MelonDS Switch - Gheovgos: Difference between revisions
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|image=melonDSSwitchGheovgos.png | |image=melonDSSwitchGheovgos.png | ||
|description=DS emulator for Nintendo Switch. | |description=DS emulator for Nintendo Switch. | ||
|author= | |author=Arisotura , Hydr8gon, RSDuck, Gheovgos | ||
|lastupdated=2025/05/19 | |lastupdated=2025/05/19 | ||
|type=Console | |type=Console | ||
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|image_alt=melonDS | |image_alt=melonDS | ||
}} | }} | ||
melonDS is a | melonDS is a DS emulator originally created by Arisotura (also known as StapleButter). The emulator was first ported to the Switch by Hydr8gon, followed by optimizations from RSDuck (catlover007). This is a continuation of RSDuck's work to add new features and enhancements. | ||
== | == Installation == | ||
* Download the latest release from [https://github.com/Gheovgos/melonDS/releases/ here]. | |||
* Extract the contents to the <code>/switch/melonds</code> directory on the SD card. | |||
* NAND, BIOS and firmware files go into <code>/switch/melonds</code>. | |||
* ROM files can be placed anywhere on the SD card. | |||
* For DS mode the following files are necessary: | |||
** ARM9 BIOS (bios9.bin) | |||
** ARM7 BIOS (bios7.bin) | |||
** DS mode firmware (firmware.bin) | |||
* For DSi mode the following files are necessary: | |||
** DSi ARM9 BIOS (biosdsi9.rom) | |||
** DSi ARM7 BIOS (biosdsi7.rom) | |||
** DSi mode firmware (firmware_dsi.bin) | |||
** NAND dump (nand.bin) | |||
For information on how to dump those files from your own DS or DSi see here: [http://melonds.kuribo64.net/faq.php]. | For information on how to dump those files from your own DS or DSi see here: [http://melonds.kuribo64.net/faq.php]. | ||
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==Changelog== | ==Changelog== | ||
'''Release 7.1''' | '''Release 7.1''' | ||
* Added the ability to switch fast forward from hold to toggle and vice versa (requested by @martinlvm). You can check this option under Input Settings | * Added the ability to switch fast forward from hold to toggle and vice versa (requested by @martinlvm). You can check this option under Input Settings. | ||
* Fixed issue where notifications were not being rendered if the screen was in different rotations | * Fixed issue where notifications were not being rendered if the screen was in different rotations. | ||
* General improvements to notifications, but there is still more to be done | * General improvements to notifications, but there is still more to be done. | ||
* When the game is paused and you are logged in to the RA servers, you can see the list of achievements in the appropriate section. Note that at the moment the request is synchronous, so the system will freeze for a few seconds and then resume once the complete list is obtained. To make it asynchronous | * When the game is paused and you are logged in to the RA servers, you can see the list of achievements in the appropriate section. Note that at the moment the request is synchronous, so the system will freeze for a few seconds and then resume once the complete list is obtained. To make it asynchronous. | ||
* Automatic Login support, just log in once and your credentials will be stored in melonds.ini | * Automatic Login support, just log in once and your credentials will be stored in melonds.ini. | ||
* Added support for the leaderboard entries | * Added support for the leaderboard entries. | ||
* Added support for leaderboard trackers, challange and progress indicators. | * Added support for leaderboard trackers, challange and progress indicators. | ||
'''Release 7''' | '''Release 7''' | ||
* First support for RetroAchievements. Launch by args, thanks to @Jpe230. | * First support for RetroAchievements. Launch by args, thanks to @Jpe230. | ||
'''Release 6, fix 1''' | '''Release 6, fix 1''' | ||
* Just a few bug fixes (the pendulum on the title screen in Chrono Trigger, several things in Mortal Kombat and a freeze in Pokemon Platinum, likely also in Diamond/Perl). | * Just a few bug fixes (the pendulum on the title screen in Chrono Trigger, several things in Mortal Kombat and a freeze in Pokemon Platinum, likely also in Diamond/Perl). | ||
'''Release 6''' | '''Release 6''' | ||
* This release is a big one, because we finally hit fullspeed in most games including 3d ones! This is all thanks to the new 2D and 3D renderers which run on your Switch's GPU (which previously was only used for the GUI and putting the video output onto the screen) instead of CPU. | * This release is a big one, because we finally hit fullspeed in most games including 3d ones! This is all thanks to the new 2D and 3D renderers which run on your Switch's GPU (which previously was only used for the GUI and putting the video output onto the screen) instead of CPU. | ||
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== External links == | == External links == | ||
* | * GitHub - https://github.com/Gheovgos/melonDS | ||
* GBAtemp - https://gbatemp.net/threads/melonds-for-switch-continuation-part-2.671101/ | |||
Revision as of 02:49, 25 May 2025
| melonDS | |
|---|---|
| General | |
| Author | Arisotura , Hydr8gon, RSDuck, Gheovgos |
| Type | Console |
| Version | 7.1 |
| License | GPL-3.0 |
| Last Updated | 2025/05/19 |
| Links | |
| Download | |
| Website | |
| Source | |
melonDS is a DS emulator originally created by Arisotura (also known as StapleButter). The emulator was first ported to the Switch by Hydr8gon, followed by optimizations from RSDuck (catlover007). This is a continuation of RSDuck's work to add new features and enhancements.
Installation
- Download the latest release from here.
- Extract the contents to the
/switch/melondsdirectory on the SD card. - NAND, BIOS and firmware files go into
/switch/melonds. - ROM files can be placed anywhere on the SD card.
- For DS mode the following files are necessary:
- ARM9 BIOS (bios9.bin)
- ARM7 BIOS (bios7.bin)
- DS mode firmware (firmware.bin)
- For DSi mode the following files are necessary:
- DSi ARM9 BIOS (biosdsi9.rom)
- DSi ARM7 BIOS (biosdsi7.rom)
- DSi mode firmware (firmware_dsi.bin)
- NAND dump (nand.bin)
For information on how to dump those files from your own DS or DSi see here: [1].
Screenshots
Changelog
Release 7.1
- Added the ability to switch fast forward from hold to toggle and vice versa (requested by @martinlvm). You can check this option under Input Settings.
- Fixed issue where notifications were not being rendered if the screen was in different rotations.
- General improvements to notifications, but there is still more to be done.
- When the game is paused and you are logged in to the RA servers, you can see the list of achievements in the appropriate section. Note that at the moment the request is synchronous, so the system will freeze for a few seconds and then resume once the complete list is obtained. To make it asynchronous.
- Automatic Login support, just log in once and your credentials will be stored in melonds.ini.
- Added support for the leaderboard entries.
- Added support for leaderboard trackers, challange and progress indicators.
Release 7
- First support for RetroAchievements. Launch by args, thanks to @Jpe230.
Release 6, fix 1
- Just a few bug fixes (the pendulum on the title screen in Chrono Trigger, several things in Mortal Kombat and a freeze in Pokemon Platinum, likely also in Diamond/Perl).
Release 6
- This release is a big one, because we finally hit fullspeed in most games including 3d ones! This is all thanks to the new 2D and 3D renderers which run on your Switch's GPU (which previously was only used for the GUI and putting the video output onto the screen) instead of CPU.
- The 3D renderer doesn't use the builtin triangle drawing functionality melonDS's OpenGL renderer does, thus it doesn't have issues like it (https://github.com/Arisotura/melonDS/issues?q=is:open+is:issue+label:OpenGL). Instead it's basically the good old software rasteriser but translated to run on GPUs thus ideally it should have the same pretty amazing compability.
- Both the new 2D and the new 3D renderer are implemented using deko3D for minimal CPU usage compared to OpenGL, though I want to port both of them back to OpenGL for desktop melonDS. In the future there's the possibility for some enhancements like high resolution rendering with less issues than the OpenGL renderer currently has (I'm sure yet whether Switch can handle this, so don't get your hopes too high on this).