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Nintendo DS
The State of 16-Bit Emulation on the DS/DSi
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<blockquote data-quote="Coto" data-source="post: 9659600" data-attributes="member: 255070"><p>I'm not working on SnemulDS anymore, but at least now the source code is being worked on to be left on a stable state. Stable enough to warrant compatibility with games which do work on last SnemulDS 0.6a (not SnemulDSx sources, as these broke literally everything), so I kinda polished the emulator so it works in TGDS1.65. This allowed a TWL port.</p><p></p><p>Because getting to work a 16-bit emulator, stable on TWL mode while getting it to work on at least a dozen of NTR setups is really an easy task.. right? An easy example is the hardcoded memory layout used in the original sources, and as such it'd never work in TWL mode. Each emulator piece should be able to move to target memory, but of course that breaks games because CPU core is hardcoded and has its own bugs, enough to cause segfaults. The emulator has like three level of segfaults, and what I did was just to literally iron out the first two levels.</p><p></p><p>Another example would be the timing issues caused by the emulator core and the DS system synchronization. For example on 0.5 and 0.6 (not 0.6a) International Super Star Soccer Deluxe would cause SNES APU to not notify the SNES CPU core because of NDS cache issues and you'd get randomly black screens, that was also fixed 0.6b onwards. You just need to look how much games broke when moving from 0.5 onto 0.6, but I can't blame even the original programmer, nor you could.</p><p></p><p>I mean you could at least try to play and compare a few games and how they run compared to SnemulDS 0.6a to say i've literally broken the emulator. lol</p></blockquote><p></p>
[QUOTE="Coto, post: 9659600, member: 255070"] I'm not working on SnemulDS anymore, but at least now the source code is being worked on to be left on a stable state. Stable enough to warrant compatibility with games which do work on last SnemulDS 0.6a (not SnemulDSx sources, as these broke literally everything), so I kinda polished the emulator so it works in TGDS1.65. This allowed a TWL port. Because getting to work a 16-bit emulator, stable on TWL mode while getting it to work on at least a dozen of NTR setups is really an easy task.. right? An easy example is the hardcoded memory layout used in the original sources, and as such it'd never work in TWL mode. Each emulator piece should be able to move to target memory, but of course that breaks games because CPU core is hardcoded and has its own bugs, enough to cause segfaults. The emulator has like three level of segfaults, and what I did was just to literally iron out the first two levels. Another example would be the timing issues caused by the emulator core and the DS system synchronization. For example on 0.5 and 0.6 (not 0.6a) International Super Star Soccer Deluxe would cause SNES APU to not notify the SNES CPU core because of NDS cache issues and you'd get randomly black screens, that was also fixed 0.6b onwards. You just need to look how much games broke when moving from 0.5 onto 0.6, but I can't blame even the original programmer, nor you could. I mean you could at least try to play and compare a few games and how they run compared to SnemulDS 0.6a to say i've literally broken the emulator. lol [/QUOTE]
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