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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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March 2nd, 2008, 20:38 Posted By: madcat1990
Updating again...
Note: since the renaming function was broken in the latest libfat (Chism, please fix this!) renaming folders will not be working...YET! but file renaming works...pitty I had to use a workaround :X
Another Note : I'm working on a recursive folder deleting method, doesn't work yet, but I'm working on it
Yet another note: This time I will release the program's source, if you have improvements, email me at madcat1990@gmail.com
and here's the changelog:
v0.13:- Better aligned filenames
- New icon
- changed the app's internal name
- Added a warning window in the top screen
- Added the rename button
- Rename now working (with a great help from the guys at GBadev) (But not with folders )
- Copying now incorporated, BUT, I need feedback on how you guys want it to be :P
Enjoy!
Download:
IFile v0.13
Source
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March 2nd, 2008, 19:55 Posted By: wraggster
News/release from Merlot14 of a new boxing game for the Nintendo DS (yeah i did say a homebrew version of boxing)
Hello. This is an early version of my game.
I created it to test the difference between touch screen and button control configurations.
It is kinda like a DDR game where the user is supposed to perform the various actions on the top screen in a given amount of time. There are 4 different actions one can perform with the stylus and also the 4 buttons map to each action.
Please leave any feedback and enjoy!
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March 2nd, 2008, 19:37 Posted By: wraggster
via vooks
With the announcement of the Freeloader for Wii, more questions have been raised about how exactly the disc will run, how firmware updates will be handled and more. Thanks to an email sent to Datel, more information has surfaced. According to the developers, when a foreign disc is inserted it disables the console from being able to update its firmware. What about future firmware updates? Datel believe that it won't have any effect, but we've emailed Datel ourselves to confirm. For artwork of the Freeloader box Check it out via Comments
Buy Wii Freeloader Here
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March 2nd, 2008, 19:33 Posted By: JKKDARK
Finally we get more progress on this upcoming Gamecube emulator for PC.
From the official forum:
Just doing a status update to the public forum. Here is a chat that went on last night on IRC
3:00 <@Lightnin> so we are outperforming dolphin in the dynarec already in 32bit area
23:15 <@Lightnin> dtm: do you know how much i've implemented?
23:16 < dtm> how would i know that lol
23:16 < dtm> trick question?
23:16 < dtm> five!!
23:16 < dtm> ..th..thousands!!
23:17 <@Lightnin> how about this... i have not implemented branches, floating point, multiplcation, division, paired singles, or anything dealing with the compare register
23:18 <@Lightnin> yet, with all of that missing, i'm still outperforming
23:19 < DesktopMa> it's not really... doing much
23:19 <@Lightnin> now do you see why i'm optimistic with our speed?
23:19 < DesktopMa> of course it's faster Razz
23:19 <@Lightnin> it's doing straight integer math and that is it
23:19 <@Lightnin> and all memory load/store
23:19 <@Lightnin> for the rest it has to dump it's data, flip back over to interpreter, run a command, flip back
23:20 <@Lightnin> so every time i implement something new, i cut down on the flips
23:21 < dtm> Surprised
23:21 < dtm> neato
23:26 <@Lightnin> to give you an idea of the flipping i'm doing between dynarec and int and still pulling my speed. remember, each flip requires me to dump all of my data
23:26 < dtm> cool.
23:26 < dtm> so you've got a dynamic/static hybrid emulator?
23:29 <@Lightnin> the load paired single command was called 2,593,137 times just in getting the clouds barely visible in zelda windwaker for the title screen
23:29 <@Lightnin> right after the two main logos
23:29 < dtm> ok.
23:29 <@Lightnin> that means that for that 1 command, i flipped between dynarec and interpreter 2,593,137, dumping all of my registers, etc
23:30 < dtm> and what does such a command do?
23:30 < dtm> it is what makes the clouds appear?
23:32 <@Lightnin> now, expand that across all floating point math. The top 5 instructions resulted in 125,376,932 flips back and forth
23:32 <@Lightnin> the psq_l command simply loads 2 floating point values into a register
23:32 <@Lightnin> from memory
23:32 < dtm> hm.
23:32 <@Lightnin> and i hadnt even gotten any real info on the screen, i simply had 2 logos render and barely had the clouds start to render
23:34 < dtm> k
23:35 <@Lightnin> now you start to see why it is interesting that i'm outperforming dolphin yet havent finished?
23:35 < dtm> yeah.
23:35 < dtm> Lightnin: i can dig it, sir
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March 2nd, 2008, 19:32 Posted By: wraggster
Take our love for driving sims like the Gran Turismo series and combine it with our fixation with dekotora trucks and you get what we consider to be the most Jalopnik game of all time: Zenkoku Dekotora Matsuri. From what we can tell from the trailer, Japanese Elvis wants you to buy, customize and drive around in your own awesome dekotora. The driving dynamics don't seem to be outstanding, but the customization setup appears to go beyond merely choosing parts and colors. In the true dekotora tradition, users can use their own Wii painting skills to create an airbrushed dragon masterpiece.
We're not sure what the ultimate goal of the game is, but we're guessing it involves building the baddest dekotora and taking pictures of it around the city. Sounds like heaven to us.
http://jalopnik.com/362695/dekotora-...ficially-blown
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March 2nd, 2008, 14:48 Posted By: wraggster
Eke-Eke just posted this fantastic news on his site and yes the first Native Genesis/Megadrive emulator for the Wii (Gamecube too) and most importantly of all the worlds first console based emulator to run Virtua Racing
DIGG THIS RELEASE
Here’s the time for another release of Genesis Plus. I have focused myself in fixing some bugs I introduced in the previous version, as well as emulating most of unlicensed “non-working” games (many thanks to Haze for his work).
I also made some progress about emulating an original YM2612 bug that made some games (Ariel, Shaq Fu, Comix Zone, Spiderman & Animated Series,…) sound correct on real hardware but wrong on emulators.
Finally, I added SVP emulation thanks to the great work of Tasco Deluxe and Notaz : as a result, Virtua Racing is now fully playable but don’t expect to run it full speed in gamecube mode. It needs to emulate a custom DSP running at 23Mhz which takes a lot of CPU time actually. You can still underclock the DSP but it will result in slower 3D rendering and effective framerate will still seem slower.
That’s why, to celebrate the last release of LibOGC which added Wii hardware support, I also release a special elf version that could be running in native Wii mode using the recent “Twilight hack“. Please note that this version remain completely UNTESTED as I personnaly don’t have any way to test it on Wii. SO, tell me if the above game is at least running faster
Here is a complete changelog for this release:
[Genesis]
- added SVP emulation: Virtua Racing is now emulated (big thanks to Notaz and TascoDeluxe)
- fixed VDP registers behaviour when VDP Mode 4 is enabled: fix Bass Masters Classic Pro, Captain Planet & The Planeeters
- corrected a bug in DMA Fill operation: fix James Pond 3, Rockman World/Megaman Willy Wars (corrupted VRAM)
- corrected typo errors in CPU cycle counters update: fix optiom screen music in “College Slam” and probably others games.
- added preliminary support of undocumented YM2612 bug: fixes soundtracks of Shaq Fu, Spiderman, Comix Zone, Ariel and some others
- added support for mappers & copy protection devices used in many unlicensed/pirate cartridges (see cart_hw.c for details)
- rewrote memory handlers for better modularity and some (little) speedup
- reduced Savestate size
[NGC]
- compiled with last LibOGC (20080228): fix issues when unplugging controller, support for Wii mode (see release.txt)
- added “hard-coded” IPL font (no more direct access to BOOTROM): fix font problem for Qoob users
- added SDCARD Slot B support for loading Roms
- removed unused MAME PSG Core
- added ‘Force DTACK’ option for prototype games usually hanging on real hardware (example: Sonic Crackers)
- added an option to underclock SVP core (with default cycle count, Virtua Racing actually does not run fullspeed in GC mode)
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March 2nd, 2008, 00:29 Posted By: wraggster
Eyedunno pmed me this last week and sadly i forgot to post (i did have the flu for the last 2 weeks so some of my forgetfulness goes there, heres the pm which details all :
Hey, check out Rudolph's site. There's a new GBA ExpLoader, and more carts are supported this time.
blog.so-net.ne.jp/Rudolph/2008-02-21
I went ahead and translated it myself, so you won't have to deal with a machine translation, but having never used previous versions (I prefer my Ewin to my EZ3-in-1), I wasn't sure what he was talking about in the SRAM dumping section (especially what the heck "<B> SRAM" is). Maybe others will get it. :/
--
Finally, GBA ExpLoader has reached this point...
Due to struggling with bugs, I haven't really added any new features.
Since the patching feature has been added, increasing the number of supported expansion carts has also vastly increased the number of things that need to be tested, and I haven't been able to do as much as I wanted to.
I've cut back on a lot of the features I was planning, so once again, it's may seem a bit half-done, but I'm releasing it, since I've lost the will to keep on testing and keeping it unreleased. There might be a lot of bugs. If you discover some, please let me know the expansion cart you're using, the game, and the nature of the bug.
GBA_ExpLoader_03
Just in case, I've left 0.2 available for download for the time being.
Application behavior has changed just a bit since the last release. Save data still in SRAM from the previous PSRAM/SDRAM session is written to a .SAV file the next time you boot GBA ExpLoader. Save data in <B> SRAM will be forcibly saved to a file every time.
The Ewin Expansion Pak (along with related carts) is supported, but only for carts with 256KB of SRAM (The newest carts might not work [Ed: this is because some of them reportedly only have 128KB of SRAM]).
http://kotei.blog.so-net.ne.jp/2008-02-21
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March 1st, 2008, 22:21 Posted By: wraggster
dhewg has released Geckoloader, heres the release info:
geckoloader is a native wii application which helps you to load and execute wii homebrew binaries in the easiest and fastest way possible. It acts as a server which will receive binaries directly over the usb bus
a client tool to transfer such files is included
requirements
a usbgecko adapter
a gamecube pad
a way to boot wii homebrew
architecture
the application consists of 3 parts
stub
loader
boot
the boot code is what you will be running. that part contains the other two. it will write the loader code to the onboard usbgecko flash and place the stub into memory
the bootcode will then execute the stub
the stub's job is to read the loader code from flash and execute it
finally, the loader code will accept incoming .dol's sent using a client application over the usb bus from the pc side
the chosen architecture has the advantage that the tiny stub is the only component which has to stay in tact in memory. since the real loader sits on the flash on your usbgecko, no application can corrupt it in memory
features
100% native wii mode
no medium ejecting, rewriting and inserting required whatsoever
this is especially useful for wii coders (fast developent cycle)
the stub is placed at the memory location 0x80001800. this is PSO reload compatible, which means that you can jump back there to load another binary without rebooting. the libogc exception handler also jumps to this address (when pressing START)
the included client is compatible to the official geckotool, so you can use nuke's windows client to upload .dol's too
as always, this is open source
build
to compile the included code, you need devkitPPC and libogc r14 or higher
copy stub/stub.lds to $DEVKITPPC/powerpc-gekko/lib
check config.h for some tuneables
run make in the root dir
run make install to copy geckoupload (the client) to $DEVKITPPC/bin
usage
use the Twilight hack in combination with the included geckoloader.elf to get this running
the boot code will show up
you have to write the loader code to the flash once, so press Z on a gamecube pad to do that
flashing has to be done only once, press A the next time you reboot the wii to skip that step
after that you will see the loader code in action
use the included client (geckoupload) or the windows geckotool to send a .dol
the transfered binary should execute
if you loaded a game/app which has an option to jump back to 0x80001800, you will be able to transmit another binary without reboot
client usage
set the environment variable USBGECKODEVICE to the tty device of the usbgecko adapter, eg:
export USBGECKODEVICE=/dev/ttyUSB0
make sure that your console is ready to receive an executable
pass the filename of the binary to geckoupload, for example:
geckotool wiifuse_server.dol
you can use this client to transfer
wii .dol's to the geckoloader described on this page
gamecube .dol's to the official usbgecko boot dvd
wii .elf's to the upcoming release of the twilight hack
notes
this is an early version and i really have no clue how (if at all) it works for others. please report back
only .dol files are supported
you can not run gamecube binaries with this loader since we're working in wiimode here (thats a good thing)
the included client will not compile with mingw and apparently doesnt currently work on osx, patches are welcome
the uploaded data is not verified by neither the included client nor the receiving loader code. pay attention to what you are sending to avoid annoying reboots
the default libogc base address for wii homebrew is at 0x80003f00. this gives a PSO compatible stub ~10k of memory. hence, the stub's main() functions was written in c so that its easy to improve/fix
the loader initially puts a received binary in MEM2 to avoid overlaps. it will be relocated from there. unfortunately the loader itself has a base address in MEM1. putting it in MEM2 is on my TODO list
for the record: you can use the truncha signer to boot this app straight from dvd, but that is currently not supported nor endorsed. do not ask about it. seriously.
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March 1st, 2008, 21:38 Posted By: wraggster
News/release from Spannernick:
This is my first hombrew and its not finished yet..
I need to put a wipe screen on it to clear the screen,at the moment you have to turn off the DS to do that..
Update..
I have added a splash screen..
That all at the moment...learning slowly..
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March 1st, 2008, 21:04 Posted By: wraggster
A Square-Enix insider recently revealed that Final Fantasy Crystal Chronicles: My Life as a King (formerly The Little King and the Promised Land) would share a May 12th U.S. release date with the WiiWare service, joining Defend Your Castle and Major League Eating: The Game for the somewhat less than auspicious WiiWare launch lineup. The game will set you back 1,500 Wii points, or $15, if you prefer an actual monetary system.
We never thought we'd be hotly anticipating a Final Fantasy/Sim City mash-up, but when our other choices are limited to a once-free flash game that's been available online for nearly five years, or a game that crudely depicts the action-packed world of aggressive binge eating, the lesser of the three evils is abundantly clear.
http://www.joystiq.com/2008/03/01/ff...-price-reveal/
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March 1st, 2008, 03:18 Posted By: wraggster
via drunkencoders
This week we have some classic science fiction and mystery literature for you to enjoy.
Cory Doctorow
A Place so Foreign
Craphound
Down and Out in the Magic Kingdom
Eastern Standard Tribe
EBooks, Neither E nor Books
Home Again Home Again
Return to Pleasure Island
Shadow of the Mothaship
Someone Comes to Town, Someone Leaves Town
Super Man And The Bug Out
Overclocked
Agatha Christie
The Mysterious Affair at Styles
The Secret Adversary
Garrett Putnam Serviss
A Columbus of Space
Curiosities of the Sky
Edison's Conquest of Mars
Other Worlds
The Moon Metal
The Second Deluge
Next week we will have more books ready for release. If you have any requests, please let us know by emailing btmullins@gmail.com
http://moonbooks.net
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March 1st, 2008, 03:17 Posted By: wraggster
News/release from Delca
Voila, for my first project, I wanted to do something easy, accessible to a beginner, and can be easily customized so I chose to make a Pong.
As you can see on the screens, the project does for the moment that the bare minimum.
I would release one as soon as I would have solved a fairly irritating bug for the bounces of the ball.
Also, if someone has ideas, little more that could make the game, it makes me part by responding here.
I am looking for a tester that could test the game on a Super Card or any linker, because I still have not received my own.
Features and possibilities:
- Size of the ROM: 157 Kb 268Ko
- No Runs on $ GBA, but not on Ideas, not tested on DeSmuME.
- Rebound the ball on the edge of the screen.
- Rebound the ball on snowshoes.
- Ability to change the color of the ball. Not with the new theme
Break-in the game
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March 1st, 2008, 03:12 Posted By: wraggster
News/release from oxo
Presentation:
Balloon fight on NES is a game that me much marqué.J 've wanted the adapter on DS in the form of multiple mini-game.
History:
29/02/08
Adding the title screen and supression bug
28/02/08
New version with the way finished 1
27/02/08
Sorry for the long months of absence with my Ipod Touch I was a little busy.
The revolution is under way at this moment I reecris all the code with queleque avencement
But this is merely an alpha version even below alpha. Telechargement soon in a real playable.
09/12/07
With the first version 1 mini Thursday almost done
How to play:
For you direct use the touch screen
Other information:
If you have any ideas of the other so-called games le.Il are no image on the topic I will save Wednesday
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March 1st, 2008, 03:09 Posted By: wraggster
News/release from Cortes48
Presentation:
Balloon fight on NES is a game that me much marqué.J 've wanted the adapter on DS in the form of multiple mini-game.
History:
29/02/08
Adding the title screen and supression bug
28/02/08
New version with the way finished 1
27/02/08
Sorry for the long months of absence with my Ipod Touch I was a little busy.
The revolution is under way at this moment I reecris all the code with queleque avencement
But this is merely an alpha version even below alpha. Telechargement soon in a real playable.
09/12/07
With the first version 1 mini Thursday almost done
How to play:
For you direct use the touch screen
Other information:
If you have any ideas of the other so-called games le.Il are no image on the topic I will save Wednesday
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March 1st, 2008, 02:55 Posted By: wraggster
The 14th release of the gamecube toolchain is now final and available for download. This version brings Wii support now that we have the ability to run code on Wii thanks to the efforts of Team Twiizers and their Twilight Hack.
Those of you used to the old build system with prior versions of devkitPPC and gamecube programming will need to review the updated examples and templates. libogc has now been removed from inside the toolchain and is installed in a separate directory in the same way we maintain the gba and ds support libraries for devkitARM. This allows us more leeway to update the toolchain and libraries separately and avoid dependency issues which have been causing problems for users in the past.
Several packages have been updated and some new ones added, notably the addition of Monk’s gcube emulator which appears to provide most compatibility with devkitPPC compiled code, including the ability to run code intended for Wii. We don’t advise using the emulator exclusively for development testing but it should be convenient for quick test builds prior to running on hardware. A windows native binary has been provided but currently lacks the debug features of the OSX and linux versions, hopefully we will be able to provide this with a future update. Currently there are no builds for other platforms but we will be happy to host prebuilt versions should someone volunteer to provide them.
Windows users should use the devkitPro installer updater to obtain devkitPPC and the support libraries, this ensures that everything is installed properly. For other platforms instructions are provided on the wiki Getting Started page which includes links for the windows install package.
http://www.devkitpro.org/devkitpro/d...e-14-is-final/
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March 1st, 2008, 02:16 Posted By: wraggster
News/release from the ScummVM Site:
ScummVM continues to leap forward in a leap year, and we are pleased to announce the next shiny bugfix release of the project.
As usual, it holds a number of improvements, it's more stable, and it should bring you even more fun than 0.11.0.
We fixed the digital iMUSE system (better COMI experience), King's Quest 4 bugs were squashed, and support for fanmade AGI games has been improved; Lure of the Temptress, Inherit the Earth and I Have no Mouth all work better since we fixed several crashes, lock-ups and all such buzzwords.
As a special bonus we are glad to announce the return of the BeOS port and the deeply missed Playstation 2 port.
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Heres whats new:
Ports:
- Revived the PS2 port.
- Revived the BeOS port.
SCUMM:
- Improvements for Digital iMUSE subsystem. This fixes several glitches in The Curse of Monkey Island.
- Fixes for cursors in HE games.
AGI:
- Fix for zombies in King's Quest 4.
- Fix for changing palettes in fanmade games using AGIPAL.
Lure:
- Fixed some conversation crashes in the German version.
- Fixed operation of the optional copy protection dialog in the German version.
- Added saving of conversation flags as to whether a particular conversation option had been previously selected or not.
- Fixed glitch that could cause transformation sparkle to happen a second time.
- Fixed behavior of Goewin when you rejoin her after meeting the dragon.
SAGA:
- Fix for rat maze bug in Inherit the Earth which made game not completable.
- Fixes for Inherit the Earth and I Have no Mouth game startup on a number of platforms.
- Reduced the number of simultaneous open files in I Have no Mouth, to allow it to run on platforms that can keep a limited amount of files open (e.g. on the PSP).
- Fixed graphics glitch in Inherit the Earth with simultaneous speech.
- Fixed palette glitch in Inherit the Earth when looking at the map while at the docks.
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March 1st, 2008, 01:54 Posted By: wraggster
News/release from Nherve:
Hi,
I've decided to start modding DesMuMe. I release here my first mod. It does not improve game compatibility but it has more features. It is only for Win32 users.
-First, I've added joystick support through SDL. That was easy.
-Next, I've added support for SDL sound core under Win32. That was easy too, the SDL sound core was here already.
-Added Vertical resize option. It was harder, I spent some time to add this. When activated, the window can be resized only vertically, the screens keep their size and the gap between the screens will be filled with your favourite colour (approximative). This allows users to set a gap depending on the game to get better gameplay.
Enjoy !!! Mod 2 is out with some fixes !!!
-New GUI, added a toolbar and a statusbar to make it more user-friendly.
-Fixed LDR and LDM** opcodes, now opcodes are 100% correct.
-Fixed Frame limitation when frameskip is 0
-Fixed some opcodes which prevented the emu to continue execution
-Fixed a stupid bug in the 3D core, this fixes Rayman Raving Rabbids 2, this should fix all other games that send unpacked commands to GXFIFO with reversed byte order (ie 0x1b000000)
-Added Wireframe 3D
-Fixed New Super Mario Bros minigames, thanks to Shash
-Added Video Capture option (sound & compress don't work yet)
-Started implementation of RTC (doesn't work yet)
-Started a new 2D core (doesn't work yet, this version uses old 2D core)
-Added Fold/Unfold option (doesn't work as expected)
-Fixed ITCM (hope it won't break anything)
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March 1st, 2008, 01:47 Posted By: wraggster
We should all know by now that rent-to-own plans are nothing short of vicious wallet rape for the mentally and creditally challenged, but just in case the lesson hasn't quite sunk in yet, observe this ad from renter-retailer Kelly's. After a mere 12 monthly payments of $79, you could own a $250 Nintendo Wii! Given that 12 x $79 = $948, the sad populace who takes advantage of such a "deal" will find themselves out $698 in games, accessories and pride.
http://kotaku.com/362387/rent+to+own...i-for-just-948
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