Emulador de Nintendo 3DS para Windows y Linux.
How to use
melonDS requires BIOS/firmware copies from a DS. Files required:
- bios7.bin, 16KB: ARM7 BIOS
- bios9.bin, 4KB: ARM9 BIOS
- firmware.bin, 128/256/512KB: firmware
Firmware boot requires a firmware dump from an original DS or DS Lite. DS firmwares dumped from a DSi or 3DS aren't bootable and only contain configuration data, thus they are only suitable when booting games directly.
Possible firmware sizes:
- 128KB: DSi/3DS DS-mode firmware (reduced size due to lacking bootcode)
- 256KB: regular DS firmware
- 512KB: iQue DS firmware
DS BIOS dumps from a DSi or 3DS can be used with no compatibility issues. DSi BIOS dumps (in DSi mode) are not compatible. Or maybe they are. I don't know.
As for the rest, the interface should be pretty straightforward. If you have a question, don't hesitate to ask, though!
- Martin for GBAtek, a good piece of documentation
- Cydrak for the extra 3D GPU research
- All of you comrades who have been testing melonDS, reporting issues, suggesting shit, etc
Que novedades incluye la versión 0.8.3
About fucking time, I guess.
So what does this release bring? Well, we have been trying to address the issues present in previous 0.8.x releases (or sometimes even older releases, heh).
For example, I fixed the bug that was introduced with the new support for Ctrl+K type hotkeys. Basically, using Shift/Ctrl/etc as regular keys mapped to buttons was no longer possible. So, support for key mappings with modifiers was restricted to hotkeys. Meaning that using right Shift as R (as done by the default key mapping) should no longer cause input problems.
I have been trying to fix the issues we had with the framerate limiter and audio output, too, with moderate success. As I haven't been able to come up with a one-size-fits-all fix, there are now three different sync modes you can use, individually or together:
* Limit framerate: the oldschool framerate limiter. Although this is a revamped version that tries to average over several frames, reducing the likelihood of limiting too aggressively on certain games that internally run at 30FPS and are otherwise able to run fullspeed.
* Audio sync: synchronizes emulation to the audio output system. Seems to result in a bit more fluctuation in the framerate, but should prevent any audio stuttering.
* VSync (in the video settings dialog): synchronizes video output to your monitor's refresh rate. This only works with OpenGL, and currently only works under Windows (OpenGL support under Linux still needs more love). Also, DS games/programs may alter their framerate by messing with VCount, which VSync would be ill-equipped to deal with (unlike the two other sync methods).
I think most of the audio issues came from not properly syncing, which resulted in semi-regular overflows or underflows in the SPU FIFO, causing stuttering. The current audio output system cannot be precise enough to prevent those, as it works with small audio frames.
Speaking of which, I have also been revising it to use a more standard output frequency, in case some bad audio driver doesn't appreciate the previous frequency of 47340Hz. Now, it will attempt to run at 48000Hz, but it also allows SDL to specify another frequency if needed.
There are also a few other fixes that were long due (like OpenGL initialization failing under OpenGL <4.2), and some accuracy improvements, as usual.