Play your favorite games from the Nintendo DS to your computer! With DSEMU DuoS, you just need to find a ROM of his title and play using the mouse as a pen touch pad! It runs a huge variety of games, and is always updated with some new build and more compatible games. Just get your favorite game and run it in the emulator, the ROM by double-clicking or by loading the program. The controls are configurable every time the program is started, and you can use the mouse touch pad on the bottom of the console. Runs on Windows XP, Vista, 7 Developer AdriPSX – Roor Makurosu published emulator Nintendo DS – Duos. The first public beta is doing quite well with commercial titles, and allows you to record the state of the game, or redefine the keyboard shortcuts. The emulator is not yet enclosed with additional functions that accustomed eg Desmuse , but it's still worth a peek. === DuoS DSEMU first public beta release will be done tomorrow. I'll be uploading the build&installer to its blog, http://ds-duos.blogspot.com after coming back from work. This is my first "public available" emulator since AdriPSX. full screen support like the one Desmume have. I'm sure a lot of guys still love to play in full screen. "fancy stuff" is something a didn't put much effort on. Compatibility is very high, settings, fullscreen and savestates work fairly well.. Fancy stuff such as "filters", "video recording", "screenshooter"... well... someone else might add them in the future. I'm more like a backend than a frontend developer.. Regarding sound... it "used" to play a lot better, but I found several "crashing" bugs in the SPU resampler... so basically... I erased the whole resampler from the beta release... I expect to have the SPU fixed and remade for next release. For this emu, I tried to focus on performance and compatibility... trying to avoid "silly" stuff like settings, filters, etc... You see... usually when an emu developer is unable to make further progress with "emulation itself" (compatibility)... we try to compensate with "nice, but useless stuff" like FSAA, display filters, screen capture tools, and other features that... may be "cool"... but IMHO... do not add much to what an "emulator" should be. === I finally decided to display some of the progress attained on my latest emulation project : DuoS. As you can see, it is a emulator for running Nintendo DS games. It's been progressing fairly well for the last four or five months, and progress has increased ten-fold for the last few weeks... so I'm heavily motivated. During the next week, I'll do my best to find our first beta testers, as well as to post stuff from time to time, in order to let people know about what I'm doing, as well as accept constructive criticism as to how to encause Duos developement. after having fixed the Gouraud Lighting, and plenty of other Software Renderer issues. Performance has been greatly increased by the smart usage of skips on GPU operations, and not just skipping frames to the display window. emu requirements here: - PC running Windows XP or newer, both x86 and X64 seem to be alright. - PC's CPU must support SSE2 features, basically begining from an old Pentium 4, AMD64 or newer is more than enough. DuoS setup tool will warn you in case SSE2 is not detected. - .Net Framework 2.0 or newer, only necessary for running the setup tool. If you don't care about the tool, you don't need it. .Net 2.0 is already present in Windows versions Vista or newer, if you still use XP and need it, you can grab it from here. - If you are running the "not fixed" version, you might need to install the Visual Studio 2010 Runtime DLLs, you can download them from here. After a very long weekend of testing and last minute improvements, DuoS DSEMU is almost ready for its very first beta release. Savestate and Savegame support is working very well, and has succeded in all my tests so far; SPU (sound) performance has increased a lot. Only smaller minutae is left, such as manual, licence text files, settings menu and a fully featured installation package. If no further problems arise: DuoS DSEMU, Nintendo DS Emulator, will see the light this friday. Just last night DuoS attained the state where I may say that "sound emulation" is working. SPU synch & resampling seems to we working good, fast and stable. I implemented some SSE2 instructions for optimization, so now we need to implement some more functions to enable/disable SSE2 code based on CPU detection (not all CPUs have SSE2). Most probably tonight, DuoS binaries will be shipped to our beta testers. After attaining this stage, and if no further big bugs are found, only save-game functions are left. After the last major improvementdone on DuoS, emulation performance has increased very significanlty. An almost fully featured Dynamic Recompilation Engine has been succesfully integrated, without messing much with emulation timing, and the latest version of GPU skipping works like a charm, without adding any kind of graphical artifact on screen. Basically, this means : realtime/normal speed emulation on a normal non-accelerated PC without consuming a lot of CPU... as well as a new 8x FastForward feature.. in a relatively high compatibility Nintendo DS emulator ( just use your imagination ). Regardin the still missing features; Sound is already working, but crappy and with very limited support; a full re-sampler is in the works, which might be ready after next weekend. After that, only the savegame system is missing... Once I get tese final features working in an acceptable way, DuoS DSEMU first public release will see the light. After all this time that I've dedidated to produce DuoS, I can assure that there isn't any portion of a DS emulator more CPU consuming than its GPU (Graphics Processing Unit). I've tried to optimize it in a lot of ways, without relaying on the host's (PC's) multithreading and GPU accelleration as much as I could... in order not to compromise emulation quality and compatibility. To be honest, regarding this... I already ran out of ideas. On the other hand, since last night, DuoS has now a fully enabled Dynamic Recompiler core, and do not relay on "secondaty calls" to the Interpreter core anymore. This is translated into a huge speed up, as well as a very noticeable reduction of CPU usage in the host computer. It will be the work of our noble testers to determine how does this affect DuoS's compatibility... but we will soon find out. I spent most of my Saturday making fixes to my ARM Dynamic Recompiler, which were causing some games to just "freeze"... this was a major boomer, as I was becoming very proud of the emu high compatibility. So far it seems to be ok, but I still haven't managed to get the time to test it on more than a dozen of games yet. On the other hand, I replaced the WinDIB functions for Direct3D based ones... the speed enhancement is amazing! Now I can say that as far as the Software Renderer is not forced too much, lots of games are fully playable in full speed, with just a little frameskip. === For DuoS, specifically, I digged most of the hardware hacking from the awesome documents of No$GBA, then lots and lots of playing around with DevKitPro... also, studying how the guys from DeSmuME made their GPU (which I must say is AWESOME!) saved lots of time... and finally, I must admit that I'm re-using lots of code from my own previous emulation projects . An extensive personal library of emulation functions stored in my laptop comes really handy. === Emulator works quite well on my weak AMD athlon 64bit 3500+ Single core at 2.2ghz and it runs a whole lot better then desmume ever will on this weak pc. Being able to use a gamepad would be great. The lack of filters is annoying at first and makes it hard to read when you are working with a res thats a lot higher then native for the games. So far only tested Phantasy Star Zero and it works well some slight audio issues here and there along with video issues during FMVs as well but nothing to bad. Lack fo certain features is a minus tho. Big one for me was lack of gamepad support as I am use to using my gamepad for emulators. It felt like it was missing touchpad support as well as I couldnt use the touchpad in Phantasy Star Zero even tho the game is suppose to use it. For now I will stick to using no$gba with no$zoomer but for a first release not bad at all just need to fix some things and add a few important features and you will have a very nice emulator. Hope you allow us to separate the top and bottom screen like no$zoomer does as I like using my dual monitor setup to split the screen so that I can sit farther away and still be able to see the screens.