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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 22nd, 2015, 21:54 Posted By: wraggster
via http://www.emucr.com/
Cen64 Git (2015/06/10) is compiled. Cen64 is a Cycle-Accurate Nintendo 64 Simulator.
Cen64 Git Changelog:
* Fix a serious typo.
* Add (initial) audio support.
"It's a meeee, Mario!"
There's no resampler as of yet, so we just tell OpenAL
that everything is 44.1KHz for the time being. In the
future, a resampler thread will be created and things
won't sound as bad as they do in this commit.
* Update 8303 CIC checksum.
* Add a temporary hack for the CACHE instruction.
When a CACHE instruction uses a mapped virtual address,
and a TLB miss results... just ignore it! Clearly, this
isn't the right thing to do, but all documentation is
ambiguous and this seems to float the boat for now.
* VI: Save processor context before using floats.
* VR4300: Minor optimization.
* VR4300: CACHE instructions can't cause TLB Mod.
* VR4300: Minor pipeline optimizations.
* Prevent a possible crash on Windows/SSE2 builds.
* Workaround an X11 keypress issue?
* Work on cleaning up the build system somewhat.
* Mutexes seem to result in better performance?
* Commit the new WinAPI user interface.
Streamline the Windows version of the source. There is
some breakage with regard to the console window and other
odds and ends.
* More cleanup/streamlining of UI pullup.
* Commit the new X11 user interface.
Streamline the design/layout of the UI code. An excellent,
unexpected side-effect of this commit resulted in a significant
increase in performance...
* Fix comment styles and such things.
* Refactor windowing component of VI.
* Start working in the new interfaces.
Seriously broken WinAPI stuff, no input, no multi-
threading a bunch of other terrible stuff (yet).
* Add low-level memory allocation interfaces.
* Migrate keycodes into new directories.
* Commit a WinAPI implementation of cen64_gl_*.
* Commit an X11 implementation of cen64_gl_*.
This cen64_gl_* common API will eventually replace the OS-
dependent windowing setup disaster that occurs when we currently
bringup CEN64.
* Add a function to save/restore hostregs.
* Various small optimizations.
http://hulkload.com/ghzloft6uvae
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June 22nd, 2015, 21:51 Posted By: wraggster
via http://www.emucr.com/
Zsnes SVN r5311 is released. Zsnes is a Super Nintendo emulator programmed by zsKnight and _Demo_. On April 2, 2001 the ZSNES project was GPL'ed and its source released to the public. It currently runs on Windows, Linux, FreeBSD, and DOS. Remember that this is a public beta so don't expect this to run on your machine.
Zsnes SVN Changelog:
r5311
shouldn't be accessed in SA-1 mode, and if it is, it will buffer overflow. Ensure the correct non SA-1 buffer is used on all access. Thanks Alcaro for reporting and suggested fix.
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r5310
Fix missing include.
---------------------
r5309
Fix missing comma.
https://mega.co.nz/#!js4EFbgZ!Em9d3x...-9CsqCkjYo_MtA
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June 22nd, 2015, 21:45 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r3119 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r3119
revert last 3 commits, experiment failed. its always there if it proves helpful.
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r3118
fiddle around with sdl frameadvance throttle (continued)
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r3117
fiddle around with sdl frameadvance throttle (continued)
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r3116
fiddle around with sdl frameadvance throttle
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r3115
UNIF 158B - new board for "Blood of Jurassic" dump
https://mega.co.nz/#!f5QDmSjS!i59QH7...DYwbxVYYx0qplM
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June 22nd, 2015, 21:43 Posted By: wraggster
via http://www.emucr.com/
Soft64 Git (2015/06/18) is compiled. Soft64 is a N64 Emulator.
Project Goals for revision 1
- Implement high level graphics system
- Implement high level audio system
- Basic controller support
- Full blown WPF based debugger system
- Implement HLE features into the RCP core
- Implement SRAM, and flash memory
- Fully working "Pure" interpreter
Disclaimer You agree to the Soft64 terms when you run Soft64. By agreeing to these terms, you are fully responsible for the risks with Soft64. Soft64 does not support any use of unauthorized copyrighted material of any kind. We will disreguard questions and issues related to software we do not own, we only support the emulator itself.
Soft64 Git Changelog:
* Update README.md
* Update README.md
* Update README.md
* Comment fix
* Fixed a deadlock issue.
https://mega.co.nz/#!DhQGxQBS!vXxHXq...-Tn5Tesusk0zCM
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June 22nd, 2015, 21:40 Posted By: wraggster
DeSmuME SVN r5211 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r5211
GPU: - Fix HOFS bug when reading back the 3D framebuffer. Tested in Nanostray 2 by explosions that cause the screen to shake. (Regression from r5210.)
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r5210
GPU: - Last major round of code cleanup as a set up for future rework.
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r5209
GPU: - Revert VRAM readback optimization. Fixes the battle sequence in Golden Sun: Dark Dawn. (Regression from r5208.)
via http://www.emucr.com/
https://mega.co.nz/#!Sw4E1JaT!1mnREe...tIWUN5jCw97ed8
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June 22nd, 2015, 21:39 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 4.0-6820 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- RenderBase: Remove an unused variable (PR #2632 from lioncash)
https://mega.co.nz/#!3l5jmaqK!NsLdov...FweEdPvpxvY4kQ
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June 22nd, 2015, 21:37 Posted By: wraggster
via http://www.emucr.com/
Ishiiruka-Dolphin Custom Version (2015/06/21) is compiled. This Version complements Official Dolphin-Master giving support for legacy devices, and reducing cpu usage on the graphic thread. The focus is the gaming experience and speed. At the momment the focus is only in Windows DX9/DX11.
Important Features:
- Async shader compilation (Avoiding shader compilation time)
- Galop's DX11 Texture Encoder/Decoder (Improve Texture decoding specially EFB TO RAM)
- Pre compiled Vertex loader & Optimized vertex decoding using SSSE3 and SSE4
- Dolpby Pro Logic II support for xaudio and openal
- Larger internal resolutions (IRx6) to allow 4k gaming
- Custom Texture improvements to allow direct compressed texture loading including mipmaps
- DSP - Time Streching Option (Improve sound output to avoid sound skipping on slow machines)
- DX9 support for old machines
Other Features
- Multithreaded Shader Compilation
- Early depth test implementation to correct related issues and increase performance
- Fast-Depth option now control the use or not of the accurate early z emulation so enabling fast depth will give a speed boos in some systems
- Fast EFB Access. Implement global EFB Access Cache to reduce GPU stalls caused by CPU access to the efb (This option is Hack Tab in Gfx Options)
- Shader generation Path reorganization to improve performance
- Implemented 3d support for Side by side/TopBottom 3d rendering
- Many DX9 old bugs fixes (ZComploc, Tev emulation, etc)
- Others fixes and little improves.
Changelog:
Stable 381(2e95783):
Merged latest master changes.
Added and option to apply scaling filter while resolving efb to the screen. this will reduce aliasing when using efb sizes larger than the screen resolution.
this option is available in dx9, dx11 and ogl
https://mega.co.nz/#!bl5iCThY!pU-Vtx...5GCFjV5Sagqaec
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June 22nd, 2015, 21:36 Posted By: wraggster
via http://www.emucr.com/
mGBA Git (2015/06/21) is compiled. mGBA is a new emulator for running Game Boy Advance games. It aims to be faster and more accurate than many existing Game Boy Advance emulators, as well as adding features that other emulators lack.
Features:
Near full Game Boy Advance hardware support[1].
Fast emulation. Known to run at full speed even on low end hardware, such as netbooks.
Qt and SDL ports for a heavy-weight and a light-weight frontend.
Save type detection, even for flash memory size[2].
Real-time clock support, even without configuration.
A built-in BIOS implementation, and ability to load external BIOS files.
Turbo/fast-forward support by holding Tab.
Frameskip, configurable up to 9.
Screenshot support.
9 savestate slots. Savestates are also viewable as screenshots.
Video and GIF recording.
Remappable controls for both keyboards and gamepads.
Loading from ZIP files.
IPS and UPS patch support.
Game debugging via a command-line interface (not available with Qt port) and GDB remote support.
mGBA Git Changelog:
* VFS: Move VDirOptionalOpenFile back to vfs.c
* VFS: VFileOpen can now have a swappable backend
https://mega.co.nz/#!6hYwzbSC!ca84D0...CIyR55LZLvsXCc
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June 22nd, 2015, 21:31 Posted By: wraggster
via http://www.emucr.com/
Citra Git (2015/06/22) is compiled. This is the trunk of Citra Project. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.
Citra Git Changelog:
* Display line numbers in CI whitespace check
* Merge pull request #860 from yuriks/y2r-color
Color support for Y2R
* Merge pull request #839 from Lectem/whitespacepolicy
Enforce the "no tab, use spaces" policy with a pre-commit hook.
* AppVeyor: update WinSCP download link with one that should never expire
* Merge pull request #855 from purpasmart96/service_rearrangment
Services: Continue separation of services into their own folders
https://mega.co.nz/#!7sphSTbA!cOBikW...yE0DZY21c3gpso
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June 22nd, 2015, 21:29 Posted By: wraggster
via http://www.emucr.com/
HalfNES HalfNES v0.58 is released. HalfNES is an open-source emulator for the Nintendo Entertainment System, written in Java. Currently, it only runs as a standalone Java SE application.
Current Features:
- Joystick support through both Direct Input and xInput (thanks Zlika)
- Supports Mapper 0, 1, 2, 3, 4, 5, 7, 9, 10, 11, 19, 21, 22, 23, 24, 25, 26,
- 34, 38, 64, 66, 68, 69, 70, 71, 78, 87, 89, 93, 94, 97, 107, 118, 119, 140, 152,
- 0, 185, 200, 203, 226, 240, 246
- SRAM save support (no save states however)
- Accurate sound core
- Fast video code with NTSC filter (filter is still slow)
- Full screen support
- Cross-platform portable
- Added options dialog for easier remapping of keys
HalfNES HalfNES v0.58 Changelog:
- Added support for FDS audio chip (for NSFs only)
- Improved loading of NSFs with nonstandard headers (should not crash on POCorGTFO example)
- Made Konami VRC and Sunsoft 5B and FME7 mappers cycle accurate
- MMC5 mapper is a little better
https://mega.co.nz/#!L1oAVYxK!O83sTd...SAM1CaT2AjXmGo
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June 22nd, 2015, 21:26 Posted By: wraggster
via http://www.emucr.com/
Project64 Git (2015/06/22) is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.
Project64 Git Changelog:
* Merge pull request #514 from Nekokabu/master
Support Shiren 64 Save
* Fix Jangou Simulation Mahjong Dou 64 freeze
Fixed a read from over than ROM file.
https://mega.co.nz/#!mwQmED5L!_UfiaN...M5uQXYwNw8uAPU
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June 22nd, 2015, 21:23 Posted By: wraggster
CTRXplorer is an open source SD file manager. Its design is based around the UI functions of the excellent ctrcommon library by @Steveice10. So, if you have been a FBI user in the past, it may look familiar to you. It's goal is to be a simple, functional tool for managing your files without any unneeded bloat.
CTRXplorer v0.8.5
o Added a hex viewer (use Button A on regular files)
CTRXplorer v0.8.0
o Revised control scheme based on tap (t) and hold (h) actions.
o Improvements to file copy speed
o Various minor improvements and bug fixes
CTRXplorer v0.7.3
o First public release version with more still to come up.
http://www.nintendomax.com/viewtopic...bef9d9ef2ae738
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June 22nd, 2015, 21:21 Posted By: wraggster
justburner propose la version 0.60 de "PokeMini Emulator", émulateur de la console Pokemon Mini pour la nintendo DS.
Quote:
> History:
-: 0.60 Changes :-
Changed version format to only 2 fields to avoid confusion
Fixed RTC month being reported wrong from host
Adjusted graphics, now it display darker shades to match more closely the real system
Added 2 new options: LCD contrast and LCD bright
Changed the way analog LCD mode works, now it's less blurry and can do up to 5 shades without artifacts
SDL port has been upgraded to SDL 2, this brings Haptic support and other improvements
New Keyboard/Joystick option to allow checking inputs
Applying joystick settings now can (re)enable the device
Share EEPROM is now disabled by default
Emulator can be compiled for 64-bit CPU without issues now
Limited sync-cycles to 64 on 'accurancy' platforms
Win32 Only:
Corrected Direct3D issue in some GPUs
Sound write position is now handled correctly
NDS Only: Added 3-in-1 rumble support
PSP Only:
Analog stick now works
Added FPS display under Platform... (default is off)
Reached 100% emulation by skipping 1 frame, aparently hardware is limited to 60fps max
Dreamcast Only:
Improved sound latency (thanks BlueCrab).
Added FPS display under Platform... (default is off)
Debugger Only:
Minor fixes
Trace history is now 10000 instructions instead of 256
Added copy & paste buttons to timing counters
> Keys & Information:
( NDS - Nintendo DS )
Pokémon-Mini NDS Keys
----------------------------
D-PAD Left D-PAD Left
D-PAD Right D-PAD Right
D-PAD Up D-PAD Up
D-PAD Down D-PAD Down
Key A Key A
Key B Key B
Key C Shoulder R
Shock Detector Shoulder L
Power Button Start
----------------------------
UI Menu Select
http://www.nintendomax.com/viewtopic...bef9d9ef2ae738
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