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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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May 11th, 2015, 01:06 Posted By: wraggster
AlbertoSONIC offers version 2.0 of its utility " 3DS Binary Decimal Converter ", decimal converter => binary for Nintendo 2DS / 3DS.
Quote:
3DS Binary Decimal Converter 2.0
Today I introduce you to Binary Decimal Converter 2.0, a huge upgrade from the old Binary --> Decimal Converter. It's an easy to use converter: input a decimal number and you will get binary number, input a binary number and you will get a decimal number. The converted value is calculated in real time, no "CONVERT" button!
Changelog:
This is the full changelog:
- New GUI
- Status bar with clock
- Two input keyboards: one for decimal, one for binary
- Real time conversion
- No need of switching mode (bin>dec, dec>bin). The last keyboard used sets the mode.
- Full support to CFW, Gateway and Ninjhax
- Easy to use
Limitations:
The max binary number lenght is of 20bits, while the maximum decimal number is 1048575 (1111111111111111111 in binary). No negative numbers accepted, unsigned int only.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 01:05 Posted By: wraggster
Rinnegatamante offers version 0.3 of " Sunshell "that the image of" Moonshell "on Nintendo DS, Shell is offering a multitude of applications such as playing videos, images, music, etc ...
Quote:
Version 0.3 released!
Full changelog:
- Updated titles database for parsing feature.
- Now statusbar on Video module updates its status in realtime and not by percentage changes.
- Solved a bug in Extdata Module which causes crash if you open a file, exit module and re-enter it.
- Solved random "error reading file" crashes bug.
- Added icon on topbar when WiFi is off.
- Added background icon system support to Clock module.
- Solved Calc module issue which prevents you to append decimals to zero.
- Solved Calc module issue which prevents you to append zeros as decimals.
- Solved Calc module issue which causes crash if you try to delete a one-digit number.
- Solved Calc module issue which causes crash if you click equal button before doing any operation.
- Added Theme Manager module to apply Sunshell themes.
- Solved screen flickering issue with errors and warnings.
- Added CIA importing support to Filebrowser for 3DSX build.
- Added imported CIA support to Applications for 3DSX build.
- Added CIA Manager access to 3DSX build.
- Added sound support to 3DSX build for N3DS users.
- Added "Song" Cycle Mode in Music module to loop a single song.
- Solved noise and overlap issues with big duration OGG files.
- Solved random crashes issue with music playback.
- Solved wrong audio end (with overlap) for OGG files.
- Added Vorbis audiocodec support for JPGV videos in Filebrowser and Videos.
- Solved stuttering issues if an OGG file is playing.
- Solved random flickering screen issue with font usage.
- Made controls triggering more reactive in Music module.
- Now font printing will be used also in Extdata Manager, Filebrowser, Calc, Mail, FTP Server and Photo modules.
- Changed default font with a more complete ones.
- Now currently played song will be printed in blue in file list in Music module.
- Solved wrong "&" char blending in Applications module.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 01:03 Posted By: wraggster
Oibaf proposes version 1.00 of " Sqrzx 2 ". Portage the second episode of the series " Sqrzx "Jump'n'Run excellent set of cross-platform whose Nintendo GameCube.
Quote:
About Sqrxz 2?
Sqrxz 2 is a Jump’n’Run which requires a sharp mind and fast reflexes, high frustration is guaranteed. Original Sqrxz made by Marcus Vesterlund (Maze) and John Holmvall (Hojo).
Sqrxz 2 is a sequel to this game created by Rodolphe Boixel (Thor), Shahzad Sahaib (Kojote), Alexander Wiklund, Simon Butler and Jane Mumford (Jayne).
Features:
* Tough challenging gameplay – Extremely difficult; not for weaklings!
* Retro graphics!
* Hidden passages to discover!
* 10 tricky n’ hard levels!
* 11 marvellous chiptunes!
* Top 10 highscore!
* Infinite continue mode, which you will need badly in order to practise!
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 01:01 Posted By: wraggster
While the 3DS scene turns slows down for a while (some projects), Howling Wolf and Chelsea offer yet another installer files cia " SOON! "(Super cOOl install!) Version 1.3. Although the authors claim otherwise, the application is not COOL if it, in fact it loads over jackets 3DS 80MB and for the moment it is impossible to uninstall a CIA file.
Quote:
THE NEW FULL VERSION IT'S READY
Yes, people. It's here!!! The ULTRA-EASY and SUPER-COOL-LOOKING CIA Installer it's ready.
SOON! is a good-looking install-&-delete legal CIA Installer. It is a easy to use CIA installer with "AUTOMATIC" cover selection based in the CIA's unique ID. In a near future it will become the "DownloadMii" for CIA files.
The software includes 23 translations (default languaje it's Spanish)
Current Features:
-Cool Good-Looking Interface
-Automatic Cover Art selection while Installing a Game or App (NEW)
-Translation Support (23 translations to 14 languajes)
-Install-&-Delete Chain Installation
Future Features:
-Download CIA Homebrew (will be like "DownloadMii" for CIA files)
How to set-up? (new instructions for CIA users)
-.3DS File:
1-Copy "SOON.3ds" to the root of your Gateway's MicroSD card
2-Copy the contents of the folder "SD Card" to your SD card root.
3-Enter in Gateway mode and select "SOON!" in Multi-ROM Menu
-.CIA File (CFW users):
1-Copy the contents of the folder "SD Card" to your SD card root.
2-Send the CIA file (Release\CIA\SOON.cia) with ctrclient.exe as usual.
3-Restart your 3DS and launch it from the HOME Menu.
-.CIA File (Gateway/MT-Card users)
1-Set-up the .3DS file as I said above
2-Copy "SOON.cia" to the "FilesToInstall" folder inside your 3DS' SD card.
3-Enter in Gateway mode and select "SOON!" in Multi-ROM Menu.
4-Run "SOON!" and it will install "SOON!" for you.
How to install CIA files with "SOON!"? (new instructions)
1-Copy the CIA files you want to install to a folder called "FilesToInstall" inside your SD Card.
2-Run "SOON!" and touch the big yellow triangle.
How to use translations?
Copy the files from any translation inside the "Translations" folder to "SD:\SOON\Menu\" and replace.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 00:58 Posted By: wraggster
Marco D propose l'adaptation du mème Internet Nyan Cat pour la nintendo 2DS/3DS, "Non-Stop Nyan Cat".
Quote:
Team
im new and im still learning, but i was finally able to code something that i like. I ported Non-Stop Nyan Cat using LIBSF2D. Thanks xerpi for the lib.
Smile please and use this app at work to help you relieve your stress.
Update
4/29/2015 - Finally, fixed sound issue on exit, thanks "elhobbs" for the info. Set max value for counter to 99999999.9 Secs.
4/25/5015 - Added 3D (popping effect) Thanks Technicmaster0 for the guidance.
Pending
Add more Nyan Cat versions
Add some starts when 3d is enabled
Use 3D slider to set 3D intensity
Possibly add achievements (why not)
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 00:57 Posted By: wraggster
Rinnegatamante offers version 1.3 of " Custom Menu Home Manager ", as its name suggests, is a utility for managing the custom theme for Nintendo 3DS.
Quote:
Changelog:
- Solved little graphic bug with Installing theme popup.
- Changed 3DS/CIA banner with a new ones (Thanks Apache Thunder).
- Now 400x480 and 432x528 previews are automatically showed using both screens.
- Added support for BMP and JPG previews.
- Improved themes scrolling speed.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 00:56 Posted By: wraggster
Rinnegatamante proposes a second official release of its LUA interpreter for the Nintendo 3DS " Lua Player Plus 3DS . " For history, it all starts with Lua Player Plus PSP / PSVITA, focused on Nintendo 3DS by Rinnegatamante & Nanni . Today, the interpreter " Lua Player Plus 3DS "is very powerful and offers many functions facilitating the development of 3DS projects.
Quote:
Deprecated functions:
-------------------------------------
- Controls.init() has been deprecated.
-------------------------------------
New functions/functionalities:
-------------------------------------
- Added basic error handling system for security checks.
- Added GPU rendering support through Graphics module.
- Added TTF fonts support through Font module.
- Added vorbis audiocodec support to JPGV video files.
- Added OGG audio files metadatas support.
- Added 3D support to JPGV video files.
- Added automatic kernel access escalation to interpreter through libkhax.
-------------------------------------
Changes and bugfixes:
-------------------------------------
- Minor bugfixes for some System module functions.
- Improved OGG audio files decoder: now OGG files are correctly reproduced.
- Improved Sound streaming system. Now using streaming feature doesn't cause stuttering.
- Improved Video system. Now framerate is better.
- Bugfix for Network.getIPAddress(). Now it works correctly.
- Bugfix for System.getFreeSpace(). Now it works correctly.
-------------------------------------
Samples related changes:
-------------------------------------
- Updated samples to new syntax.
- Added sample for Power and Home buttons support.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 00:56 Posted By: wraggster
Steveice10 proposes a first draft of FCEUMM3DS , fast porting the emulator nes " FCEUMM libretro "for the Nintendo 2DS / 3DS.
Quote:
FCEUMM3DS is a quick port (maybe an hour or two) I made of the FCEUMM libretro core to the 3DS, based on my existing Nestopia port. The official RetroArch port to 3DS will likely be better than this, but since I had most of the work already done, I figured I might as well plug the FCEUMM core into my existing work to have something much nicer than Nestopia until the official port is stable and easy to use.
The emulator seems to run at near full speed, at least with Super Mario Bros. It isn't quite running at full speed though, which is evident from the choppy sound quality. It's definitely a lot faster than Nestopia was.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 00:52 Posted By: wraggster
Rinnegatamante offers version 1.0 of " 3DSudoku ", which as its name suggests is an adaptation of the Sudoku game for the Nintendo 2DS / 3DS.
Quote:
Hello men,
today i show you a new homebrew game i made for 3DS: 3DSudoku.
As the name says, it's a Sudoku game for 3DS with different difficulties (Easy, Normal, Hard) and a random generator algorithm giving you infinite sudokus to play.
http://www.nintendomax.com/viewtopic...9c9dacabc72e5a
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May 11th, 2015, 00:22 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Game Boy emulator zBoy has been released. zBoy is available for Windows and Linux.
Quote:
zBoy v0.60 [30 Apr 2015]
- Migrated from SDL to SDL2,
- Created a DOS port using the Allegro library (the port comes with its own setup utility),
- Dropped the ´--noscreensaver´ parameter (always enabled now), and replaced the custom screen-saver inhibitor by SDL2´s generic routine,
- zBoy´s configuration changes are persistent now,
- Added a custom colorization feature (--custcolor), so players can colorize games themselves,
- Fullscreen can be switched in-game on the SDL2 backend (ALT+ENTER),
- Added colorization support for Pipe Dream,
- Removed the ´--bootlogo´ option,
- Added ´--resetcfg´ to reset the configuration to default values,
- Hi-score persistent memory (--hiscores) is enabled by default,
- PCX screenshots are saved with a 4bpp depth (results in 50% smaller screenshot files),
- Renamed the ´--colorization´ option to a shorter ´--colorize´,
- Renamed ´--hiscoresmem´ to ´--hiscores´ and added ´--nohiscores´,
- Renamed ´--nospeedlimit´ to ´--fullspeed´ and added ´--nofullspeed´,
- Renamed ´--nocpuidle´ to ´--cpuburn´ and added ´--nocpuburn´.
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May 11th, 2015, 00:19 Posted By: wraggster
via http://www.aep-emu.de/
M64Py is a Qt based front-end (GUI) for Mupen64Plus, a cross-platform plugin-based Nintendo 64 emulator.
The front-end is written in Python and it provides a user-friendly interface over Mupen64Plus shared library.
Quote:
Version 0.2.3
- Migrated to Qt5
- Python3 support
- Toggle video extension without restart
- Add windows portable build
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May 11th, 2015, 00:16 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Nintendo 64 emulator Mupen64Plus has been released.
Quote:
Hello N64 fans! Sorry it´s been so long (almost 2 years) since the last Mupen64Plus release. I´ve been too busy with everything else in my life to devote much time to Mupen64Plus, but there have been plenty of developers making great contributions to our emulator, and I finally carved out the time to put together a new release for you. There have been so many changes that I skipped over some version numbers and went straight to 2.5 for this one! Some of the highlights of this release are:
- All: Moved from BitBucket (Mercurial) to GitHub for source control. Added Travis CI integration for automated build regression testing. All: Added project files for Microsoft Visual Studio 2013 All: Finished and perfected integration with SDL Bibliotheken" target="_blank">SDL 2.0, and changed Makefiles to build against SDL Bibliotheken" target="_blank">SDL 2.0 by default (Linux and OSX only) Audio: Add audioresource support for integration with Linux-based Nemo Mobile OS Core: Game-specific fixes: Banjo Tooie, Zelda Ocarina of Time, DK64, Hydro Thunder, others Core: Game-specific override for # of clock cycles per cpu instruction Core: Cheat fixes for WWF No Mercy, Bomberman Hero, Super Mario 64, and Pokemon Stadium (E) Core: New Dynarec: Speed improvements, accuracy fixes, build support for MSVC Core: Major R4300 CPU core refactoring in many subsystems to improve code organization Core: Rewrite speed limiter code to improve performance and audio synchronization Core: Support for building against OpenGL ES Core: Build system improvements for ARM / Raspberry Pi Input: New auto-config sections for: Wiimote Classic, Wii U Gamecube / Pro, MS SideWinder GamePad Pro, 17 others Input: Fall back to joystick settings for analog x/y when Mouse=True but pointer is un-grabbed Input: New feature: prevent mouse/trackpad auto-centering behavior by pressing left-Windows key RSP: Game-specific fixes: Bottom of the 9th, IndianaJones, BattleForNaboo, Conkers Bad Fur Day RSP: Support for MusyX microcodes RSP: Improve audio microcode identification RSP: Huge quantity of code cleanups and refactoring to improve organization RSP: Add support for additional audio commands: #16, POLEF, RESAMPLE_ZOH RSP: Multiple bugfixes in audio processing code Rice-Video: Game-specific hack-fix to show last heart and map arrows in Zelda OoT & MM Rice-Video: Graphics fixes for: Fog, RDP InsertMatrix command Rice-Video: Add config option to force polygon offset values (fixes artifacts on certains games / renderers) Rice-Video: Modernize OpenGL interfaces, remove code for supporting old OpenGL Homepage" target="_blank">opengl versions Rice-Video: Lots of code cleanup, removal of deprecated code, and simplifications Rice-Video: Fix for INI file loading under Windows Rice-Video: Bugfix: crash if RiceVideoLinux.ini not found Glide64mk2-Video: New feature: option to enable full-scene antialiasing Glide64mk2-Video: New feature: frameskip, to drop frames if game is going slow (optional) Glide64mk2-Video: Support loading of DAT files for hi-res texture Glide64mk2-Video: Allow user override of game-specific settings via mupen64plus.cfg Glide64mk2-Video: Add OpenGL Homepage" target="_blank">OpenGL ES support (2.0) Glide64mk2-Video: Add config option to force polygon offset values (fixes artifacts on certains games / renderers) Glide64mk2-Video: Win32: don´t set gamma table because it breaks monitor calibration Glide64mk2-Video: Code cleanup to remove dead section of code Glide64mk2-Video: Bugfix: work around problem in OSD callback whereby core code doesn´t re-activate shader Glide64mk2-Video: Bugfix: Resident Evil II hang Glide64mk2-Video: Bugfix: texture pack read failure on some 64-bit platforms Glide64mk2-Video: Bugfix: N64 ROM header analysis for PAL/NTSC detection
Full release notes can be found here.
Credits
Development on Mupen64Plus really started to take off after we moved to GitHub. I merged contributions from more developers for this release than any previously. The developers who wrote code for this Mupen64Plus v2.5 are: Bentley, Bobby Smiles, Conchur Navid, ecsv, fayvel, Gillou68310, gizmo98, kode54, krnlyng, littleguy77, Narann, Nebuleon, Paulscode, Richard42, ricrpi, rlabrecque, s-verma, twinaphex, Ursula Abendroth, V1del, willrandship, and wnayes. Thanks to all of you for your hard work!
News
One unfortunate piece of news is that our project hosting site (Google Code) is kicking us (and everyone else) out now. The project will become read-only in a few months, and in January 2016 the project page will be shut down. We will be migrating all of information that we had in our Google Code site to other places, but I don´t know where yet. We will continue to host our source code and developer bug tracker at GitHub.
There is a lot of interesting development work still in-progress for Mupen64Plus. Narann has been busy completely re-writing Rice Video to support OpenGL Homepage" target="_blank">OpenGL ES and modernize all of the OpenGL Homepage" target="_blank">OpenGL code. A new developer has ponied up with a preliminary implementation of Network multiplayer. That has been a highly desired feature for many years, so I´m sure many of you will be happy when that gets stabilized and lands in a release. And there has been much discussion about refactoring to remove some plugins and simplify the system architecture. This work could make Mupen64Plus easier to integrate into other software like the Android front-end and libretro.
Quick start (Linux)
The easiest way to start running and testing this release is to download a binary bundle package from the Google Code site (link below), unzip it into a directory, and run it with this command: "./mupen64plus m64p_test_rom.v64". You can run it directly from this directory, or to install it to your system, simply do "sudo ./install.sh". Likewise, to un-install it, "sudo ./uninstall.sh"
Quick start (Windows)
For Windows users, download the bundle-win32 zip file from the Google Code site (link below) and unzip it to a directory. Open your DOS prompt (Start->Run->cmd.exe or the "Command Prompt" in Start->Accessories). Once you have the command-line window, ´cd´ to the directory where you unzipped the win32 bundle. Then run "mupen64plus-ui-console.exe m64p_test_rom.v64" to start up the test ROM. Press Escape to exit. Use the ´--help´ command-line option to get a list of all available options. The last argument is always taken to be a path to an uncompressed N64 ROM image to run. Sorry but there is currently no Windows installer available.
Downloads
To download Mupen64Plus v2.0, just grab the package that you want:
mupen64plus-bundle-osx64-2.5.zip
mupen64plus-bundle-win32-2.5.zip
mupen64plus-bundle-win32-2.5-new-dynarec.zip
mupen64plus-bundle-linux32-2.5.tar.gz
mupen64plus-bundle-linux64-2.5.tar.gz
mupen64plus-bundle-linux64-2.5-ubuntu.tar.gz
mupen64plus-bundle-src-2.5.tar.gz
Emulation64 Mirrors
Please note that the Linux binary packages are linked against the latest version of libpng, which is 1.6. Some Linux distributions (including Ubuntu and its derivatives) still use older versions of libpng, so the "-ubuntu" package is provided which links against libpng 1.2. If you get ´dlopen´ errors when running the default binary build, try the "-ubuntu" package instead.
The Windows packages were built with Microsoft Visual Studio 2013, and you may need to install the Microsoft redistributable package for this version of Visual Studio, if your operating system is too old.
The New Dynarec is much faster than our original one, but it is not as well tested and may contain defects which cause bugs in game playback, graphical artifacts, or crashes. For Windows users whose computers are not fast enough to play games well with the standard build, you may try out the New Dynarec build.
Front-end applications
As many of you know, I made a major change in the architecture of Mupen64Plus when we began working towards this release, back in 2009. I separated all of the user-interface functions from the core emulator and re-designed the core to be a library which can be linked against different user interfaces (called Front-end applications). This architecture allows us to focus on making the best emulator possible while reaching the widest audience by allowing other developers to write front-end programs for any platform. Users should be aware that the front-end application which is included with the release bundles is a command-line application. We keep a list of third-party plugins and applications here.
Documentation
Mupen64Plus has a Home Page over at Google Code, with lots of useful information, screenshots, a bug tracker, a mailing list, etc. There is a lot of user documentation here.
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May 10th, 2015, 23:00 Posted By: wraggster
via http://emu-russia.net/en/
GBA and NDS emulator for Dos and Windows has been updated recently. Changes:
- dsi/help: added little-endian AES pseudo code with double-checked test values
- dsi/files/help: added camera pit.bin and jpec/exif specs (unknown signature)
- dsi/files/help: added TWLFontTable.dat specs (with unknown compression)
- dsi/files/help: added specs/compression for "wifi firmware" (unknown purpose)
- dsi/files/help: added specs for TWLCFGn.dat (user settings) (as far as known)
- dsi/files/help: added specs for misc files and log files
- dsi/files/help: more details for "tad" files (sd card .bin) and for HNB_.lst
- dsi/files/help: added partial specs on certificate and whitelist stuff
- dsi/help: notes on emmc decryption being possible for boot code and partitions
- dsi/mem/help: added info on various main ram regions (2FFxxxxh and 2000400h)
- debug: filesystem viewer: allows to view eMMC partition trees (like NDS carts)
- debug: filesystem viewer: double click saves selected file (to fixed filename)
- dsi/help: specs for eMMC images ("DSi-#.mmc" with "DSi eMMC CID/CPU" footer)
- gaming version: fixed crash when starting emu without cartridge in nds mode
- debug version: fixed messed intro screen when booting without cart in nds mode
- nds/3d/help: added note on invalid gx commands being ignored by hardware
- nds/3d: made 'invalid gx command' warning optional (as part of bad io warning)
- gba/help: updated gba/thumb open-bus specs in unpredictable things chapter
- gba/emu: better prefetch for reads from unused memory by code in WRAM/OAM/BIOS
- dsi/help: added summary (and complete list) of files/folders on SD/MMC storage
- layer setup: allows to disable video layers, 3d effects, and 3d hide tests
- layer setup: allows to disable nds sound channels, and separate sound formats
- gba/bios-clone: swi cpufastset length rounded-up to n*8 words (thanks ricardo)
- nds/auxspi: forces spi-busy bit (and unused bits) to zero (thanks Frederic)
- setup: added "setup_nds_system" in gaming version, too (thanks Kokoji)
- setup: fixed some crashes on gba/nds/dsi mode changes (mainly tty-related)
- dsi/help: added MBR, VBR, FAT, and LFN specs to SD/MMC filesystem chapters
- dsi/help: added console id chapter (cid, 4004d00h, barcode, mac, wfc id)
- dsi/help: added AES ndma notes (block size, start-ndma before starting aes)
- dsi/aes: emulates aes-io-ports, and aes-irq (no aes-dma yet though)
- dsi/aes: ported AES functions to native DSi-style little-endian format
- dsi/help: updated AES i/o port chapter (many details, additions, corrections)
- dsi/help: discovered eMMC 120bit CID value (at 2FFD7BCh in main ram)
- dsi/cartbooter: allows dsiware/system code to exceed 4MB (unlike ROM carts)
- gui: help-engine on win95/winNT4: forces IDC_ARROW (instead of IDC_HAND)
- gui: uses GetScrollInfo/SetScrollInfo in help-engine (except for win31...?)
- dsi/help: identified AIC3000D as TSC2117, added lots of specs from datasheet
- debug: added SPI logging option (in TTY window) (cart, powerman, flash, tsc)
- dsibrew: updated the NUS Downloader/database page (some additions/corrections)
- dsi/help: added note on teak being actually used (by two system utilities)
- dsi/cartloader: added ".app" to standard extensions (for nus downloader files)
- dsi/help: added more cart header details (region flags, system/dsiware flags)
- dsi: emulates dsipstat.bit6=1 (lcd init ready) (needed for dsi system menu)
- nds/dsi: allows writing dispstat.bit7 (MSB of 9bit LYC) (unlike 8bit gba LYC)
File: Download
News source: http://problemkaputt.de
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May 10th, 2015, 22:55 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- A truly ancient bug related to POV hat configuration and usage has finally been fixed - now, the axis/discrete toggle only affects configuration, and both modes will actually work during gameplay.
- The checkbox in Controller Configuration has also been reversed, so that Axis mode (which tends to be more useful for NES controllers) is used by default.
File: Download
News source: http://www.qmtpro.com
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May 10th, 2015, 22:54 Posted By: wraggster
via http://emu-russia.net/en/
Video plugin for N64 emulators has been updated. Changes:
- Fixed Texture pack path not saved correctly #456;
- Enabled translations for About dialog, #494;
- Fixed anisotropic filtering, #505;
- Fixed Anti-aliasing compatibility with frame buffer emulation, #244;
- Fixed crash in Glover, #474;
- Fixed crash in Snowboard Kids, #477;
- Fixed texture issue in Banjo Tooie, #499;
- Fixed text corruption in Mupen64Plus.
File: Download
News source: http://gliden64.blogspot.ru
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May 10th, 2015, 21:35 Posted By: wraggster
Stardust Crusaders presents another completed NES RPG translation for the unknown classic, The Legend of Double Moon. At its heart, it is a DQ clone, but it is much more than that. Featuring a unique aim system in battle, battles have an extra layer of complexity added to them. On top of the great story, the game has many hidden things for players to discover. But please be aware that this game is old school and features a high encounter rate, hard as hell enemies, and requires a lot of grinding.
As for the project, it was started years ago by Bongo` and was translated by aishsha. But the project lingered and eventually died. aishsha eventually picked the project up and redid most of the hacking aside from a few misc things. Pennywise lent his expertise as usual. Finally, Eien ni Hen edited the script and played through the game for us.
Enjoy this quality translation that was years in the making.
http://yojimbo.eludevisibility.org/
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May 10th, 2015, 21:34 Posted By: wraggster
“Battletoads (& Double Dragon)- the Dark Queen Rematch” hack has been updated to version 1.3 .
Main change that game can now be completed in 2-players mode without ’synchronized swimming’ : “the revolution” now adapted to 2 players, “intruder excluder”, “ice caverns” and some other levels yet more easier than in version 1.2 . Also fixed many bugs and added energy power-ups for Jimmy and Billy. See ‘ReadMe’ for detailed changelog.
http://www.romhacking.net/hacks/1653/
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May 10th, 2015, 21:32 Posted By: wraggster
regionFOUR is a region free loader for New3DS/New3DSXL/3DS/3DSXL/2DS which currently works on on firmware versions 9.2 and 9.7 this also allows you to bypass mandatory gamecard firmware updates. It currently requires that you own a copy of Cubic Ninja from your region in order to run. To see it in action, look no further. [h=2]> How do I run regionFOUR ?[/h]
1. Go to the get regionFOUR section of this page and enter your console's firmware version.
2. Hit submit; you should get your very own regionFOUR QR code.
4. Make sure your 3DS's wifi connection is enabled and connected to the internet (this is important!).
5. Start CUBIC NINJA on your console, choose "Create", then "QR code", and finally "Scan QR code".
6. Scan the QR Code. This step might take a couple tries; make sure you fill up as much of your 3DS's screen with the QR code. If scanning the QR code returns to menu with an error, try a few more times.
7. Follow the on screen instructions. You may choose not to install the exploit to your gamecard's savedata.
8. Once regionFOUR is ready, you will be prompted to insert your out-of-region gamecard. Simply remove the Cubic Ninja gamecard, insert your gamecard and press START.
9. OPTIONAL - once the regionFOUR is installed to your gamecard, just go back to the "QR code" menu and it'll run automatically!
http://smealum.net/regionfour/
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May 10th, 2015, 21:30 Posted By: wraggster
Last time, I analyzed now update checks worked on the 3DS. That was a straightforward process. CARDBOARD (known colloquially as “System Transfer”) is a bundle of complexity with no less than three separate servers communicating with each other as well as the device. A custom proprietary protocol is used for 3DS to 3DS communication. Finally, we have multiple unique identifiers the console uses to identify itself with Nintendo (serial, certificates, console id, account id, etc). I can’t imagine this will be comprehensive, but I hope that whoever is reading can gain new insight on the complexity of the 3DS ecosystem.
[h=1]Nintendo Servers[/h]Before we begin, it would be beneficial to have a quick breakdown of the different Nintendo servers and what their uses are with respect to account management.
[h=2]SOAP Servers[/h]First, we have the SOAP servers which the 3DS communicates with using XML SOAP. The client that speaks to the SOAP servers is the “nim” module.
NetUpdateSOAP (NUS)
This server is used to handle update requests and is detailed in my last post.
ECommerceSOAP (ECS)
This is the gateway to all 3DS communication. Whenever the 3DS needs to speak with any of the SOAP servers, it first makes a request to “GetAccountStatus”, which returns the console’s (legacy) account id, region lock information, and other identifying information. It is also lets the 3DS “sync up” with Nintendo. For example, if the account id changed (off-line transfer, system format, etc) then this request returns error code 903 which forces NIM to obtain the proper account id and token through IVS. The account Country (region lock) ensures that requests are being made to servers in the right country. The AccountStatus returned is usually ‘R’ (no NNID linked) or ‘T’ (NNID linked). However, it can also be ‘U’ (device unregistered) or ‘P’ (account transfer is in process). If any of those responses are read, NIM will try to re-register the device (aka, create a new legacy account or transfer an old one over). Next, a list of the server URLs for all the other SOAP servers is returned. Finally, a list of ticket-ids associated with the account is returned. This is a list of all eShop titles and DLCs that the account is licensed for (which can be very large I assume). If the device sees any ticket ids it does not have currently installed, it will download the tickets. All of this is done during an Initialization request to speak with ECS servers from whatever system title made the request. That means every time any system application wishes to speak with Nintendo SOAP servers (for whatever reason), the device syncs up with Nintendo.
IdentityAuthenticationSOAP (IAS)
This handles what I call “legacy accounts.” Before NNIDs were introduced, the account id is unique per device. When you connect a new 3DS to the internet for the first time, a “Register” request is sent to IAS along with the device serial, unique certificate, and a signature over the entire request using the certificate. Nintendo assigns your console an account id and that is used in the eShop. If you choose to delete your unlinked account from the eShop settings menu, the “Unregister” request is made which delinks your legacy account from your unique console certificate. Then the next time GetAccountStatus is called, it will return ‘U’ for AccountStatus which will force the device to register for a new account.
CatalogingSOAP (CAS)
I think this is used to get information about system-wide parameters like “how often can an account be moved”. It is not used much and I did not look into it because it does not handle any account unique requests.
[h=2]NNID Server[/h]Next we have the “account.nintendo.net” server which appears to be REST based. The “act” module is responsible for speaking to it. This was introduced with the update that brought NNID. When you create a NNID, it is linked to your device serial and certificate (until you transfer it). Logging in to the NNID server consists of sending a username and hashed password along with the device serial, certificate, and region information. If everything matches what Nintendo has on file, an OAuth token is returned and used for further communications. It is important to note that NNIDs must be associated with a legacy account in addition to a device id. Upon first linking, titles associated with the legacy account is transfered over to the NNID. This means if you bought a console with a game pre-installed and you transfer your NNID over, that game will now be linked with your NNID. Linking an account also means that it is not possible to use that legacy account without the same NNID. When you link an account and format the system, you are forced to create a new legacy account. (I’m unsure if this means that if you buy content with this new legacy account and re-link your NNID if that will transfer the contents over. I believe that would be the case.)
[h=2]eShop Servers[/h]The eShop servers are also RESTful and are named “samurai”, “ninja”, “ccif”, and “eou”. Samurai is used for eShop requests (game details, screenshots, etc) and ninja is used for account information. The other two I have not observed yet. If the account is not linked (legacy account), getting an authentication token for ninja involves passing in just the serial number, region, and account token (from IVS). If the account is linked to an NNID, then a “service token” obtained from the NNID server (requested with the OAuth token) is also passed to ninja. This is how ninja is linked to IVS and NNID servers.
[h=1]System Transfer[/h]Initialization
When you first launch CARDBOARD (either system), as with any SOAP communication, the initialization requests GetAccountStatus which ensures the console is registered and up to date (account-wise, firmware-wise is done through NUS). If the Country returned here does not match the CARDBOARD title’s region, an error is shown. Next a request for GetCountryAttributes is made to CAS which returns MoveAccountMinDays, MoveAccountMaxTimes, and other information. Following that, an IVS request for GetAccountAttributesByProfile is made to check if the account information adheres the limits set by the CAS response. Finally, a couple of ECS requests are made to query the status of the account (balance, tickets, etc) which are likely cached for later use.
Receiving Console
At this point, you are given the option to send or receive from this console. If you are the receiving console, the console begins to broadcast UDS (Nintendo’s custom encrypted local wireless protocol) packets with the profile name, if the device is a development unit, and a hash of the console’s serial.
Sending Console
On the sending console, if it is NNID linked, the user will be prompted to input their NNID credentials. Once successful, the sender listens for UDS broadcasts and displays the ones it sees on screen. Once a receiver is selected, the two exchange basic information about the protocol version (there are current four versions) and various details on the devices. Because UDS does not guarantee packet integrity or arrival, a CRC is added to each packet header. To possibly prevent replay attacks, a random number is placed in each packet and a MD5 hash of the entire packet is included at the end.
Once both consoles are satisfied with the other’s reliability and status, the sending console disconnects from local wireless and connects back to the internet. Using either the NNID service token or just the IVS account token (for unlinked devices), a session with ninja (eShop) is established. This checks that the account is valid and the session is kept open for a later step. A request is made to IVS for MoveAccount with CheckOnly set to true. It passes the account ids, device ids, and tokens for both devices to check if a transfer is allowed. If, for example, the two devices are in different regions, a transfer is not allowed. If no error is returned, the user is now prompted to confirm the transfer (decide how to move the SD card data, move DSiWare titles, and other housekeeping tasks).
Transferring Data
Now the two consoles connect back using UDS and data transfer takes place over RDT, Nintendo’s reliable data transfer protocol implemented over UDS. The contents of nand:/data/<ID0> is copied from the old console over to the new one. I haven’t looked into the specifics of how it works, but I speculate that the receiving console’s SEED (in memory) is changed temporary to the sending console’s SEED. This allows the receiving console to create extdata and sysdata under the sending console’s ID0. Then it creates the data archives through the usual FSUser APIs and fills them with the data received from the old console. After the transfer is complete but before it is validated with Nintendo, the old SEED is restored so the new data cannot be used until the receiving console is synced up with Nintendo.
In the last step (transferring eShop shows up on screen), on the sending console, another request to IVS MoveAccount is made, this time CheckOnly is not set. This effectively transfers the legacy account over. Now, the NNID is transfered over with a request to the NNID server in order to link the new console serial/certificate with the NNID. At this point the old console’s CTRNAND is formatted (even before the “format” prompt shows up).
Validation
I have never reached this step since I was not able to perform a proper system transfer (not having access to two consoles from the same region) however I can speculate what happens next. The receiving console creates an empty shared extdata (0xe0000000) and reboots. Home menu sees this extdata and loads up CARDBOARD. It connects to ECS and sees the account status is ‘P’ and gets the new account details. As part of the GetAccountStatus response, a list of all tickets associated with the account is returned (and all tickets are downloaded). Note that since GetAccountStatus is made any time ECS communication is established, this can also happen the next time you enter eShop (if you interrupt the system transfer after the last step above). That is also how offline (Nintendo Support) transfers work. Then it writes the sending console’s SEED to the NAND and restores its own configuration save (wifi settings, profile name, etc) and reboots.
[h=1]Faking this Process[/h]I was able to fake a system transfer from my USA 3DS XL to my JAP N3DS by augmenting and substituting each of these steps. While the complete process is more complicated than I have time to describe (plus I haven’t kept notes of everything I did), I can give the basic outline of what I did here.
First, I performed a region swap using the SecureInfo replacement trick (using my old 3DS’s SecureInfo means I did not need to patch signature checks, but it also means I must manually patch my old serial number in memory every time I wish to enter eShop). Next I transfered my NNID by running CARDBOARD with the region checks patched out (one patch to replace GetAccountStatus response Country to be US and another one to ignore the error code from MoveAccount). Although the IVS MoveAccount fails, the NNID transfer seemed to have worked. At this point, my American NNID is associated with my Japanese console and Japanese legacy account. Since my legacy account did not transfer over, the validation step will always fail. So I dumped my NAND and manually imported the movable.sed over. Since the system data was already transfered over, I had to “activate” it by removing the 0xe0000000 extdata and copying over my old configuration save. Then I re-flashed my modified NAND and linked my NNID (after patching my old serial in memory). Finally, I was able to enter eShop and trigger the ticket download. Now my old SD card works and all my saves and games transfered over.
http://yifan.lu/2015/04/22/opening-u...ew-3ds-non-xl/
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May 10th, 2015, 21:25 Posted By: wraggster
Marshallh has released a firmware upgrade for the 64drive, the improvements are...- Improved SD controller compatibility.
- Pokemon Stadium 2 savefix fully transparant to the console
- Fixed stability problem in USB mode.
Remember that the 64drive now can be upgraded directly from the unit, if you have firmware 2.0 installed.
For more info and firmware download, please visit http://64drive.retroactive.be/support.php
http://www.nesworld.com/
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