''[[wikipedia:Sega Dreamcast|Dreamcast]]''' is a sixth-generation console released by [[wikipedia:Sega|Sega]] in November 1998 in Japan and later in 1999 in other territories. Sega also released the '''[[Sega NAOMI and variants|Naomi]]''', an arcade system board with similar components to the Dreamcast. Sammy's '''[https://segaretro.org/Atomiswave Atomiswave]''' arcade board was also based on the Dreamcast and Naomi.<br />
<br />
Sega collaborated with Microsoft on the Dreamcast's development, and this partnership would continue later with the [[Xbox emulators|Xbox]]. What came out of this was the possibility for games to be developed for an optimized version of '''Windows CE''' (with DirectX) on each disc. However, Windows CE wasn't mandatory to use and most developers opted for Sega's development tools instead out of convenience. Even in major emulators, this aspect isn't implemented (or implemented well).<br />
<br />
==Emulators==<br />
{| class="wikitable" style="text-align: center;"<br />
|-<br />
! scope="col"|Name<br />
! scope="col"|Operating System(s)<br />
! scope="col"|Latest Version<br />
! scope="col"|Open-Source<br />
! scope="col"|Naomi<br />
! scope="col"|Atomiswave<br />
! scope="col"|Windows CE<br />
! scope="col"|Active<br />
! scope="col"|[[Recommended Emulators|Recommended]]<br />
|-<br />
!colspan="9"|PC<br />
|-<br />
|[[DEmul]]<br />
|Windows<br />
|[http://forum.emu-russia.net/viewtopic.php?p=26178&sid=9d186ca9c444883bceeed6f185ed3fa9#p26178 0.7 Build 180428]<br />
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[Reicast#Libretro_core|reicast libretro]]<br />
|Multi-platform<br />
|[https://github.com/libretro/reicast-emulator Git]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[reicast]]<br />
|Windows, Linux<br />
|[http://builds.reicast.com/ Dev builds]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[nullDC]]<br />
|Windows<br />
|[http://www.emucr.com/2013/03/nulldc-svn-r150.html 1.0.4 r150]<br />
|{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{~}}<br />
|-<br />
|[[redream]]<br />
|Windows, Linux, macOS<br />
|[https://redream.io/download {{RedreamVer}}]<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[https://segaretro.org/Makaron Makaron]<br />
|Windows<br />
|[https://www.zophar.net/dreamcast/makaron.html T12/5]<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}<br />
|-<br />
|[https://segaretro.org/Chankast Chankast]<br />
|Windows<br />
|[http://chanka.emulatronia.com/FrameSetDC_Down.htm 0.25]<br />
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|Lxdream<br />
|Linux, macOS<br />
|[http://www.lxdream.org/download.php 0.9.1]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}<br />
|-<br />
|WashingtonDC<br />
|Linux<br />
|[https://github.com/washingtondc-emu/washingtondc Git]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
|[[MAME]]<br />
|Multi-platform<br />
|[http://www.mamedev.org/release.html {{MAMEVer}}]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✗}}<br />
|-<br />
!colspan="9"|Mobile<br />
|-<br />
|[[Reicast#Libretro_core|reicast libretro]]<br />
|Android, mobile<br />
|[https://github.com/libretro/reicast-emulator Git]<br />
|{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|[[reicast]]<br />
|Android<br />
|[http://builds.reicast.com/ Dev builds]<br />
|{{✓}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}}<br />
|-<br />
|}<br />
<br />
===Comparisons===<br />
;[[DEmul]]:Has the highest compatibility and accuracy, but is Windows-only. It supports Windows CE games, but in general, they run worse than standard Dreamcast titles. It's also more resource-intensive than other emulators.<br />
;[[nullDC]]:Can run a lot of games at great speed in mid-end PCs. It's no longer developed in favor of its fork&hellip;<br />
;[[reicast]]:Made by the same team. Runs on Android, Windows, and Linux.<br />
:;[[Reicast#Libretro_cores|reicast libretro]]:[[libretro]] fork similar to [[Mednafen]]'s PCE-fast and PCE-accuracy cores that backport changes from [https://github.com/flyinghead/reicast-emulator flyinghead's fork] of reicast. It aims to be compliant with OpenGL 2 and OpenGL ES 2 so that it can continue to run on mobile devices and mid-tier PCs. A graphics feature of the Dreamcast, Order-Independent Transparency, can only be properly emulated using recent versions of OpenGL 4 on supported hardwares and platforms (currently Windows and Linux).<ref>Daniel De Matteis. [https://www.libretro.com/index.php/introducing-reicast-oit-libretro-core-updated-reicast-regular-core/ Introducing Reicast OIT libretro core + updated Reicast regular core] on libretro.com. June 12, 2018.</ref> This fork also supports [https://www.patreon.com/posts/reicast-libretro-19733457 Naomi and Atomiswave] hardware.<br />
;[[redream]]:Has a good interface, is simple to set up and can run without a BIOS (though it's better to use one anyway).<br />
;Makaron:One of the only two Dreamcast emulators that can properly play Windows CE games.<br />
<br />
==Emulation issues==<br />
Dreamcast emulation isn't very good. For the emulators that are either mature or maturing, a very large percentage of games work well, but many games still have problems and glitches.<br />
<br />
In recent times, the open-source community has gotten a better leg to stand on thanks to RetroArch's reicast cores. Their team has been integrating a version of reicast that deals with many graphical issues (elaborated on above).<br />
<br />
===Poor VMU emulation===<br />
<!-- Update this entry if you have anything else on it --><br />
While current Dreamcast emulators can leverage the screen of the VMU while the game is running, none of them allow you to play the minigames developed for it so playing those minigames would require another emulator. The problem is there aren't any complete lists of VMU emulators, and the emulators that can be found are poorly documented and/or closed source.<br />
<br />
==Downloads==<br />
* [[Emulator_Files#Dreamcast|BIOS]]<br />
<br />
==VMU emulators==<br />
Emulating the Dreamcast VMU is possible via use of this emulator:<br />
[https://www.dropbox.com/sh/rai7db85bqq5iz0/AAAbnQfEJpTFaHkQ8K6nP6kVa?dl=0 Dropbox link]<br />
<br />
[http://forums.elysianshadows.com/viewtopic.php?f=48&t=9171 Link to the forum thread about it]<br />
<br />
==References==<br />
<references /><br />
<br />
<br />
{{Sega}}<br />
<br />
[[Category:Consoles]]<br />
[[Category:Sega consoles]]<br />
[[Category:Sega Dreamcast emulators]]<br />
[[Category:Sixth-generation video game consoles]]</div>212.252.97.208https://emulation.gametechwiki.com/index.php?title=Clock_Signal&diff=20447Clock Signal2018-10-28T08:01:28Z<p>212.252.97.208: Fixed redirect link.</p>
<hr />
<div>{{Infobox emulator<br />
|title = Clock Signal<br />
|logo = CLK_(emulator)_Icon.png<br />
|developer = Thomas Harte<br />
|version = {{Clkver}}<br />
|active = Yes<br />
|platform = macOS<br/>Linux<br />
|accuracy = Subcycle<br />
|target = [[BBC Micro emulators|Acorn Electron]], [[Amstrad CPC emulators|Amstrad CPC]], Apple II, [[Atari 2600 emulators|Atari 2600]], [[ColecoVision emulators|ColecoVision]], Commodore Vic-20, [[MSX emulators|MSX 1]], Oric 1/Atmos/Pravetz, [[Master System emulators|Sega Master System]], [[Sinclair ZX81 emulators|ZX80/ZX81]]<br />
|prog-lang = C++; Mac bindings in Objective-C and Swift<br />
|download = [https://github.com/TomHarte/CLK/releases Official releases] (macOS)<br />
|source = [https://github.com/TomHarte/CLK GitHub]<br />
}}<br />
<br />
'''Clock Signal''', also known as '''CLK''', is an MIT-licensed open source emulator of a collection of 8-bit computers and consoles for macOS and Linux.<br />
<br />
It is unique in its approach to screen emulation and as a result offers worst-case video latency equal to the refresh rate of the screen on which it is being displayed — 1/60th of a second on a 60Hz monitor, 1/120th of a second on a 120Hz monitor, etc — regardless of the refresh rate of the machine being emulated.<br />
<br />
It is also noteworthy for the degree to which it deploys automatic analysis in an attempt automatically to launch class software: in addition to ahead-of-time static analysis, it can simply run and monitor multiple different machines or machine configurations in parallel to determine what the proper hardware configuration for a particular title should be, often offering a seamless continuous display to the user.<br />
<br />
It generally emulates components internally at single-cycle or half-cycle precision but seeks to decouple execution wherever possible. E.g. even if video and processor share memory which would naively imply running each component for a single cycle in a round robin fashion, the emulator actually applies something analogous to a write-through cache: the processor writing to the shared region will cause video processing to run just-in-time as though it had been interleaving reads until then.<br />
<br />
Regardless of this, Clock Signal does not currently offer a perfect emulation of every supported machine. It is an active, developing emulator.<br />
<br />
==Display Emulation==<br />
[[File:CLK ZX80.gif|right|alt=The emulated display of a ZX80, showing accurate emulation of synchronization issues.]]<br />
Clock Signal's emulated machines produce a 1d video signal, just as real machines do. Its emulated display, therefore, has to:<br />
* maintain a raster positioning;<br />
* run sync-triggered phase-locked loops to place horizontal and vertical retraces; and<br />
* decode composite color if that's what the machine is supplying.<br />
<br />
It uses this information to paint a virtual phosphor display — in practice just an accumulation of recently-painted material with each new painting undergoing exponential decay. Output to the host screen is simply a capture of that surface as and when the host screen requests a new frame.<br />
<br />
An unambiguously desirable result is that machines with variable programmatic sync, such as the Atari 2600, ZX80/81 and Amstrad CPC, should produce the proper display results, even down to rolling, bouncing and other sync issues as and when the programmer diverges, even if only transiently, from PAL or NTSC timing specifications.<br />
<br />
A further positive effect is that composite video produces the proper per-platform results simply because the timing is correct: e.g. the Atari 2600 and ColecoVision produce an in-phase signal when outputting NTSC so they show obvious fixed vertical banding between strong color transitions, but the Oric, Electron and PAL Atari are not in-phase so produce undulating diagonals at color transitions.<br />
<br />
The emulator goes as far as to use the Oric's original color ROM for Oric composite video generation — it replays the actual PCM-sampled output values generated by the real machine to produce realistic color.<br />
<br />
Composite color is optional for all machines on which it was originally optional. Machines such as the Oric, Electron, and MSX originally shipped with the option of RGB output, so the emulator offers the same.<br />
<br />
==Sound Emulation==<br />
Sound emulation is generally performed by internal generation of original megahertz-rate audio, which is resampled to the output frequency of the host computer. Therefore just as the video can scale up to modern low-latency high-refresh-rate displays, the audio can scale up to digital output rates such as 96Khz and 192Khz.<br />
<br />
Filling sound packets is an independent trigger of emulation — the emulated machines will run to make sure they're up to date when the display needs a new frame, and they'll also run to produce the next packet of audio when the previous has been consumed.<br />
<br />
That generally allows the emulator to maintain audio latency guarantees completely decoupled from the frame rate. It aims for between 5 and 10ms of audio latency.<br />
<br />
==Host Environments==<br />
For macOS, Clock Signal is a fully-native document model application, which means that the user can simultaneously launch as many different machines as they want, sizing and positioning each independently across multiple displays, arranging their machines into a tabbed interface or performing any other standard Mac windowing actions.<br />
<br />
Clock Signal also has an SDL-based kiosk mode, which is compatible with Linux and any other target offering SDL 2.x, at least OpenGL 3.2 and C++11, and which attempts to follow ordinary UNIX conventions as to file naming and locations. It is intended to be launched however the user would normally launch something from the command-line; the target use case is to set up a file association in the user's preferred desktop environment and launch emulated applications by double-clicking on them exactly like the user would launch native applications.<br />
<br />
In neither case does Clock Signal offer much in terms of appreciable interface. It currently assumes it can always determine the proper machine and machine configuration automatically based on the software the user wants to run and provides those only after the user has nominated their software.<br />
<br />
[[Category:Atari 2600 emulators]]<br />
[[Category:ColecoVision emulators]]<br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Multi-emulators]]<br />
[[Category:MSX emulators]]<br />
[[Category:SG-1000 emulators]]<br />
[[Category:Master System emulators]]</div>212.252.97.208https://emulation.gametechwiki.com/index.php?title=DeSmuME&diff=20446DeSmuME2018-10-28T07:52:31Z<p>212.252.97.208: Undo revision 20442 by Karasuhebi (talk) a Nvidia, not an Nvidia.</p>
<hr />
<div>{{Infobox emulator<br />
|logo = Desmume.png<br />
|logowidth = 100<br />
|version = 0.9.11<br />
|active = Yes<br />
|platform = Multi-platform<br />
|target = [[Nintendo DS emulators|Nintendo DS]]<br />
|developer = YopYop156<br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME team]<br />
|website = [https://desmume.org/ DeSmuME.org]<br />
|source = [https://github.com/TASVideos/desmume GitHub]<br />
}}<br />
'''DeSmuME''' is a [[Nintendo DS emulator]]. It is the most accurate Nintendo DS emulator and is actively developed. It can be run from the command line directly or as a graphical program.<br />
<br />
The regular version now allows for increasing internal resolution.<br />
<br />
It is also available as a libretro core for [[RetroArch]].<br />
<br />
==Download==<br />
*[https://desmume.org/download/ DeSmuME Dev Builds]<br />
*[http://shikaver01.webcrow.jp/ DeSmuME X432R Builds] (High-resolution rendering)<br />
<br />
==Issues==<br />
DeSmuME uses [[Wikipedia:DirectInput|DirectInput]] if an Xbox 360 controller is being used. No support for [[Wikipedia:DirectInput#XInput|XInput]] exists. This will be noticeable if an Xbox 360 controller's LT and RT inputs are mapped to emulate the DS's L and R buttons respectively.<br />
<br />
Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current philosophy and ''creative differences'', so don't hold your breath for them or pester the developers about them. They include:<br />
*DS Download Play<br />
*DS Local Play (local multiplayer)<br />
*DS Wi-Fi Play (online multiplayer) - ''working, fork-only, removed from main due to creative differences''<br />
*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)<br />
*DS/Wii Connectivity<br />
<br />
StapleButter was working on some of these features and left the project due to ''creative differences'' directly related to these features, to eventually start his own Nintendo DS emulator, [[melonDS]]. A DeSmuME fork with online multiplayer, which includes functional code that made it to official version 0.9.7 before being removed due to ''creative differences'', is available and has been improved to allow for limited dumping of online data software prior to the server shutdown in 2014, as well as a version allowing for using online play for a select few games and downloading DLC data from alternative servers with the backed-up data.<br />
<br />
At some point in 2010, development on these features was permanently discontinued due to ''creative differences'', and the developers distanced themselves from the above-mentioned forks. The official team stance on this is as follows, and is as clear as it can get:<br />
<br />
::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the WIFI menu enabled, while builds provided by dodgy scener sites or the one your best friend in the whole wide world has handed to you on a USB key does.''<br />
::''Officially, DeSmuME DOES NOT support the use of builds with WIFI support.''<br />
::''As such, though it may come as a shock to you, requests for help or information about it are thus NOT likely to obtain a response to your satisfaction.''<br />
::''The developers have no current interest for furthering the development of the EXPERIMENTAL_WIFI, and the current state of the DeSmuME source code might have even completely broken it.''<br />
<br />
Also due to ''creative differences'' it was deemed that the Dynamic JIT recompiler (which adds a significant speed-up) to be a poor fit for the DeSmuME project and as such a fork called "DeSmuME 0.9.9 JIT" including it was made, and some used to recommend it over the mainline project. Much later, like with the internal resolution feature, a compromise on these ''creative differences'' was reached and a slightly different implementation was since included in the main project after 0.9.11.<br />
<br />
==Troubleshooting==<br />
If the game is slow:<br />
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''.<br />
*If it's still slow, you must be running on a toaster. It can't be helped. But try tinkering with things for the fastest settings you can find.<br />
*Use frameskip as the absolute last resort.<br />
*If you have a Nvidia card and the OpenGL Display Method (useful for its filter) is stuttering despite reporting good framerate, open the Nvidia Control Panel and turn off Threaded Optimization for this program. What's happening is sequential OpenGL code is being put on different processors running at different speeds, forcing them to wait for each other repeatedly.<br />
If the sound is distorted.<br />
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.<br />
If the 3D is messed up.<br />
*Set it to OpenGL 3.2. Old OpenGL had problems with 3D itself, while SoftRasterizer had alignment issues with 2D. But 3.2 seems to fix most of both.<br />
*SoftRasterizer's texture alignment issues are supposedly fixed on a per game basis with the newer TXT hack. It now seems to be more compatible and showing more effects than GL3.2. Etrian Odyssey and Dragon Quest V seem to work best with it over GL3.2.<br />
<br />
==Graphical Enhancement==<br />
*In 3D games, you can use '''DeSmuME X432R''' as linked below or any recent official build to increase the internal resolution. It can be surprising how detailed DS textures actually are despite the tiny resolution they were made to be played at. This disables the Magnification Filter option, so if you want to use those post-processing effects for 2D games, you have to set it back to native resolution.<br />
*The OpenGL 3.2 renderer option in 3D Settings supports '''Multisampling Anti-Aliasing (MSAA)'''. Turning it on helps the edges of ultra low-res DS polygons and lines smooth out appear to wobble less during movement, and retain their shape better when viewed from distance. Unlike post-processing effects that modify the still frame after completion and essentially try to guess at the shapes they are smoothing, this effect knows the actual shapes of the polygons themselves.<br />
**Versions before r5032 had this option for a long time, but it was only put in the GUI at r5032. To turn it on in older versions you needed to change a value from false to true in the source code and recompile it.<br />
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''.<br />
*Finally, there are a variety of post-processing shaders that can be selected under '''Magnification Filter'''. Whether that is simple Nearest 2x or some pixel art scaling filter like HQx or xBRZ is up to you. No post-processing smoothing is perfect, but if you want to use one the xBRZ options are generally the most high-end among smoothing filters present.<br />
*macOS version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have.<br />
*Leaving it native and aligning it to a CRT (Set to a 384 high resolution) is also an option, if you feel like going through the effort.<br />
*Recent DeSmuME revisions now add support for texture filtering, greatly reducing pixelation albeit at the cost of blurrier visuals. Some may find this rather jarring or too N64-esque, so it's a matter of individual preference as there's an option to turn it on or off. <br />
<br />
===Internal Resolution and DeSmuME X432R===<br />
====X432R Fork====<br />
Mainline DeSmuME didn't offer any options for higher internal resolution than native, at first, due to ''creative differences''. However, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option is very system-intensive. There have been reports of people who can run Dolphin and PCSX2 at a perfect pace but can't run this at full speed using increased internal resolution, however newest versions are much faster.<br />
<br />
While generally more accurate, the SoftRasterizer is massively CPU-intensive in this mode, whereas the OpenGL renderer shares the load with your GPU. This can be considered a '''speedup''' option, but it also boasts an MSAA option unavailable to SoftRasterizer.<br />
<br />
This fork also has some options for configuring sub-screens. This fork is no longer active, and its last version is dated 19-04-2015.<br />
<br />
*http://shikaver01.webcrow.jp<br />
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html<br />
*http://www.geocities.jp/gponys/desmume_aa.html<br />
<br />
====Official Implementation====<br />
After the increased internal resolutions were implemented in the X432 fork (originally contributed to main but rejected due to ''creative differences''), as well as in Drastic and even the barebones official Nintendo Virtual Console DS emulator on Wii U, the mainline DeSmuME project developers decided to reconsider their ''creative differences'' and include their own implementation of higher internal resolution.<br />
<br />
Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot. Overall, it's more hardware intensive than X432R's implementation.<br />
<br />
The latest development version of RetroArch DeSmuME core also has an option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options. This option was added in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch core.<br />
<br />
==Review==<br />
DeSmuME is currently the best available Nintendo DS emulator on PCs. It is far better than [[No$|No$GBA]] when it comes to accuracy, though not flawless. However, it's more hardware intensive than any other DS emulator (either NO$GBA or emulated [[DraStic]]) and many features are not supported.<br />
<br />
==Gallery==<br />
<gallery><br />
Internal resolution comparion - Assassin's Creed II Discovery.png|Top: native internal resolution (256x192). Bottom: 4x internal resolution (1024x768)<br />
Kit Mystery Challenge nearest neighbour.png|''Kit Mystery Challenge'' running at 2x internal resolution and nearest-neighbour (i.e. DS-style) texture filtering.<br />
Kit Mystery Challenge filtered.png|The same scene in ''Kit Mystery Challenge'', albeit with GL Tex Smoothing enabled. Notice the blurrier floor texture.<br />
</gallery><br />
<br />
==Guides and Info==<br />
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]<br />
<br />
==References==<br />
<references/><br />
[[Category:Emulators]]<br />
[[Category:Linux emulation software]]<br />
[[Category:macOS emulation software]]<br />
[[Category:Nintendo DS emulators]]</div>212.252.97.208