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− | {{Infobox | + | {{Infobox |
− | | | + | |image = Desmume.png |
− | | | + | |imagewidth = 100 |
− | | | + | |first = 0.9.11 |
− | | | + | |second = Yes |
− | | | + | |third = Multi-platform |
− | | | + | |fourth = YopYop156, [http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME team] |
− | + | |fifth = [https://desmume.org/ DeSmuME.org] | |
− | | | + | |sixth = [https://github.com/TASVideos/desmume GitHub]}}'''DeSmuME''' is a [[Nintendo DS emulator]]. It is the most accurate NDS emulator and is actively developed. It can be run from the command line directly or as a graphical program. |
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− | + | The regular version now allows for upscaling 3D models. The "DeSmuME X432R" fork's implementation is outdated. | |
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− | The regular version now allows for | ||
It is also available as a libretro core for [[RetroArch]]. | It is also available as a libretro core for [[RetroArch]]. | ||
==Download== | ==Download== | ||
− | + | *[https://desmume.org/download/ DeSmuME Dev Builds] | |
− | + | *[http://shikaver01.webcrow.jp/ DeSmuME X432R Builds] (High-resolution rendering) | |
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− | == | + | ==Troubleshooting== |
− | DeSmuME | + | For some reason, when no game is loaded or when the emulation is paused, DeSmuME will continue to utilize the CPU heavily (50-60% utilization), at least for Windows builds when viewing it in [[Wikipedia:Task Manager (Windows)|Task Manager]].{{cite}} The reason for this is unknown.{{cite}} |
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If the game is slow: | If the game is slow: | ||
*Enable the '''dynamic recompiler''' in '''Emulation Settings'''. | *Enable the '''dynamic recompiler''' in '''Emulation Settings'''. | ||
*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. | *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. | ||
*Use frameskip as the absolute last resort. | *Use frameskip as the absolute last resort. | ||
− | *If | + | *If you have an 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. |
If the sound is distorted. | If the sound is distorted. | ||
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases. | *'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases. | ||
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*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. | *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. | ||
− | ==Graphical | + | ==Graphical Enhancement== |
− | + | *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. | |
− | + | *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. | |
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− | *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. | ||
**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. | **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. | ||
*Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''. | *Another thing you can do is filter it. Make sure '''OpenGL''' and '''Filter''' are checked under '''Display Method'''. | ||
*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. | *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. | ||
− | * | + | *OS X version of DeSmuME also has support for multi-pass post-processing shaders and filters which Windows version currently doesn't have. |
*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. | *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. | ||
*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. | *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. | ||
− | ===DeSmuME X432R=== | + | ===Internal Resolution and DeSmuME X432R=== |
− | + | '''Note: This is outdated. Official dev builds now have the option to render at a higher resolution as well, and filter textures to boot.''' | |
− | + | Mainline DeSmuME does not offer any options for higher internal resolution than native. 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. | |
− | + | 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. | |
− | * | + | *http://shikaver01.webcrow.jp |
*Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html | *Binary of SVN r5043: http://www75.zippyshare.com/v/67167782/file.html | ||
+ | *http://www.geocities.jp/gponys/desmume_aa.html | ||
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+ | 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. | ||
==Review== | ==Review== | ||
− | DeSmuME is currently | + | DeSmuME is currently the best Nintendo DS emulator out there. It is far better than [[No$|No$GBA]] when it comes to accuracy. |
==Gallery== | ==Gallery== | ||
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</gallery> | </gallery> | ||
− | ==Guides and | + | ==Guides and Info== |
− | + | [https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki] | |
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+ | ==References== | ||
+ | <references/> | ||
[[Category:Emulators]] | [[Category:Emulators]] | ||
− | [[Category: | + | [[Category:Linux emulation software]] |
− | [[Category: | + | [[Category:OS X emulation software]] |
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[[Category:Nintendo DS emulators]] | [[Category:Nintendo DS emulators]] | ||
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