
* Make cleanup a little more robust to mitigate undefined behavior - Add some null checks before cleaning up the GPU3D renderer - Make sure that all deleted objects are null - Move cleanup logic out of an assert call - Note that deleting a null pointer is a no-op, so there's no need to check for null beforehand - Use RAII for GLCompositor instead of Init/DeInit methods * Replace a DeInit call that I missed * Make ARMJIT_Memory less likely to generate errors - Set FastMem7/9Start to nullptr at the end - Only close and unmap the file if it's initialized * Make Renderer3D manage its resources with RAII * Don't try to deallocate frontend resources that aren't loaded * Make ARMJIT_Memory::DeInit more robust on the Switch * Reset MemoryFile on Windows to INVALID_HANDLE_VALUE, not nullptr - There is a difference * Don't explicitly store a Valid state in GLCompositor or the 3D renderers - Instead, create them with static methods while making the actual constructors private * Make initialization of OpenGL resources fail if OpenGL isn't loaded * assert that OpenGL is loaded instead of returning failure
melonDS
DS emulator, sortaThe goal is to do things right and fast, akin to blargSNES (but hopefully better). But also to, you know, have a fun challenge :)
How to use
Firmware boot (not direct boot) requires a BIOS/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!
How to build
Linux
-
Install dependencies:
- Ubuntu 22.04:
sudo apt install cmake extra-cmake-modules libcurl4-gnutls-dev libpcap0.8-dev libsdl2-dev qtbase5-dev qtbase5-private-dev qtmultimedia5-dev libslirp-dev libarchive-dev libzstd-dev
- Older Ubuntu:
sudo apt install cmake extra-cmake-modules libcurl4-gnutls-dev libpcap0.8-dev libsdl2-dev qt5-default qtbase5-private-dev qtmultimedia5-dev libslirp-dev libarchive-dev libzstd-dev
- Arch Linux:
sudo pacman -S base-devel cmake extra-cmake-modules git libpcap sdl2 qt5-base qt5-multimedia libslirp libarchive zstd
- Ubuntu 22.04:
-
Download the melonDS repository and prepare:
git clone https://github.com/melonDS-emu/melonDS cd melonDS
-
Compile:
cmake -B build cmake --build build -j$(nproc --all)
Windows
- Install MSYS2
- Open the MSYS2 MinGW 64-bit terminal
- Update the packages using
pacman -Syu
and reopen the terminal if it asks you to - Install git to clone the repository
pacman -S git
- Download the melonDS repository and prepare:
git clone https://github.com/melonDS-emu/melonDS cd melonDS
Dynamic builds (with DLLs)
- Install dependencies:
pacman -S mingw-w64-x86_64-{cmake,SDL2,toolchain,qt5-base,qt5-svg,qt5-multimedia,qt5-tools,libslirp,libarchive,zstd}
- Compile:
cmake -B build cmake --build build cd build ../tools/msys-dist.sh
If everything went well, melonDS and the libraries it needs should now be in the dist
folder.
Static builds (without DLLs, standalone executable)
- Install dependencies:
pacman -S mingw-w64-x86_64-{cmake,SDL2,toolchain,qt5-static,libslirp,libarchive,zstd}
- Compile:
cmake -B build -DBUILD_STATIC=ON -DCMAKE_PREFIX_PATH=/mingw64/qt5-static cmake --build build
If everything went well, melonDS should now be in the build
folder.
macOS
- Install the Homebrew Package Manager
- Install dependencies:
brew install git pkg-config cmake sdl2 qt@6 libslirp libarchive zstd
- Download the melonDS repository and prepare:
git clone https://github.com/melonDS-emu/melonDS cd melonDS
- Compile:
cmake -B build -DCMAKE_PREFIX_PATH="$(brew --prefix qt@6);$(brew --prefix libarchive)" -DUSE_QT6=ON cmake --build build -j$(sysctl -n hw.logicalcpu)
If everything went well, melonDS.app should now be in the build
directory.
Self-contained app bundle
If you want an app bundle that can be distributed to other computers without needing to install dependencies through Homebrew, you can additionally run ../tools/mac-bundle.rb melonDS.app
after the build is completed, or add -DMACOS_BUNDLE_LIBS=ON
to the first CMake command.
TODO LIST
- better DSi emulation
- better OpenGL rendering
- netplay
- the impossible quest of pixel-perfect 3D graphics
- support for rendering screens to separate windows
- emulating some fancy addons
- other non-core shit (debugger, graphics viewers, etc)
TODO LIST FOR LATER (low priority)
- big-endian compatibility (Wii, etc)
- LCD refresh time (used by some games for blending effects)
- any feature you can eventually ask for that isn't outright stupid
Credits
- Martin for GBAtek, a good piece of documentation
- Cydrak for the extra 3D GPU research
- limittox for the icon
- All of you comrades who have been testing melonDS, reporting issues, suggesting shit, etc
Licenses
melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
External
- Images used in the Input Config Dialog - see
src/frontend/qt_sdl/InputConfig/resources/LICENSE.md