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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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June 22nd, 2008, 00:47 Posted By: wraggster
News/release from teknecal
Wiihttpd is a simple multi-threaded HTTP Webserver for the Wii. Wiihttpd is built on the ftpii source code
Features
Basic HTTP/1.0 support
Able to serve any file type you like (you can add more file types in common.h)
Able to use spaces in file names
View server uptime, pages/files served and not found by going to /stats
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June 22nd, 2008, 00:44 Posted By: wraggster
News/release from Jay
just wanted to play a little with networking functions on the wii so I started with something simple, the HTTP/1.0 protocole. Then I decided to try the sd card api and ended up with threads. Very interesting :-)
However, I won't work much on this project because:
* there's already another project of that kind
* the HTTP/1.1 protocole is far more complex to handle
* there's no real point in running a web server on the wii :-S
* there's already some specialized software for that (apache, ...), would be more interesting to port existing robust software
* I don't have enough time
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June 22nd, 2008, 00:41 Posted By: wraggster
nIxx has posted this release:
MiniMP3 Player is a basic MP3 Player with Wiimote and FrontSD support
v0.2
Changed MP3 directory to /MUSIC/ (like with Mobile Phones)
Better GUI
Directory support (only directories in MUSIC)
Icon and XML File for Homebrew Channel
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June 22nd, 2008, 00:37 Posted By: wraggster
News/release from Markus1981
I made some minor changes to the source code
I took the cue support out of yui.c and also all the non working stuff of the menu
With this version you can load only the iso
The iso must be renamed to game.iso
The bios must be named bios.bin
you need the following structure
apps\yabause\boot.elf
apps\yabause\game.iso
apps\yabause\bios.bin (tested with european bios)
the rar has a compiled binary and includes modified source code (i changed yui.c)
a logo and a xml
This is maybe not a 100% solution but at least it should let you play more games . I am just learning to programm in C
I tested it with bubble bubble and it works at almost full speed
the colours of the intro are just a little mixed up
Credit goes to team yabause for their awesome work
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June 22nd, 2008, 00:25 Posted By: wraggster
News/release from Eke-Eke:
Here is another version: I didn't really look into emulation bugs but took the time to implement most features already included in other ports.
Also, I included preliminar support for CD-ROM images but only for .ISO or .BIN files. This means that there is still no .MP3 or .WAV support and the games won't play their CD tracks properly. This is still work in progress as I need to understand a little better the .HCD format used by Hu-go! as well as getting my hand into MP3 playback using libogc (any help would be appreciated !)
Here we go, as usual, the full changelog:
Quote:
14/06/2008:
-----------
[PCE]
- sourcecode cleanup
- fixed multiplayer support (max. 4 players)
- added preliminary Super CD-ROM support: Data only (.ISO & .BIN image files), no CDDA track support
[NGC/WII]
- fixed progressive mode support, now automatically detected
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for WRAM files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
sourcecode
KNOWN BUGS:
. WRAM Load & Save options are inverted
. 480p is not enabled by default when detected, you have to switch PROGRESSIV rendering mode in options to have it enabled
. some games have missing sound and graphic glitches due to some emulation inaccuracy
ISO/BIN SUPPORT:
. a ROM image of the System Card (better use 3.0) must be renamed as syscard.pce and placed into /hugo directory
. CD Audio & ADCPM playback is currently NOT supported
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June 22nd, 2008, 00:25 Posted By: wraggster
News/release from Eke-Eke:
Here is another version: I didn't really look into emulation bugs but took the time to implement most features already included in other ports.
Also, I included preliminar support for CD-ROM images but only for .ISO or .BIN files. This means that there is still no .MP3 or .WAV support and the games won't play their CD tracks properly. This is still work in progress as I need to understand a little better the .HCD format used by Hu-go! as well as getting my hand into MP3 playback using libogc (any help would be appreciated !)
Here we go, as usual, the full changelog:
Quote:
14/06/2008:
-----------
[PCE]
- sourcecode cleanup
- fixed multiplayer support (max. 4 players)
- added preliminary Super CD-ROM support: Data only (.ISO & .BIN image files), no CDDA track support
[NGC/WII]
- fixed progressive mode support, now automatically detected
[Wii only]
- added automatic TV mode detection (from SYSCONF), no more PAL60 version needed
- added option to return to Wii System Menu
- fixed "TP reload" option: now compatible with HB channel
- removed SD-Gekko support (Wii slot becomes default slot)
- added Wii SD slot support for WRAM files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
sourcecode
KNOWN BUGS:
. WRAM Load & Save options are inverted
. 480p is not enabled by default when detected, you have to switch PROGRESSIV rendering mode in options to have it enabled
. some games have missing sound and graphic glitches due to some emulation inaccuracy
ISO/BIN SUPPORT:
. a ROM image of the System Card (better use 3.0) must be renamed as syscard.pce and placed into /hugo directory
. CD Audio & ADCPM playback is currently NOT supported
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June 22nd, 2008, 00:16 Posted By: wraggster
News/release from Bug Bang Theory:
Windows program and menu that installs everything you need to start running homebrew on you wii.
Formats your SD Card for the Wii
Installs the correct Twilight Hack files onto SD card with correct folders
Installs the Homebrew Channel beta 8 onto SD card
Installs homebrew apps that can be launched from the Homebrew Channel
Includes instructions and a how to video built right into the installer program
Updates
Each version update will include updates/additions to the homebrew apps and any new workarounds/hacks for installations on current incompatible Wii System firmwares.
Compatible Firmware
All Wii firmwares below 3.3
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June 21st, 2008, 23:56 Posted By: wraggster
Yet another awesome release for the Wii Scene, heres the new version of the Twilight Hack from Bushing
This new version of the Twilight Hack is compatible with version 3.3 of the Wii System Menu, using the workarounds explained in previous posts. Thanks to everyone on IRC who contributed to the search for the bugs, and to tmbinc and tehpola for finding the two bugs that make this possible.
Changelog for this release:
The Twilight Hack is now compatible with version 3.3 of the Wii System Menu.
Improvements in video configuration. The entire console should now be visible in all video modes, and scrolling has been improved.
For the USA version, the two variants of the hack have been packed into one save file. Just select the save slot that corresponds to your version of Twilight Pricess when you start the game.
New savegame icons by drmr. The new icons now show which region that version of the hack is for.
This version now tries to load boot.dol, and falls back to boot.elf if boot.dol is not found.
???????
Many, many bug fixes.
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June 21st, 2008, 23:53 Posted By: wraggster
News/release from Forgotten Linkz is a new rock paper scissors game for the Wii:
V0.2 20/06/08
Made 2 player mode
Extra images
Rumble!
V0.1 16/06/08
initial release
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June 21st, 2008, 23:43 Posted By: wraggster
News/release from dlkj
Figure out the correct placement of all the numbers.
This project implements a simple sudoku game on the wii. The recommended way to launch this is via the homebrew channel. Control is via the standard wiimmote (1 player only) held sideways.
The project is open source with plans for as open a license as possible. However, certain subcomponents may have licensing restrictions which affect the license of the project as a whole. Further study on this item required before license terms are finalized.
Details
Presently at version 0.1b of the game, the following has been implemented.
generation of classic 9x9 sudoku puzzle (no difficulty control)
save and continue of puzzle
auto checking of the puzzle for incorrect cells
screenshot capability
menu system
The puzzle is controlled by moving an on screen cursor. The cursor will wraparound the edges of the puzzle if you try to move past the edge.
The value under the cursor is incremented/decremented to the desired value. Value '0' is shown as a blank cell. Values are wraparound from 0 to 9 as well.
If desired, the user may mark a cell as 'uncertain' by pressing the 'A' button. This can be toggled off if desired via the same button. 'uncertain' cells are marked with a gray background.
The game will check for any incorrect cells (i.e. duplicate numbers in any row, column or 3x3 cell). Any incorrect cells will be highlighted with a red tint.
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June 21st, 2008, 23:34 Posted By: wraggster
News/release from Frontier:
I present you the new version of my png handling library for Wii and GC. It comes with a lot of new features, so I hope you like it
Current version features:
It's based in libpng 1.2.29
Handles images of 8 and 16 bits per channel.
Handles images in RGB, RGBA, grayscale and grayscale + alpha formats.
Reads image dimensions, pixel format, background color and transparent colors list.
Converts images to YCbYCr, linear RGB565, linear RGBA8, 4x4 RGB565, 4x4 RGB5A3 and 4x4 RGBA8 formats.
Saves YCbYCr images in png RGB8 format.
Handles images stored in memory or in devoptab devices (SD, Gecko SD, etc...).
It's ready to be used in multithreaded applications.
Current version limitations:
Doesn't handle images of 1, 2 or 4 bits per channel.
Doesn't handle paletized images.
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June 21st, 2008, 23:28 Posted By: wraggster
News/release from PaRaDoX :
This is a simple PONG game for Wii. Includes source with comments on every part of it.
You are free to use it(the source) for anything you need/want.
Controls
UP and DOWN on the Wiimote to move in menus and in-game.
A or B to do action.
PLUS to open pause screen.
V1.1 - Actual - 13/06/2008: Corrected the collision/bounce that used a completely incorrect algorithm (Thanks zosh for taking your time). Added sound, CPU and many other things.
V1.0 - 10/06/2008: Initial release.
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June 21st, 2008, 23:24 Posted By: wraggster
News/release from nozintusei
At the end what I have achieved. I have programmed my first game for the Wii (with its images, moving with the remote control and lots of action).
And it works great!
A few days ago found a following page to develop software for the Wii home.
I gave a little envy, and between yesterday and today I have developed "Bichejos. The game".
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June 21st, 2008, 23:03 Posted By: wraggster
News/release from aquilino
copy the carpet apps on the root of the card and play
crosshead same movements 1 and 2 and home to return to HBC
including the Source
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June 21st, 2008, 22:40 Posted By: wraggster
News/release from joedj
FTPii is an FTP server for the Wii, giving people easy access to their SD cards without having to eject it from the Wii itself.
Requirements
You will need an FTP client in order to connect to your Wii, but once you have got one set up, all you have to do is use wiiload to send FTPii to your Wii and once the network has initialised it's good to go.
History
Version Changes
0.0.6 Incorporated SD-card and USB hot-swapping patch. (thanks srg!)
0.0.5 Added support for buggy FTP clients that use "LIST -aL" or similar, at the expense of breaking paths that begin with '-'.
Compiled with corruption-fix and usbstorage libfat patches. (thanks svpe!)
Uncommented FAT read-ahead support (oops)
0.0.4 Added rename support, as well as append and resume.
Fixed _another_ nasty crash bug introduced in 0.0.3 when creating directories. (thanks nilsk123!)
0.0.3 Multi-client support (up to 5), using LWPs. Unfortunately this makes things quite a bit slower, due to the reduced buffer sizes.
This has the nice side-effect of making clients like FileZilla work.
0.0.2 Fixed display/crash bug when creating directories. (thanks feesh!)
Enabled fat read-ahead caching. Increases read speed from ~80KB/s to ~250KB/s for me. (thanks svpe!)
0.0.1 Public release
Usage
The best way to get a feel for ftpii is to install it, using itself. When you download ftpii, use wiiload (with the Homebrew Channel) to start it up. When the network has initialised, use your favourite FTP client to connect to you wii. You can enter anything for a user name and password right now. Once you have logged in, navigate to the apps folder on your SD card, and upload the ftpii directory (containing boot.elf, meta.xml and icon.png) here.
Once you are done altering files, close the connection from your client, then push the A button on Wiimote #1. This will bring you out of ftpii and back to the HBC application selection menu. ftpii will now be in the list to run again without the need of Wiiload.
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June 21st, 2008, 22:36 Posted By: wraggster
News/release from Chaosteil, Feesh!
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics.
libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.
libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.
Currently 24bit and 32bit PNGs are the only supported image format. We are working on allowing images to be loaded from compiled-in texture data and even more formats.
The library comes with full Doxygen documentation to help get development started. It is also available online:
0.2.0 - We put a lot of effort and polish into this release, so we hope you will enjoy it as much as we enjoyed making it!
Quad was added as an additional Layer-based class to use. You can now draw colored rectangles without textures.
TiledLayer now supports transparency.
Sprites can now get stretched with SetStretchWidth() and SetStretchHeight(). Check out the documentation for further instructions.
You can get information about the current position of the sequence in a Sprite with GetFrameSequencePos().
Frame sequences in Sprites now can get actually longer than the image has tiles.
Layer got additional SetX() and SetY() methods for quicker position setting of one axis.
LayerManagers now can erase their Layer list with RemoveAll().
Bilinear filtering for textures can be turned off now. Look up the texture transformation enumeration for sprites.
Fixed showing up of a green bar on startup.
Squished out several small bugs to enhance stability. Also possible performance increase.
Image.LoadImage() now returns an error code when loading an image with the wrong format.
Loading of 24bit PNGs is also possible now.
Complete compatibility with the previous version. Your code should work out of the box with no changes at all.
There is now a Makefile for installing libwiisprite to your appropriate folders. Check RELEASE.TXT for further information.
Documentation is more complete. There are several pages which explain the more "advanced" features of the library.
All of the examples got updated. We also added an template example.
0.1.9
This is mainly a bugfix release, no new features included. You may need to update your sources to correctly use the display now. The examples also got updated.
Added a wrong size check to image loading errors. Image width and height have to be a multiple of 4.
The whole screen estate is used. Pointer correction is also explained in the spritetest example.
LayerManager.SetViewWindow() fixed. Displays correctly now.
Fixed TiledLayer displaying (last version crashed GX) and collision detecting with sprites.
Now doing more checks throughout the code.
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June 21st, 2008, 22:31 Posted By: wraggster
News/release from Grillo
Hi, im developing this in my free time (witch right now its almost 0 xD), it's a battle royal tank game like the one that comes with wiiplay, want to know your opinions, and if someone can test it with 4 players (have not tried it myself cos of the lack of wiimotes at home xDDD)
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June 21st, 2008, 22:24 Posted By: wraggster
SL JPEG VIEWER 0.13 beta
by Sanlink
XD
Designed to view JPEG files directly from an SD card inserted in slot A or Slot B. It opens jpeg files from sd:/JPEG/ and scales them down if necessary, to fit the gamecube video buffer (640x480).
Instructions:
- Create a folder named "JPEG" in the root of your sd card, notice the uppercase
- Place whichever JPEG files you want to view in that folder, you can also place any other file (it won't be read)
- Load the slviewer0.13.dol using your prefered loading method, on a gamecube or on a wii on gc mode
- Press A or B to choose which slot your card is in
- It will show how many files were found and the first jpeg will be loaded
- Press A to see the next file or B to see the last file
Beta features:
- It shows debugging texts to help me find out glitches
- It has some delays to be able to read those texts, although the jpeg decompression and scaling is quite fast (good gc!)
Known Issues:
- Images bigger than 1024x768 crash the JPEG_Decompress function, I don't know how to fix it
- Never tested on PAL
- SD cards bigger than 1GB can't be read because the libsdcard has bugs
Future improvements:
- Add a folder browsing menu to open any directory (DSC00011 for example)
- MP3 background playing, just viewing is boring
- Language selection (as soon as I understand SRAM reading codes)
- Maybe I could improve the image downscaling using interpolation, maybe XD
Developed using devkitPPC r14 and libOGC 02-28-2008
Libraries used: libjpeg by softdev, libfreetype, libsdcard, libogc
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June 21st, 2008, 22:20 Posted By: wraggster
NonameNo has released a final version of what he calls is the first old school music disk demo for the Nintendo Wii.
Controls
Wimote (UP/DOWN) keep pressed B to speed up. A to select)
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