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ENSATA - Nintendo DS Emulator

The ensata Nintendo DS (code name NITRO) Software Emulator was developed by Nintendo IntelSys as a Debug Target for development of NITRO applications.

The following is a summary of ensata features:
Accurate rendering similar to the Nintendo DS system
Functionality as a debug target for CodeWarrior for NITRO *1
Functionality as a viewer for NITRO-Character *2
A debug print output console

Whats Emulated:

3D Graphics
Geometry engine processes are implemented with a process time of zero.
Coordinate values during calculation overflow differ greatly from the production unit.
Counter values for Polygon List RAM/Vertex RAM overflow do not update (updates will occur on the production unit)

Specifications for polygon auto sort on the Nintendo DS system is not implemented
ensata ds
Software Rendering
All features implemented. (However, differences in the image may exist.)
For more details Compatibility with NITRO

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Minimum PC System Requirements for Ensata Nintendo DS emulator.

  • Supported PC:
    Intel Pentium Processor
    At least 256 MB of RAM
    Video Board that supports DirectX9 (when using the D3D Rendering Feature)

  • Supported OS: Windows XP/2000 (Service Pack 4 + IE6)

  • Required Runtime:
    DirectX8 or higher (when using only DirectInput or DirectSound)
    DirectX9 or higher (when using Direct3D in addition to the above)

  • Required Devices: Mouse, DirectInput-compatible Game Pad
    Note: The keyboard can be used in place of the game pad if there is no game pad available.

Caution: Processing load is heavy. We recommend that a high-performance PC be used.

DS ensata NITRO Emulator Web Links


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Ensata Emulator Users manual and Help files

Latest news: DoomDS developers use Enasta!
In these days we worked on a micro engine's development for NintendoDS collaborating with DoomDS project. The code name for the engine is "Moto Ds Engine". I's very difficult to work on Nintendo Ds do to the lack of documentation. I work with devkitPro and the Ensata emulator. If you want to support the DoomDs project and our research you can make an offer using the link on the left. Thanks to everyone who support the project and a big thank to Simone Pellegrini.


Doom DS is an unofficial fan made game for the Nintendo DS console.
DoomDS will be visually on par with Doom64, but will feature 3D weapons and items.
The reason for converting these models is mainly to improve animations and lighting, the enemies however will remain as sprites to allow large number's on screen at once.

There is a good chance that the missing enemies from Doom64 will return, possibly with the updated look that was never seen too, but no promises.

Below is a FAQ that will hopefully answer all of the more popular questions.
If you email us and ask anything thats covered here, you wont get a reply.

Will it be in the shops, where can I buy it?
No it wont be in the shops and you wont ever have to pay for it.
I have no intention of making money off a Doom game, ill leave that to id software.

Is DoomDS a sequel, and if so does it have a story?
A lot of work was put into the story elements of Doom3 DS, so there is currently no story written for DoomDS. Rest assured there will be one soon though, but it wont be a best seller.

Why not make the monsters 3D too?
Having 3D monsters limits how many you can have on screen at once. With sprites we can have loads of enemies coming at you and not have to worry about limitations. The smaller DS screen should also help disguise the low resolution nature of the sprites too, unlike the N64 version which seemed to highlighted them.

What new features are you going to add?
Looking up and down will be the only new feature in DoomDS. The touch screen will be used to control your point of view as well as navigate through the menus and viewing the map. We are saving all the new features for Doom3 DS.

How will the controls be setup?
Controls are setup in a way that allows a player using the stylus to control every element of the game, without having to reach for one of the x y a b buttons. Shooting will be left to the L button, opening doors and activating switches will be via a double tap on the touch screen and weapon selection will be handled by buttons in the bottom left and bottom right of the touch screen. You will be able to toggle Always Run in the options menu, or you can assign it to a button of your choice. Every element of the controls is customizable, so even if your left handed you can fine tune it to your needs.

Why not include jumping and ducking?
DoomDS is all about simple old school Doom action. If its more complex player movement your after, wait for Doom3 DS.

What weapons will be included?
The lineup from Doom2 will make it into DoomDS. There may be a new addition added later, but right now the original weapons will remain intact. The new weapon from Doom64 wont be included for obvious reasons.

Any new enemies?
Doom64 was missing a few monsters, but we plan to bring them back. Due to space limitations these characters were removed after they were designed and created. There is a slight possibility we will be able to bring them back in their unseen glory. No promises though. As far as 100% new enemies go, wait for Doom3 DS.

What multiplayer modes will be included?
We currently have nothing planned for multiplayer, but I'm sure the usual co-op and deathmatch modes will make it into the final builds.

Can you please include my favorite maps and mods?
Depends how things go. If enough people request the same mod or map, we may include them. We cant obviously include everyone's favorite's, so only the best will make the cut.

Will DoomDS be compatible with my hardware configuration?
DoomDS will be compatible with all DS's, but how you play it will be up to you and your individual system configuration. What ever methods you use to play other homebrew will work with DoomDS. If your after detailed instructions on how to run homebrew on your DS, Google it or visit the GBADEV forums and you will find what you need.

Can you guys port just a simple version of Counterstrike?
No. Start the project yourself.

I would love to help out, can I join?
We may be looking for some help later in development, but for now DoomDS is a two man project. Help with level editing will be needed as there needs to be a good variety of styles. When there is a need for help, it will be announced in the news. Only apply when its announced, and be sure you have plenty of Doom mapping experience and examples to show.

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