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THE LATEST NEWS BELOW
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October 12th, 2007, 00:23 Posted By: wraggster
News/release from Gonetz
Hello everybody,
The second major version of GlideHQ, the texture enhancements module for Glide64, is ready for public release. Project description, taken from GlideHQ readme file by KoolSmoky:
"This is a realtime texture enhancer library with hi-resolution texture
pack support for Glide64 (http://glide64.emuxhaven.net). Traditional and
non-traditional techniques have been used to achieve speed and high image
quality even on a 9 year old 3Dfx Voodoo2.
Although the 3Dfx Glide3x texture format naming conventions are used, the
library can be expanded for generic use.
Supported:
Enhancers: Hq4x, Hq2x, Lq2x, Super2xSai, x2
Filters: Smooth (1,2,3,4), Sharp (1,2)
Compressors: FXT1, S3TC
Input formats: GR_TEXFMT_ALPHA_8,
GR_TEXFMT_RGB_565,
GR_TEXFMT_ARGB_1555,
GR_TEXFMT_ARGB_4444,
GR_TEXFMT_ARGB_8888,
GR_TEXFMT_ALPHA_INTENSITY_44,
GR_TEXFMT_ALPHA_INTENSITY_88
Output formats: Same as input unless compression or hires packs are used.
Hires texture packs: Rice format (Jabo and GlideHQ format coming later)
Acknowledgments:
I hope you enjoy GlideHQ (texture enhancer library for Glide64). Greatest
thanks to Gonetz for making this happen in his busy time. We've rushed
everything to share the eye-candy with all of you N64 emulation fans. I
would also like to thank a great friend of mine, Daniel Borca for providing
the texture compression code, Maxim Stepin (hq2x 4x), and Derek Liauw Kie Fa
(2xSaI) for the filtering engines, and Rice for his N64 graphics plugin
source code. GlideHQ also uses the boost C++ libraries, zlib general purpose
compression library, and the Portable Network Graphics library. Thanks to
all the developers for making them available.
The source code for GlideHQ is released in hopes that it will be improved.
I know the coding is not on par after so much late night caffeine boosts.
If you have suggestions or modifications, please feel free to post them on
the Glide64 forum at emuxhaven.
...
-KoolSmoky"
To install and test GlideHQ:
1. If you used previous version of GlideHQ, remove all its files and texture caches.
2. Download GideHQ distributive (GlideHQ_bin.zip ) and unpack it I somewhere.
3. Run included gltest.exe ((c) mudlord) to learn about capabilities of your video card.
3. Copy contents of Plugin folder into Plugin folder of your N64 emulator.
4. For OpenGL, copy glide3x.dll from Wrapper folder into your emulator's folder. This is important, because older version of the wrapper do not support texture compression.
5. Run your emulator, select 'Glide64 Wonder Plus HQ' as your video plugin
6. In Glide64 configuration dialog, open "Texture enhancement" tab and select options you like. If you are not sure, which option to use, press presets buttons below. Presets do not affect your choices for texture filtering and enhancement, so pick them manually, according to your preference. If you want to use hires textures (I'm sure you want), select "Rice format" as format.
7. GlideHQ has the same requirements for hires packs, as Rice Video. If you already used hires packs with Rice Video, you know what to do. If not, there are tutorials for you:
http://www.emutalk.net/showthread.php?t=29577
http://www.emutalk.net/showthread.php?t=26329
http://www.freewebs.com/jantarctica/texturepacks.htm
8. Run your game and enjoy.
Note: Current version is a prototype, based on Glide64 "WonderPlus". That is, for end-users this is Glide64 "WonderPlus" with texture enhancements. Since it is a prototype, it can be buggy, slow, inconvenient and so on. Thus, we need your feedback to make it better.
Note2: GlideHQ_src.zip is actually 7-Zip archive, renamed to zip.
Update 1: Fixed CRC calculation for 4bit textures.
Update 2. This update is a major one. Changes:
- Fixed a lot of problems with texture CRC calculation. Now most of hires textures are loaded.
- Instant load from saved texture cache. You have to wait while hires textures are loaded only on the first run. Game will be loaded in a blink on subsequent runs.
- Various fixes in texture coordinates calculations.
- Various attempts to increase plugin’s stability. Not all problems are fixed here. Plugin may crash on exit if texture cache is not saved yet (on the first run of a game). Temporal workaround:
On the first run, close game/emulator right after all hires textures are loaded and the game is started to run. Texture cache will be saved, and you should not have problems on subsequent runs.
Two new options:
Texture enhancement – Ignore backgrounds. It is used to skip enhancement for wide narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance. Default value: On.
Hi-resolution textures – Alternative CRC calculation. This option enables emulation of palette CRC calculation bug in RiceVideo. Default value: On.
Gonetz.
http://www.emuxhaven.net/forums/showthread.php?t=6490
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October 12th, 2007, 00:20 Posted By: wraggster
News from Mudlord:
Here’s a very, very minor update for the plugin.
It fixes a bug with screenshot saving. Thanks to ZethAlkar (for finding it noticable) and Iconoclast (for first telling me this), for helping me squash this small PNG RGBA texture saving bug. Solution was to simply save the PNG without extra alpha channels and voila: Problem solved.
https://ricevideo.bountysource.com/
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October 12th, 2007, 00:09 Posted By: wraggster
News from Wizlon:
A quick update.
I’ve been a bit annoyed that you can’t really use Tabbed to view tab files, mainly because it can only display 1024 characters, it is slow to scan through files and the scroller can’t be turned on and off, or altered. But all this is now fixed. Just small things, but I think it helps. Use L+R to alter the speed of the scrolling. A to start and stop the scrolling. Up and Down to move one line and Left and Right to quickly scroll through the file.
Also. Do people want quick daily/weekly updates with a few minor fixes or do you prefer massive service pack sorta releases? Personally I don’t mind, it’s up to you lot.
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October 12th, 2007, 00:03 Posted By: wraggster
News/release from Spinal Cord:
OK, here it is, after a few little tweaks.
_Added_
Folder support
Smoother scrolling
GBAMP detection and loader (the dldi loader fails for some reason)
It should work on all the cards that chishm's loader works on, but for some reason it fails on gbamp (all though it used to work). If anyone knows of reasons that chishm's loader might fail (on a working card), perhaps memory issues or something?
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October 11th, 2007, 23:57 Posted By: wraggster
Out ofrange has updated his Nethack style game for the DS:
heres whats new:
New changes include;
# Changed the stats distribution when creating a character.
# Seven more levels.
# New tiles, such as teleporters and enemies
# Some bugs fixed
Most the gameplay is actually finished now, since all that REALLY needs to be added is a quick story explanation and a few extra classes. As always, let me know what you think.
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October 11th, 2007, 22:37 Posted By: Basil Zero
Nintendo exec confirms hotly anticipated brawler's delay to 2008; promises to double last year's holiday Wii shipments.
High atop San Francisco's Westin St. Francis hotel, Nintendo is hosting a media event where assembled members of the press will soon get to play such forthcoming titles as Super Smash Bros. Brawl, Super Mario Galaxy, and even Link's Crossbow Training.
Before turning the throng loose to play, Nintendo senior vice president George Harrison gave a brief address on the company's general state of affairs. Following the announcement yesterday of a Super Smash Bros. Brawl delay in Japan to January 24 of next year, Harrison confirmed speculation that the hotly anticipated multiplayer fighter will now release in North America on February 10.
Harrison went on to emphasize the full Wi-Fi multiplayer support in Brawl, as well as a feature for user-created content that the company will elaborate on in the coming months.
Before turning things over to the games, Harrison commented on Nintendo's position at retail for the holiday shopping season. He said that the company expects to have at least twice as many Wiis in the retail channel this holiday season than it did last year, which will hopefully alleviate the problems many people are still having finding the console on shelves.
GameSpot is at the media summit, so expect much more Nintendo coverage to hit the site very soon.
http://www.gamespot.com/news/6180758...stnews;title;0
T__________________T
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October 11th, 2007, 21:45 Posted By: Shrygue
via Computer and Video Games
Nintendo has finally unveiled it's long talked-up Wii music game, creatively titled Wii Music.
Apparently it has you using the Nunchuck and Wii Remote in time with button presses to contol a six person band.
In single-player you can either control the whole band or have the CPU fill up the extra slots, and of course four-player multiplayer is the biggest touting point.
40 instruments are lined up for the final game, which is due in Japan (and probably Europe) next year.
Screenshots here
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October 11th, 2007, 21:04 Posted By: Shrygue
via Computer and Video Games
After a year in the dark, it looks like newly Nintendo-owned developer Monolith's Disaster: Day of Crisis is still in development, despite the recent canning of second title Project H.A.M.M.E.R..
These new screens emerged from the Nintendo fall summit yesterday and despite sporting the Wii's trademark GameCube-vision graphics it looks promising.
The game, announced at E6 2006 last May, promises to be a "panic inducing" action game that has you fighting to survive a series of natural disasters in the US. Awful jaggies is apparently not one of the disasters.
A rogue gang sees the ensued chaos as an opportunity to steal a nuclear weapon - and now that Jack Bauer's in prison only you, Ex-cop Ray, can stop them from doing something really bad.
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October 11th, 2007, 21:03 Posted By: Shrygue
via Computer and Video Games
Following last week's "best screens ever" Nintendo's gone and released ever more painfully exciting Super Mario Galaxy screenshots - look at the size of that robot!
And of course the latest pics further put to rest fears that Galaxy might share the last game's lack of environment variety. Here you can see a ghost house, bee world, massive robot local and something that looks a bit like Choco Mountain.
For more lovely, lovely art and movies head over to the Japanese website. Happy navigating.
Screenshots here
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October 11th, 2007, 19:47 Posted By: Shrygue
via Games Industry
While demand for the Wii remains strong, and Nintendo's stock has reached record highs, some Japanese developers are concerned about the system's future.
According to an IGN article, citing the Nikkei Business Daily, several Japanese developers claim that Nintendo has been the only beneficiary of the Wii's success.
These develpers claim that, while Nintendo was able to predict demand for the console, other publishers were forced to play catch up, quickly producing titles which often didn't sell.
Other developers think that the Wii is a fad and that its popularity will fade. An unnamed president of one developer went so far as to tell Nikkei that "People bought it out of curiosity, and it's likely a lot of them haven't used it."
The most recent sales data from Japan showed the Wii moving just 168,000 units, which was the worst month of sales since the system was introduced in December 2006. According to the Nikkei Business Daily, companies are now "on guard for signs of a major change."
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October 11th, 2007, 00:51 Posted By: wraggster
New from Play Asia
features
Official Pokemon Figures
Great collectible for all Pokemon Fans
18 different figures
Size: 30 - 60 mm
Limited availability
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October 11th, 2007, 00:48 Posted By: wraggster
New from SuccessHK
Product Features of GameCube Wireless Controller for GameCube
Eight completely analog action buttons
Analog controller with vibration feedback
Requires 4XAAA batteries(Not included)
100%compatible with Wii & GameCube
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October 11th, 2007, 00:39 Posted By: wraggster
New from Divineo USA
A 3 function R/C 1/32 SCALE Mario Kart from the Nintendo Games series. Features a straight forward/360deg turn and stop function plus engine lights. Have a lot of fun with this highly manouverable Kart.
R/C 1/32 Scale Mario Kart
Features a straight forward/360 deg turn and stop function plus engine lights
Requires 1 x 9v and 2 x AA batteries (not supplied)
Manufacturers recommended age 6 years +
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October 11th, 2007, 00:24 Posted By: wraggster
via tehskeen
TehSkeen is proud to present yet another exclusive. The USB Gecko is a small development kit that plugs directly into your Nintendo GameCube/Wii's memory card slot and allows for communication between your console and your computer. Features include streaming DOL (homebrew) images, a remote debugger and MP3 playing capabilities all over a USB v2.0 connection.
General Features
* Connects to Wii and GameCube in any memory card port.
* Loads DOL, Bin files
* Extract DVD media direct to PC
* Memory card manager includes extract memory card files, uploading ect
* Screen grabber utility (dump images from games)
* Music player, upload MP3, Mods, ect ...
* Low level features for dumping firmwares, bios, ect ...
* Full remote debugger over USB with advanced features, works also will all games with auto hooking system
* Streaming application is near finished also so can stream Linux, speed is about 900K/s
* Support for all emulators is in development
* Comes with 512K firmware, which is flash upgradeable, runs USB Gecko OS which is written from the ground up.
Developer features
* Full open source library for writing own USB applications.
* So far there are about 8-10 applications written for the product, supports Windows only so far, all applications have GUI for easy usage.
ETA: Will be released in 2 weeks from today
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October 11th, 2007, 00:17 Posted By: wraggster
Patrik Rak has released a new version of his Sinclair ZX Spectrum Emulator for Nintendo DS, heres some info:
There are two versions, ZXDS.nds for Slot-1 (DS slot) based cards, and ZXDS.ds.gba for Slot-2 (GBA slot) based cards. Just choose the one which suits your card best.
The provided executable was already patched with the r4tf.dldi DLDI driver, so it works fine on both my M3 DS Simply and M3 Mini SD Perfect. Of course, it should work fine on any other card which supports DLDI as well. Just give it a try and you will see. If it won't work for you right away, you might need to patch it with a specific DLDI driver for your card with a DLDI patcher, both of which you can find here. It might be wise to patch it in either case, just to make sure you have the most recent version of the DLDI driver for your card. If it still doesn't work, I am really sorry, but there is not much I can do about it. Please do NOT contact me regarding if it works or doesn't work on your card, at least at this point of time.
You should also copy some snapshots or tape files to your card. Either SNA/Z80 snapshots or TAP/TZX/PZX tape files are supported. You can place them anywhere you want, although the /ZXDS directory is looked up first by default. For your convenience, I have included few Spectrum games in SNA or TAP format, so you can at least give it a go.
+ Full memory and IO contention emulation.
+ Proper floating bus emulation.
+ T-state accurate screen sampling.
= About everything should now work like on real machines, including multicolor effects.
+ Accurate speaker synthesis instead of discrete sampling.
+ Screen is now triple buffered and the LCD refresh rate is synced to 50Hz. This results in extremely smooth and tearing-free display.
* Fixed opening of files from directories of varying depth. It sometimes failed before due broken chdir(), so full names are used now instead.
* Few subtle fixes regarding snapshots (#7FFD, IFF2, T counter, tape eject).
- Dropped the .ds.gba version, as people need to DLDI patch it themselves *before* the loader is appended anyway.
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October 10th, 2007, 23:56 Posted By: wraggster
Our friends at Playeradvance are holding a new Coding competition for GBA/DS and PSP, heres the translated details:
I am pleased the honor and to announce Pa FullColor Compo 2007 to you!!!
Hé yes was necessary well that one day that arrives! Admittedly, this first compo is modest but it has its importance! It is intended to create a game library of our old plays Gameboy Monochrome color via emulators PSP and DS of Brunni.
That you are a coder or not, this compo is intended to you. In little time of the tutos of colour application will be available on the site.
The batches to be gained (for the moment) are as follows:
- 2 R6 Gold
- 2 R6 Silver
- 2 Neo 4in1 Mini PSP Converter
We thank the TEAM Neoflash for its batches, Brunni for its formidable work and Ass-Itch for the banner.
http://www.playeradvance.org/forum/s...ad.php?t=13703
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October 10th, 2007, 23:22 Posted By: wraggster
Alekmaul has released a new version of his Amstrad 6128 Emulator for the DS called AmeDS, heres the translated whats new/info:
Here the adaptation of a Amstrad emulator for DS!
It is an adaptation, at the beginning, of Caprice32 of Ulrich Doewich ( http://sourceforge.net/projects/caprice32/). Then, the emulator followed much modification to try to make it faster, thing to which I am not for the not arrived moment…
Presentation
Amstrad CPC 464 is a micro-computer of the range Amstrad CPC, with posting colors, comprising 64 KB of RAM, 32 KB in ROMANIAN and using the language Locomotive BASIC 1.0, considered by some impassioned the best BASIC having ever existed.
Amstrad CPC 6128 is an evolution of Amstrad CPC 464 inside the range of Amstrad CPC. It had the same Z80 processor to 4 MHz, but was equipped with 128 KB read-write memory (including 64 KB of memory paginated) instead of 64 KB, and 48 KB read-only memory instead of 32 KB. In more it laid out of a disk drive 3 inches whose capacity could go up to 178 KB per face, much faster than the cassette player, and integrated a language BASIC in read-only memory. It was delivered with diskettes comprising two versions of the utility and operating system CP/M (CP/M 2.2 and CP/M3+) many.
Derived from the CPC 464, the CPC 6128 had in practice less free read-write memory for the user than his predecessor. On the one hand the 128 KB of RAM actually consisted of 64 KB of paginated memory, on the other hand its operating system charged the pilot of the disk drive in addition to the pilot of the cassette player.
And here, I thus deliver the current version of AmeDS to you, the 2.0. It is especially faster than the preceding one but has a less powerful graphic emulation (one cannot all have….).
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