Headered and headerless ROMs are supported, both LolSnes is able to properly detect the ROM type in most cases. They have to have the same name as the corresponding ROMs and have You can place savefiles from other emulators too. Named 'snes', and place your ROMs in there. Place lolsnes.nds in your flashcart's root folder (or wherever DS ROMs are). Git builds can offer features that aren't in the last version, though. They may explode in your face at any time, so don't be surprised. Keep in mind that Git builds may be unstable. (if your lolSnes build's version is above the last released version, it's a Git build) People may have built Git versions and distributed those. * SPC700 - 80% (most useful opcodes implemented, CPU/SPC I/O, timers) * PPU - ~40% (mode 1 BGs, OBJs, mosaic, master brightness, giant kludge for BG3 prio) * CPU - 99% (all opcodes emulated may miss a few unimportant bits about timing) The game also runs at fullspeed (albeit with a speedhack). Aside from this bug, gameplay is near perfect. You can't get past Donut Plains 2, though: for some reason, the camera keeps rewinding and moving forward a bit at the start of the level, keeping you from going further.
#Snes emulator ds software#
I trashed the software PPU attempt and coded the PPU using the DS's 2D video hardware. That discovery pretty much shattered my motivation and the project stayed dormant for two years.Īnd now, for some reason, I felt like working on it again. The DS just isn't powerful enough to handle such a renderer. But I followed a wrong approach with the PPU side: trying to make a line-accurate software renderer. I wanted to make a SNES emulator for the DS, that could render most sane games without glitches. LolSnes is a project I had started two years ago. It looks like all the existing emulators for the DS are dormant or discontinued, which is sad. I hope this project will bring some new life into the SNES-on-DS scene.