DeSmuME Changelog

What's new in DeSmuME 0.9.11

Jun 21, 2015
  • In this version, we have focused on the Cocoa frontend, but there have been some good core fixes over so long. Notably, the save-related issues resulting in the advice “dont use 0.9.10″ have been resolved.

New in DeSmuME 0.9.10 (Nov 28, 2013)

  • In this version, we have focused on trying to clean up some complexities in the user experience and emulator internals. Pretty unglamorous stuff, but some games are newly compatible.

New in DeSmuME 0.9.5 (Nov 27, 2009)

  • 0.9.5 introduces an entirely rewritten main emulation loop
  • This totally changes the timing, and totally breaks old savestates.
  • The OSX build is now based on the GTK port which is more up-to-date.
  • Assorted Highlights:
  • synchronous SPU mode to fix streaming sounds
  • win32: lua engine, path configuration, 7z dearchiving support

New in DeSmuME 0.9.2 (Apr 12, 2009)

  • General/Core:
  • bug: fix error in SBCS/RSCS flags; fixes many odd behaviors and crashes
  • bug: add support for sleep mode and power registers
  • bug: important fixes to RTC so correct time is actually told
  • bug: fix card reads below 0x8000; fixes some game freezes
  • bug: fix 4 mbit save type; fix non-autodetect savefile dumping
  • enh: add sram to GBA game addon emulation for importing savefiles
  • enh: many improvements and feature hookups in linux ports
  • Graphics:
  • bug: fix specular texture mapping mode
  • bug: repairs to some capture modes and vram mapping
  • bug: viewports finally correctly handled
  • enh: add software rasterizer. quirky, but on par with opengl

New in DeSmuME 0.9.1 (Feb 13, 2009)

  • This release fixes a number of emulation bugs.
  • It also adds a few new features like Mic, rumble, and PSG white noise.

New in DeSmuME 0.9 (Jan 4, 2009)

  • This new release is the product of hundreds of new code improvements: We now have an almost 100% reworked 3D core, which is shared amongst all ports for the first time, and have better save states. Compatibility has been improved across the board. The huge number of reworked systems and small fixes is noticeable on some games and homebrew games are running better–or even running at all for the first time. And this work has not stopped, so stay tuned for what’s coming in the future!