DeSmuME

https://github.com/libretro/desmume-libretro

This is a simple module for emulating the NDS with the desmume emulator core. There’s nothing particularly special about it, it makes as few modifications to the original source as possible to allow upstream changes to be pulled easily. It’s been tested only on OS X but should work in linux, but maybe not windows.

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Oh man, I’m excited to see this. I’ll do some Linux testing ASAP.

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I will happily be willing to add multiplatform compatibility to this. Cool that the ports are finally trickling in.

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It builds on Linux at least. Will test later :smiley:

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Meancoot - like with TGB Dual, I would like to offer the possibility of having this repo transferred over to the libretro organization on Github while you will still retain administration rights over the repo.

I’ve already made you a member of the libretro organization - this should allow you to transfer it over to the libretro organization. Once done, I can attach you to a team that has full administrative rights over this new repo so that you don’t lose any administrative rights in the process.

If you have any questions or if you would like to talk to me, you can talk to me on the IRC channel #ssnes at Freenode (IRC).

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I went ahead and transferred it.

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Hi there,

thanks very much for that.

I granted you administrative access to that repo just now.

I’ll let you retroactively edit the OP with the link to the repo since the old one is dead since you transfered it over.

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meancoot - great work.

Typically DeSmuME benefits nicely from being compiled with link-time optimization. It gives speedups to games like Mario Kart DS and makes heavy-on-the-CPU games playable such as Golden Sun: Dark Dawn.

In order for LTO to happen when building with LLVM, a hack needs to be applied to the SoundTouch library: http://sourceforge.net/tracker/index.php?func=detail&aid=3486409&group_id=208385&atid=1005486

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My first post, I browsed the rules, hopefully it makes sense to ask about the libretro desmume implementation in this thread.

Anyway, the implementation is excellent, and much more useable than the stand-alone gtk version.

However, how does one set the language in the firmware setting?

The changelogs in git says it’s supported, could this be added to core options? (as certain games set the default language based on it.)

The workaround in the meantime is of course to, for example, pass the game to desmume with –fw-lang=5

languagues being 0-5 (Japanese, English, French, German, Italian, and Spanish; respectively.)

Then move the .dsv file to an appropriate location, then use retroarch.

Thanks!

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I’ll add it and some of the other settings as core options later.

Okay, cool! Thank you very much!

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Does this core currently run on the 360?

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No.

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good job for DS port on iOS , maybe u should work hand in hand with the team of nds4ios such as @Malvix_

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No.[/quote]

Just recently discovered retroarch and I’m very excited on the progress. Since some of NDS/3DS are my favorites, will DeSmuME be available soon to Ps3 & 360?

Does the 360 and ps3 have the power to even run it?

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Does the 360 and ps3 have the power to even run it?[/quote]

Not fullspeed at least with interpreter - hell, they BARELY manage interpreter GBA with VBA Next, and that is after countless speed hacks/micro optimizations and STILL some games won’t run fullspeed all the time like FF5/FF6.

Current-day 2013 top of the line Android/iOS tablets are actually way faster than PS3/360 on a singe-core performance basis actually.

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I don’t want to push it but can you release an interpreter build of desmume for the 360 please, I know it wont run fullspeed but atleast it will be something :slight_smile:

I did ask Exophase if he’d consider porting drastic to the 360 but he said there isn’t enough interest in it :stuck_out_tongue:

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It means that:

  1. It doesn’t make him any money to have a port on there since there’s no ‘app store’ or whatever shit he is into now (loves ‘monetization’ now and the ‘psychological effect instilled in a customer when he has to pay $8 for an app’)

  2. it is a strictly ARM codebase he has and none of that stuff will ever work out in any fashion on 360 since you’d have to write a PPC dynarec - and it just so happens that 360’s OS normally doesn’t even allow for dynarecs so you have to resort to the hacked kind - which cuts real devkits out of the action as well.

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TBH I kinda knew what he was going to say even before I wrote the post but I had to ask. :stuck_out_tongue: Plus it’s funny how everyone shat on the No$ dev when he started to charge for No$gba but now that Android phones and pay to play apps are the norm, nobody care’s :stuck_out_tongue:

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