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DeSmuME

2,461 bytes added, 00:29, 22 April 2019
Attempt to clean out ridiculous passive-aggressive commentary and repetition without sacrificing actual information.
{{Infoboxemulator|image logo = Desmume.png|imagewidth logowidth = 100|first version = 0.9.11{{DeSmuMEVer}}|second active = Yes|third platform = Multi-platform|fourth target = [[Nintendo DS emulators|Nintendo DS]]|developer = YopYop156, <br/>[http://wiki.desmume.org/index.php?title=DeSmuME:About#DeSmuME_current_team DeSmuME teamTeam]|fifth website = [https://desmume.org/ DeSmuME.org]|sixth source = [https://github.com/TASVideos/desmume GitHub]}}'''DeSmuME''' is a an open-source [[Nintendo DS emulators|Nintendo DS emulator]]. It is the most accurate NDS Nintendo DS emulator and is actively developedby YopYop156. It can be run from the command line directly or as a graphical program.
The regular version now allows for upscaling 3D models. The "DeSmuME X432R" fork's implementation is outdatedincreasing internal resolution.
It is also available as a libretro core for [[RetroArch]].
==Download==
*[https://desmume.org/download/ DeSmuME Stable & Nightly releases]*[https://ci.appveyor.com/project/zeromus/desmume/build/artifacts Latest Dev Buildsbuild]*:''Click “Jobs”, pick a platform, then click Artifacts and download the executable.'':''For the autobuild, you will need [httphttps://shikaver01www.webcrowmicrosoft.jpcom/en-us/ download/details.aspx?id=52685 Microsoft Visual C++ Runtime]'' ==Issues==DeSmuME X432R Buildsuses [[Wikipedia:DirectInput|DirectInput]] if an [[Xbox 360 emulators|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. Several features aren't supported by DeSmuME and aren't parts of its future as per the emulator's current design philosophy. They include:*DS Download Play*DS Local Play (Highlocal multiplayer)*DS Wi-Fi Play (online multiplayer)*DSi emulation (DSi-enhanced retail, DSi-exclusive retail, DSiWare)*DS/Wii Connectivity Arisotura (formely 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, is available and has been improved to allow for limited dumping of online data 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. At some point in 2010, development on these features was permanently discontinued and the developers distanced themselves from the above-mentioned fork. The official team stance on this is as follows, and is as clear as it can get: ::''As you may have come to find, Release versions and WIP builds distributed by DeSmuME developers do not have the Wi-Fi 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.''::''Officially, DeSmuME DOES NOT support the use of builds with Wi-Fi support.''::''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.''::''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.'' It was also deemed that the Dynamic JIT recompiler was 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 rendering)feature, a compromise was reached and a slightly different implementation was since included in the main project after 0.9.11.
==Troubleshooting==
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}}
 
If the game is slow:
*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.
*Use frameskip as the absolute last resort.
*If you have an your graphics card was designed by 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.
*'''Synchronous''' mode is far less buggy. '''Method Z''' seems to work the best in most cases.
==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.
**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'''.
*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 macOS 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.
*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.
===Internal Resolution and DeSmuME X432R===
====X432R Fork==== Mainline DeSmuME didn'''Note: This t offer any options for higher than native internal resolutions at first. DeSmuME X432R is outdated. Official dev builds now have a fork with the option to render 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 higher perfect pace but can't run this at full speed using increased internal resolution as well, and filter textures to boothowever newer versions are much faster.'''
Mainline DeSmuME does not offer any options for higher internal resolution than native. HoweverWhile generally more accurate, DeSmuME X432R is DeSmuME fork with the option to increase internal resolution. Be warned that this option SoftRasterizer is very systemmassively CPU-intensivein this mode, whereas the OpenGL renderer shares the load with your GPU. There have been reports of people who This can run Dolphin and PCSX2 at be considered a perfect pace but can't run this at full speed using increased internal resolution''speedup''' option, however newest versions are much fasterbut it also boasts an MSAA option unavailable to SoftRasterizer.
While generally more accurate, the SoftRasterizer is massively CPUThis fork also has some options for configuring sub-intensive in this mode, whereas the OpenGL renderer shares the load with your GPUscreens. This can be considered a speedup optionfork is no longer active, but it also boasts an MSAA option unavailable to SoftRasterizerand its last version is dated 19-04-2015.
*http://shikaver01.webcrow.jp
*http://www.geocities.jp/gponys/desmume_aa.html
The latest development version of RetroArch DeSmuME core also has an option to increase ====Official Implementation====After the increased internal resolution which can be set using '''desmume_internal_resolution''' resolutions were implemented in Core Options. This option was added the X432 fork, as well as in [https://github.com/libretro/desmume/commit/5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8[DraStic]] and even the barebones official Nintendo Virtual Console DS emulator on Wii U, 2015 commit]. This is massively CPU-intensive because only SoftRasterizer exists in RetroArch corethe mainline DeSmuME project developers decided to reconsider and include their own implementation for higher internal resolution.
==Controversy==The lead developer has shown contempt for fellow developers and users of Official dev builds now have the emulator. In shortoption to render at a higher resolution as well, don't expect certain features be implemented and games affected by these missing features filter textures to run correctlyboot. Overall, or at allit's more hardware intensive than X432R's implementation.
*The lead developer latest development version of [[RetroArch]] DeSmuME core also has sabotaged code implemented by other developers for the emulatoran option to increase internal resolution which can be set using '''desmume_internal_resolution''' in Core Options.<ref>This option was added in [https://sourceforgegithub.net/p/desmume/code/5345/logcom/?path=/trunklibretro/desmume/srccommit/windows/winpcap.h</ref> As a result5e430dfbc22f9d54c77f291304a38352ee1e5a63 August 8, this makes implementing highly requested features harder to implement and debug. Affected developers felt alienated and left the project2015 commit].<ref>http://forums.desmume.org/viewtopic.php?id=10738</ref>*There This is an unusual amount of disdain providing support for the DS Pokémon games.<ref>https://wiki.desmume.org/index.php?title=Faq#Pokemon_questions</ref>*Unwillingness to implement missing features, such as ''DS Download Play'', ''DS Local Play'', and ''DS Wimassively CPU-Fi Play''.*No desire to implement DSi featuresintensive because only SoftRasterizer exists in RetroArch core.{{cite}}
==Review==
DeSmuME is currently the best available [[Nintendo DS emulators|Nintendo DS emulator out there]] 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.
==Gallery==
==Guides and Info==
*[https://wiki.desmume.org/index.php?title=Main_Page DeSmuME Wiki]
==References==
<references/>
[[Category:Emulators]]
[[Category:Nintendo DS emulators]]
[[Category:Windows emulation software]]
[[Category:Linux emulation software]]
[[Category:OS X macOS emulation software]][[Category:Nintendo DS emulators]]
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