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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
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THE LATEST NEWS BELOW
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June 2nd, 2008, 22:11 Posted By: wraggster
Sven Peter posted this:
There seem to be many people in #wiidev who like developing applications for the GCN or the Wii but don't really know what to do when their program crashes (as in "****ing hexadecimals printed on the screen") except for adding debug printfs every few lines to track such crashes down and fix them afterwards. It looks like it is a common misunderstanding that you can only debug your code better when using a USB Gecko in combination with the GNU Debugger (gdb) which is included in devkitPPC. In fact, a gecko really helps when you've got to debug strange crashes but you can also make your debugging sessions easier without one by just using gdb and the informations the exception screen gives you. Most crashes can be easily debugged without any assembler knowledge but you'll need to know at least some basics in pretty rare cases when you are just unable to figure out why the program is crashing in some function/code line. However, I won't focus on such problems here as they are very rare and too special to be discussed.
Let's start with a very simple program where the crash is rather obvious:
// header stuffint main(int argc, char *argv[]){ // Video mode/ LibOGC init stuff goes here memcpy(NULL, "bla", 3); return 0;}
You probably know that writing data to the address NULL is a *really* bad idea and will cause an exception but let's assume that you do not know this and/or have much code around this memcpy so that this mistake is not that obvious. If you compile this program now and run it on your Wii you'll get a nice exception screen. At first you'll see a dump of all registers which is not really useful if you don't even know where to search for your bug. But the addresses directly below are on the other hand really useful to find this bug: These addresses represent your backtrace you would get when using the gdb stub with a USB gecko.
If you have not compiled your program with debugging symbols (add -g to your CFLAGS) or with some crazy optimizations (i.e. any optimizations -> remove -O[0-9s] from your CFLAGS) it is a good time to do this now and re-run your program in order to get an updated backtrace.
My exception screen says "80006df8 --> 8000446c --> 8001a4a4". We're going to use gdb now in order to translate the symbols to function names:
$ powerpc-gekko-gdb crashme.elfGNU gdb 6.8Copyright (C) 2008 Free Software Foundation, Inc.License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it.There is NO WARRANTY, to the extent permitted by law. Type "show copying"and "show warranty" for details.This GDB was configured as "--host=x86_64-unknown-linux-gnu --target=powerpc-gekko"...(gdb) info symbol 0x80006df8memcpy + 48 in section .text(gdb) info symbol 0x8000446cmain + 196 in section .text(gdb) info symbol 0x8001a4a4__lwp_thread_handler in section .text(gdb)
Make sure to actually use the .elf and not the .dol file here since the latter one does not contain any debug symbols. To find the line responsible for the bug you now start the the most recent entry (i.e. the first one). It basically tells you that something bad happened in memcpy() which was called from main() (see the second address) which was called by __lwp_thread_handler. You can now use yet another gdb command to even get the line number from which you called memcpy() in main:
(gdb) info line *0x8000446cLine 38 of "/home/svpe/wiidev/crashme/source/main.c" starts at address 0x8000446c and ends at 0x80004470 .
By looking at line 38 of you main.c file now, you'll find that this line is in fact "return 0". You wouldn't expect to see a crash here but you should start looking at the previous code lines to see if something bad might happen there. In the given example we'll very quickly find out that the memcpy call one line before the return instruction has produced this crash and will need to be fixed.
This GDB method is much faster than adding printfs to your applications until you are sure at which line your crash actually happens and it also works on a much larger codebase than this small one-file example in about the same time
Debugging with a gecko is for sure even better as you can step through your code line by line but this method is a good replacement if can't afford or don't want to get one.
http://svenpeter.blogspot.com/2008/0...-with-and.html
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June 2nd, 2008, 21:58 Posted By: wraggster
Over at the Neods google group an alternative version of the NeoGeo emulator has been compiled to support M3 Real Cards and variants:
- Now we can load roms without the emulator to stay frozen.
- The screen is always climbing if you choose this option, even having changed rom.
- The only thing that is bad is that it has removed the extra RAM function : (
It appears that the problem was the extra RAM, to use it to the emulator to stay frozen when changing rom.
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June 2nd, 2008, 20:53 Posted By: Shrygue
via Computer and Video Games
Square-Enix has released a trailer for the Nintendo DS version of Final Fantasy IV.
Fans will be pleased to see that the pre-rendered cutscenes look nice and the much loved score appears to be intact.
For those unaware of the game, Final Fantasy IV was originally released on the SNES in 1991 and followed the story of Dark Knight Cecil, who struggled to save the world from the evil Golbez.
It emphasised a character-driven plot, an 'Active Time Battle' system and used Mode 7-style rendering, which is something we still can't quite get our heads around.
Trailer
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June 2nd, 2008, 19:30 Posted By: Shrygue
via Computer and Video Games
Six new Ninja Gaiden: Dragon Sword (DS) screens have been released, in much the same way we imagine blood spills out of sword cuts in the actual title.
Ninja Gaiden DS occurs straight after the original game on the Xbox, as Ryu rebuilds his peaceful home village. As you can see from the screenshots, it doesn't stay that way for long.
The game uses the 'Phantom Hourglass' method of moving the titular character around the screen, which is fast becoming common practice for any DS game worth its own weight in gold.
Die-hard Ninja Gaiden fans will be pleased to know that the portable version ties into the upcoming sequel on the 360, although exactly how is yet to be revealed.
In our exclusive interview with designer Tomonobu Itagaki, he said: "I am personally overseeing the development of everything from the story through to the gameplay elements for both games, so if you're observant you may be able to extrapolate some similarities between the two, yes, and not just in the area of story.
Check out the rest here.
Screenshots
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June 2nd, 2008, 18:59 Posted By: Shrygue
via Games Industry
Nintendo's Wii has foundered in its first month in Korea, only selling between 35,000 and 40,000, according to reports by the Korean Times.
The slow uptake has been blamed on the strict regional code system implemented on Korean units, where customers are forced to buy localised game titles only.
"Hard-core gamers don't like to buy the Wii because the Korean version can only play Korean version software titles, which so far are few,'' Jang Jae-heung, a 30-year-old gamer told the paper.
"Many want to play popular Japanese titles. This is important because it is hard-core gamers who lead the gaming market trend.''
Despite this, the Wii is still outperforming its rivals in the region with Microsoft's Xbox 360 and Sony's PlayStation3 selling 150,000 units and 50,000 units in their first year respectively.
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June 2nd, 2008, 03:44 Posted By: wraggster
Lopst has released a version of Tetris with support for the Wiimote
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June 1st, 2008, 23:23 Posted By: wraggster
Some great news for N64 and Snes/Nes fans from neoflash:
the USA version NEO NES MYTH CART case design
more info: http://www.neoflash.com/forum/index....ic,5148.0.html
the neo nes myth cart is almost ready, now start to test, but we don't have the PAL version NES,SNES and N64, we have the NTSC version only,so we want to buy the PAL version consoles to test ,if someone can help, please let me know,we will pay everything for the console and shipping
one more thing, SNES and N64 MYTH CART almost finish too,that's why we need the PAL version NES,SNES and N64 so urgent
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June 1st, 2008, 23:20 Posted By: wraggster
News/release from atomsoft
The first Nintendo DS Yahoo Messenger (atya.nds) is now pre-released, fetures include :
100% Suscesful Login
View online contacts
Change status
Send simple messages to your contacts.
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June 1st, 2008, 23:16 Posted By: wraggster
Eke-Eke has released a new version of the Genesis/Megadrive Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[Genesis]
- improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"
- improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel (USA)"
- improved rendering accuracy when backdrop color is modified during HBLANK (Road Rash I/II/III)
- fixed broken Game Genie support
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic SRAM/FreezeState support (OFF by default, check "system options")
- added automatic configuration file support
- /genplus/saves is now automatically created if it does not exist
- use libfat automatic SDCARD detection: default slot is now always used when accessing SDCARD
- assigned Reset Button to Genesis Soft-Reset
[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 SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:16 Posted By: wraggster
Eke-Eke has released a new version of the Genesis/Megadrive Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[Genesis]
- improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"
- improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel (USA)"
- improved rendering accuracy when backdrop color is modified during HBLANK (Road Rash I/II/III)
- fixed broken Game Genie support
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic SRAM/FreezeState support (OFF by default, check "system options")
- added automatic configuration file support
- /genplus/saves is now automatically created if it does not exist
- use libfat automatic SDCARD detection: default slot is now always used when accessing SDCARD
- assigned Reset Button to Genesis Soft-Reset
[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 SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:13 Posted By: wraggster
Eke-Eke has released a new version of the Sega Master System and Game Gear Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[SMS, GG]
- fixed port $3E emulation: fix Gain Ground, Ninja Gaiden,...
- added Paddle emulation: fix inputs in all games requiring paddle (Alex Kidd BMX Trial, Megumi Rescue,...), best handled using D-Pad or Analog Sticks.
- added LightPhaser emulation: fix inputs in all games requiring the lightgun (Wanted, Rambo III, Operation Wolf,...), best handled through Wiimote IR pointing, can also be used through D-Pad or Analog Sticks.
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic FreezeState support (OFF by default, check "system options")
- added automatic config file support
- /smsplus/saves is now automatically created if it does not exist
- assigned Reset Button to SMS Soft-Reset
[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 SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: gamepad, wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:13 Posted By: wraggster
Eke-Eke has released a new version of the Sega Master System and Game Gear Emulator for Nintendo Wii/Gamecube
Heres whats new;
01/06/2008:
-----------
[SMS, GG]
- fixed port $3E emulation: fix Gain Ground, Ninja Gaiden,...
- added Paddle emulation: fix inputs in all games requiring paddle (Alex Kidd BMX Trial, Megumi Rescue,...), best handled using D-Pad or Analog Sticks.
- added LightPhaser emulation: fix inputs in all games requiring the lightgun (Wanted, Rambo III, Operation Wolf,...), best handled through Wiimote IR pointing, can also be used through D-Pad or Analog Sticks.
[NGC/Wii]
- added full horizontal scaling (up to 720 pixels) when using "stretch" aspect mode (use Xscale to increase width)
- added progressive mode support (480p) in menu also
- added automatic FreezeState support (OFF by default, check "system options")
- added automatic config file support
- /smsplus/saves is now automatically created if it does not exist
- assigned Reset Button to SMS Soft-Reset
[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 SRAM & FreezeState files
- added Wiimote, Nunchuk & Classic controllers support through libwiiuse (see User Manual for default keys)
- added customizable key mapping (for each configurations: gamepad, wiimote only, wiimote+nunchuk or classic)
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June 1st, 2008, 23:08 Posted By: wraggster
Reppa has released Homebrew Manager, heres the translated details:
Today I present to you a manager of Homebrew for the Chaine Homebrew exit a few days ago.
Level use I could be more simple:
-- You must necessarily be in his Sd card reader connected to the PC
-- The load is normally automatic, if this is not the case it may need to select the drive containing the SD card via the combo at the top of the program.
-- The creation of a homebrew, automatically create files on the sdcard good place based on the name of your homebrew.
-- Once the new homebrew added a new entry will be available in the list of homebrew. Select there.
-- Amend the fields on the screen while avoiding the use of focus (the chain homebrew does not support it), the record button will change the XML file
-- To change the image just click on it and choose any image file, it will automatically resize and register on the sd to png.
-- The amendment to the ELF file is on the same principle it suffices to choose and it will copy where it should.
Côté known bug:
-- For the moment I have only one linked to the XML file homebrew Wii64, for a reason returns lines of this file are not recognized as returns line by my software, although I did no problem with other xml files, therefore I give this link to replace your meta.xml by a change ^ ^: meta.xml amended to Wii64
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June 1st, 2008, 23:02 Posted By: wraggster
Bushing one of the main Wii Hackers tells it like it is with regards to piracy on the Nintendo Wii:
There still seems to be some confusion about why we turn our noses up at WAD-manipulation tools, so I think an analogy is in order. A WAD Installer is like an ISO Loader.
Why?
WAD files and ISO files are very similar, in fact. They are container formats (like ZIP files and TAR archives), which means they can contain all sorts of different things — some good and wholesome, some evil and foolish. Unlike other containers, WADs and ISOs are generally used for self-contained, bootable content. You know, like warez.
Of course, this is not always the case and there are exceptions. You can download a bootable Linux ISO (for your computer, and eventually for your Wii). I made some semi-brick fix ISOs, and we also made some Homebrew Channel Installation discs available, too. This doesn’t change the fact that the reason anybody in the world wants an ISO Loader for their game console is so that they can rip a game disc into an ISO, put it up on BitTorrent, and trade with their friends without “wasting money” on recordable media. I don’t believe there is much argument on this point.
What about WADs? Well, what kinds of things come packaged as WADs?
Firmware updates from Nintendo
Ripped VC games
Homebrew Channels
Ripped WiiWare games
… er, I think that’s about it.
Nobody is using a WAD Installer to install firmware updates from Nintendo. Almost nobody is using a WAD Packer to create new firmware updates. Real, genuine “Homebrew Channels” are almost nonexistent, and for good reason — they’re really tough to make when you don’t pirate existing Nintendo content for your banner file or NANDLoader. They offer more convenience than using the Twilight Hack to launch your homebrew, but that added convenience is almost never worth the added risk of bricking your Wii.
The technical reason that WADs and ISOs are mainly used for piracy is that they are the easiest ways to rip published content. When you download some random shareware program for your computer, it comes as either an executable file, or maybe an installer. The same holds true with Wii Homebrew.
However, if you’re trying to pirate a game, you pretty much have to stick with an ISO or a WAD, because the code for these games assumes that they were packaged that way, never to be modified. Therefore, people have created ISO loaders … and WAD Managers … to make it easier to trick this code into believing it is running as originally packaged.
Don’t get me wrong — it takes some hard work and clever hacking to write ISO loaders and WAD-manipulation utilities. However, you won’t catch me pretending that a WAD Installer is a “decidedly positive cause”.
http://hackmii.com/2008/06/wads-and-...ez-connection/
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June 1st, 2008, 22:57 Posted By: wraggster
Feesh has released a new game for the Nintendo Wii, heres the details:
Masteroids is a multiplayer Asteroids clone for the Wii. It currently allows up to 4 players to simultaneously play the classic Asteroids game. Gameplay is customisable with an options menu allowing you to alter the amount of lives each player starts with, the amount of bullets a player can fire, whether team killing is allowed, the difficulty and how many players there will be in Multiplayer mode.
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June 1st, 2008, 22:40 Posted By: wraggster
Americans have been buffeted with news of our nation's pending recession and the devaluation of our dollar for months now, but in a market with such standardized prices, the American video game industry and game consumers haven't really felt the effect of our economic instability. However, according to industry analyst and prognosticator extraordinaire Michael Pachter, our pecuniary puniness is the cause for the current American Wii Fit shortage -- nearly four times as many copies of the title made their way to Europe, where the Euro, unlike the dollar, is gaining strength.
In Pachter's own words, "We're seeing companies ignore their largest market simply because they can make a greater profit elsewhere." You don't need to be a revered industry analyst to notice that -- the title, which sells for $90 in the U.S., is speedily selling for the equivalent of $140 in Europe. Pachter also remarks that Americans can afford to wait for future shipments of the title, as Nintendo knows "that Americans will be just as fat a few months from now." Words hurt, Pachter. Words hurt.
http://www.joystiq.com/2008/06/01/pa...o-weak-dollar/
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June 1st, 2008, 15:20 Posted By: wraggster
eluan has again updated the port of Quake to the Nintendo Wii, heres whats new:
I've increased the rendering resolution, as we are now running on a Wii. Please test the following executable and let me know if the FPS is acceptable or not. I've just increased it to see how it looks, since I have started a long and painful (since glquake is prety much hacked together) port of the OpenGL rendering routines to GX, learning GX in the way. I hope that, in the future, software rendering will just be a nostalgic option
Main changes since last WIP release:
-Rendering resolution increased to 480i/528i.
-Lots of input improvements/bug fixes (including a fix to the gamecube controller aiming)
-Basic netcode implemented (doesn't work yet.) Most times net_sendto and net_recvfrom fail with error -81, which (as far as my limited knowledge goes) is undocumented. net_setsockopt also fails with error -81 when attempting to set SO_BROADCAST to a socket. However, sometimes I get some nice udp packets on my machine.
-All glquake references removed from code in preparation to the GX version.
-Lost all day researching GX, seems it will be a while until a playable version.
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June 1st, 2008, 15:11 Posted By: wraggster
f you're anything like our boy Ryan, you've been wearing that Wii Fit out ever since you took delivery. Unfortunately, you've probably been doing a bit of unintentional jogging when logging miles back and forth to the local mini-mart for batteries. If you can't seem to keep your Wii Balance Board charged, Nyko has introduced a novel solution: the Energy Pack for Wii Fit. Our pals over at Nintendo Wii Fanboy were able to get ahold of this very unit and put it through its paces, and generally speaking, they were quite impressed with the $20 peripheral-for-a-peripheral. Head on over for the full writeup and a smattering of pics.
http://www.engadget.com/2008/05/30/n...-board-juiced/
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