|
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
|
February 16th, 2015, 01:41 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r3098 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:
r3098
gtk: added apply button to video config dialog
https://www.sendspace.com/file/uicesy
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:36 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 4.0-5489 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:
* Merge pull request #2038 from magumagu/disable-thread-safety-checks
Disable thread safety assertions added in PR1987.
* Disable thread safety assertions added in PR1987.
We do a whole bunch of non-threadsafe stuff, especially in the UI, and I'm
probably not going to get around to implementing a threadsafe framework
for interaction between the UI and the CPU thread anytime soon. See issue
8220.
* Merge pull request #2045 from greyrogue/master
Add Datel AGP save commands for SRAM/FRAM. Improve EEPROM.
* Add save commands for SRAM/FRAM. Improve EEPROM.
Handle possible endian file read issues at file access time instead of
using Swap64 on every access.
Code comments and clean up.
* Merge pull request #2057 from lioncash/busy
DolphinWX: Remove unnecessary wxBeginBusyCursor and wxEndBusyCursor calls
* DolphinWX: Remove unnecessary wxBeginBusyCursor and wxEndBusyCursor calls
The UI greys all buttons when shutting down, so it's sufficient as a visual cue
* Merge pull request #2037 from magumagu/illegal-inst-handling
Improve illegal instruction handling.
* Make all unknown opcodes behave consistently.
Consistently fall back to the interpreter for unknown instructions, and
make sure GetOpInfo() always returns a non-null pointer.
* Improve illegal instruction handling.
This should more reliably show an error message for illegal
instructions.
* Merge pull request #2032 from mathieui/update-libusb-externals
Update the libusb in externals to 1.0.19 (latest)
* Externals: Clean up some unneeded files from libusb
And add a DOLPHIN file recapitulating the changes from upstream
* Externals: add Dolphin-specific patches to libusb
* Externals: update libusb to version 1.0.19
* Merge pull request #2056 from delroth/avidump-silent
Windows AVIDump: support "silent" frame dumping
* Windows AVIDump: support "silent" frame dumping
When enabled, the silent option will avoid popping up dialog boxes for
overwrite confirmation or codec selection. The codec selection defaults to
uncompressed RGB.
This is required for FifoCI on Windows which needs to drive Dolphin from the
command line exclusively.
https://www.sendspace.com/file/ofc645
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:35 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r5095 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:
r5100
Cocoa Port: - Fix bug where changing a display window's pixel scaler while in Touch mode would sometimes cause a crash. - Do some minor code cleanup.
---------------------
r5099
Cocoa Port: - Fix bug where switching between CPU-based and GPU-based filters in the DeSmuME Preferences display preview would sometimes fail. - Fix bug where the DeSmuME Preferences display preview would show incorrect colors when using a ...
---------------------
r5098
Cocoa Port: - Fix some compiling issues if the C++ standard library is set to libc++ w/ C++11 support instead of libstdc++. - Fix some compiling issues if compiling on OS X Leopard w/ Xcode 3.1.4.
https://www.sendspace.com/file/59nfia
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:34 Posted By: wraggster
via http://www.emucr.com/
Citra Git (2015/02/15) is compiled. 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:
* Merge pull request #529 from Subv/master
Build: Fixed some warnings
* Build: Fixed some warnings
https://www.sendspace.com/file/pos1i0
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:32 Posted By: wraggster
via http://www.emucr.com/
Project64 Git (2015/02/15) 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 #85 from death-droid/InitialWindowPosfix
Fix problems with the initial positioning of windows when there is no se...
* Fix problems with the initial positioning of windows when there is no setting in the config file
https://www.sendspace.com/file/5g67hb
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:25 Posted By: wraggster
via http://pdroms.de/
Don’t Be Square by Sebastian Mihai is techdemo with source code available, helpful for starting programming on a Nintendo 64.
Release notes:
Man, this one was a pickle to develop for. The Nintendo 64 SDK compiled for Windows is finicky at best. Some of the platform code won’t compile like it does on Linux, and the compiler seems to either generate misaligned code or wrong CPU opcodes. Not a pleasant one to develop for, that’s for sure!
Nonetheless, if you’re interesting in making Nintendo 64 homebrew games, this tech demo could be a decent starting point.
http://sebastianmihai.com/main.php?t...on-t-Be-Square
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:21 Posted By: wraggster
via http://www.emulation64.com/
Citra the Nintendo 3DS emulator has made alot of progress lately, and has posted a video of it playing Cave story in game on youtube.
|
With tons of changes over the past month, Citra is now booting several games! While it's still slow (Citra is running a software renderer and CPU interpreter) the game appears to be fully playable and even completable! Feel free to check out our official website at http://citra-emu.org/
Citra currently does not attempt to emulate sound, so music has been added to the video. |
See the vid .
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:14 Posted By: wraggster
This is the third installment of my "The Living Dead" series. If you're use to the other two games of this series, this game will throw you off because it is a turn based strategy game. it plays like your average zombie survival horror game, except turn based. Each turn, player's are awarded action points. These points can then be spent to accomplish various actions such as moving, shooting, reloading, picking up items, and dropping them. Your goal is to kill zombies and complete objectives.
Right now I'm just uploading a demo of how the game will play in it's final stages. I don't know when I'll actually get the game more fully developed because I'm heading back to college now and am not sure if I'll have enough time to work on it (aka, why I tried to rush and get this demo out).
Controls: Press the X button to toggle camera panning. When camera panning is on, the player can control the movement of the camera with the D-pad and the camera will not be locked onto other objects. When camera panning is off, the game will automatically scroll the camera view for the player. In doing so, the camera will be looked to the current actions in progress (NOTE: toggling camera panning during an action animation may cause it to hang up on the action, if this occurs, just re toggle the camera panning and avoid switching between these times if possible. Hopefully this problem will be fixed). Press R and L to cycle between your survivors. Tap the move button when a survivor is selected to active the survivors ability to move. Then use the D-pad to draw out a path for the survivor to follow. Each tile cost 1 action point (action points are the "AP" sprites near the top of the screen). Pressing the opposite direction of the previous direction (if previously pressed right, pressing left) will remove the direction from the path so a new path can be redrawn. Pressing B will cancel the action. To confirm a move, press the A button. Tap the weapons in the inventory (bottom screen) to select a weapon to use. The "M: " row on the inventory sprite represents how many more attacks you can perform based off the rounds left in the mag. The "A: " line represents the action point cost to attack with the weapon ("A: 3" requires 3 action points to attack). Again, like moving your character, draw a path with the D-pad. The final path marker should lie on top of the desired enemy to be attack, otherwise no damage will be dealt (bullets are not effected by walls or any other objects in the way). Yet again, press A to confirm the attack or B to cancel the attack. Each weapon has a different range and deals different amounts of damage over a distance. To reload a weapon, select the weapon you wish to reload and tap the reload icon. In order to reload a gun, you must have a spare magazine in your inventory (M9 is the only spare ammo given in this demo). To reload, you must have enough action points to do so which is specified on the "R: " line of the selected weapon. Once you are done with your turn, press the start button end your turn and then the computer's turn will begin (you may resume your turn once the computer has finished). Each turn, each survivor is awarded 8 action points (each survivor is limited to 16 action points each).
Zombies will randomly select a target from the current survivors alive and will pick new targets after the survivor dies (in an update zombies will dynamically switch targets based on in game actions). Once the zombie is adjacent to a survivor (in all 8 directions), the zombie will attack. Zombies do have some path finding abilities, so you will note in this demo that zombies will move around other zombies in order to try and reach their target. In this demo there are no obstacles, but in thorough testing, the zombies were found to be able to maneuver around many types of structure shapes to make it toward the player. These paths are not the shortest or most efficient paths, but has been proven to work. AI has been none to get stuck for a wave or to move back and forth until it picks a right path to move around. This doesn't bother me much since zombies aren't suppose to be the smartest anyways, just wanted to prevent the player from camping in a corner that zombies couldn't find their way to.
I hope you guys enjoy the demo! I've spent like 30+ hours on this project over the last week (working on it as much as I possibly could everyday). Game maps, modes, ect. will be added in the full release if I get the time. I have plans for many more weapons (melee and explosives!), items, and gear. Also the pick up and drop gear features will be implemented. Wish me luck guys! I was originally going to make this sequel an open world shooter using the engine I posted like 2 weeks ago, but I love doing things that I haven't seen done in DSGM before more :P
I want to hear what you guys think!
UPDATE:
Camera controls have been added! Both free camera movement and automated camera scrolling! Press the X button to toggle camera panning. When camera panning is on, the player can control the movement of the camera with the D-pad and the camera will not be locked onto other objects. When camera panning is off, the game will automatically scroll the camera view for the player. In doing so, the camera will be looked to the current actions in progress (NOTE: toggling camera panning during an action animation may cause it to hang up on the action, if this occurs, just re toggle the camera panning and avoid switching between these times if possible. Hopefully this problem will be fixed).
http://www.nintendomax.com/viewtopic.php?t=15483&f=19
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:12 Posted By: wraggster
The EasyRPG Player Team offers, with the contribution of Ghabry the 0.2.2 version of " EasyRPG Player "game engine RPG Maker 2000/2003 for the Nintendo Wii.
Quote:
Codename Brian
Major changes:
Shop: Fixed shop's invalid item bug and refresh sell window when opening it (Regression) (#305)
Bitmaps: Fixed sprite flashing (Regression) (#300)
Pictures: Fixed bitmap rotation (position and initial angle) (#310)
Inn: Implemented rest (fade out and fade in) in the inn (#313)
Font: Added full Hangul support (#336)
Font: Added 125 Traditional Chinese characters (#359)
Maps: Implemented Save (Allow/Forbid/As in parent) map property (#293)
Maps: Improved tile animation speed (#306)
Maps: Regenerate autotiles cache after a new chipset is setup (#313)
Messages: Fixed message flags clearing (#313)
Messages: Show gold window during inn prompt, skip prompt if price is 0 (#313)
Messages: Implemented closing windows animation (#313)
Messages: Fixed face not cleared after the event execution ends (#340)
Messages: Fixed font color when changing game system graphics (#345)
Battle: Added fatigue trigger, fixed hp trigger and cleaned battle_calling to make battle interpreter work (#326)
Battle: Fixed the acquisition of battle backgrounds (#304)
Events: Improve animation speed (#235)
Events: Fix hero facing when triggered (#235)
Events: Use the prelock direction for spinning animation like in RPGM (#235)
Events: Use middle frame pattern when changing a character's graphic (#235)
Events: Update self movements when GetContinueEvents is true and reset move_route_repeated flag when a new move route is forced (#280)
Events: Update interpreter after each autostarting event is set up (#280)
Events: Stop event processing during transitions (#313)
Events: Prevent destruction of parallel interpreters when map is refreshed and that interpreter is currently running (#325)
Events: Fix delayed deallocation when there are multiple parallel interpreters (#327)
Events: Use the through-bool only for Through mode in movement events (#321)
Events: Implement "Transparent" flag for Events (#302)
Events: Implement bush depth for character sprites and fix screen center (#326, #361)
Menus: Fixed segfault when item ID > max ID in Equip menu (#337)
Menus: Don't play menu sound on cancel if menu access is not allowed (#289)
Menus: Always draw equipment stats (even when 'empty' item is chosen) (#329)
Input: Add Keypad 0 as Cancel button (#301)
Audio: MIDI support in OpenAL backend (#308)
Performance: Avoid recursive folder mapping when not needed (#326)
Building: Build SDL and SDL_mixer from Hg for Windows and Android to fix audio and wave issues (#353)
Building: Add code documentation generation option (Doxygen) to Autotools build (#323)
http://www.nintendomax.com/viewtopic.php?t=15485&f=54
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:11 Posted By: wraggster
Evil Swampy and his followers have stolen the magic ruby, which made it once possible for Giana and Maria to return from their dream. Many creatures are after this ruby, but does it really has power, or was it just a coincidence?As this is not bad enough, Swampy fell in love at first sight with Giana’s sister Maria and shamelessly kidnapped her. She simply has been at the wrong place at the wrong time.You will now have to take on the role of Giana and get back the magic ruby. And most important of all, save your beloved sister Maria and get home save!
http://www.nintendomax.com/viewtopic.php?t=15493&f=6
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:09 Posted By: wraggster
3DS Tic Tac Toe
Today i introduce you my latest homebrew: 3DS Tic Tac Toe! With this game you can play at Tic Tac Toe game against your friend right on your 3DS!
How to install:
You can install this app in many ways. As a Gateway's 3ds file, as a .cia file, as .3dsx and smdh files (for ninjhax) or with DownloadMii! You can find files below. Or you can just build it your self! Download all this repo to you computer and run BUILD.BAT (your system has to be properly configured or it won't build anything!)
http://www.nintendomax.com/viewtopic.php?t=15498&f=132
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:08 Posted By: wraggster
v.0.7 ready to download!
NOTE: I recently updated lpp-3ds from LUA 5.2.3 to LUA 5.3.0 so new interpreter can have some bugs. Take this version of ORGANIZ3D as a BETA and please report me every bug you find. Thanks to new auto-update system, i can make some micropatches to fix these bugs.
Changelog:
- Speedup for every action
- Fixxed files sorting algorithm. Now files and folders are correctly sorted by name.
- Added AIFF support to Music Player
- Solved issues with Power and Home buttons. Now they works correctly (3DS/CIA build)
- Added possibility to create new folders with R button
- Now Copy and Move functions are both usable with Y button
- Added JPGV support to Video Player
- Added JPG support to Image Viewer
- New banner for CIA/3DS builds
- Added auto-update system (Only CIA/ninjhax users)
- Little speedup for PNG/BMP opening and BMPV reproduction
Functions:
- Open different types of file
- Move files and directories
- Copy files and directories
- Delete files and directories
- Rename files and directories
Integrated readers:
- Image Viewer (It supports JPG, BMP and PNG images)
- LUA Interpreter (It supports LUA Player Plus scripts)
- Video Player (It supports BMPV and JPGV videos)
- Music Player (It supports WAV and AIFF musics)
- Text Reader
- HEX Viewer
- 3DSX Launcher (Only for ninjhax users)
- SMDH Decoder (It can also extract SMDH icon)
- CIA Installer (Only for CIA users)
- ZIP Extractor
Currently native supported file formats:
- BMPV/JPGV videos
- JPG/BMP/PNG images
- LUA scripts
- WAV/AIFF musics (Only CIA/ninjhax users)
- 3DSX homebrews (Only ninjhax users)
- SMDH homebrew datas
- CIA packages (Only CIA users)
- ZIP archives
- TXT texts
http://www.nintendomax.com/viewtopic.php?t=15499&f=132
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:02 Posted By: wraggster
via http://www.aep-emu.de/
A new version of Yanese (Yet Another NES Emulator) has been released.
Quote:
01/30/15 - Version 0.63
- FULL SCREEN: Windows Key is now disabled. Combinations "alt+tab" and "ctl+esc" put the emulator in windowed mode. This is done for Fullscreen issues, so the emu doesn´thang.
- APU: 1 - New Sweep Unit code. Games like "Excitebike" now listen well. 2 - Passed more Blargg´s tests.
- Passed more Vblank/NMI Blargg´s tests.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
February 16th, 2015, 01:01 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Gameboy Advance/Nintendo DS emulator NO$GBA has been released.
Quote:
02 Feb 2015 - version 2.8
- help: updated gbatek standalone version 2.8 (with fairly complete dsi specs)
- dsi: no$gba is now having (more or less) working non-experimental DSi support
- dsi/cartloader: auto-encrypts modcrypt area if needed (requires good sha1hmac)
- gba/snap: fixed skipping empty-nds-chunks in gba-snapshots (thanks shiny.exe)
- newmem: avoids borland tasm32/tlink32 linker-error on "arm_memxlat_non_tcm"
- dsi/help: added list of known regions/countries (only europe is known yet)
- dsi/help: better ndma description (logical/physical blocks, and repeat modes)
- wifi/help: added new DSi access points specs (wpa/wpa2, and proxy settings)
- wifi/help: added formerly unknown NDS access points specs (mtu, ssid length)
- dsi/help: added average microphone specs for ARM7 side (A/D side is unknown)
- dsi/emu: supports fake camera access (outputting some dummy snow picture)
- dma: added warning on unsupported dma/ndma types (wifi,sd/mmc,aes,mic,mainmem)
- debug: fixed $profiler_id indices for dma-channel/mode names
- dsi/emu: supports basic aes and sd/mmc init (32bit 44xxh, 16bit 48xxh/49xxh)
- dsi/emu: supports i2c access (8bit 450xh) and gpio access (16bit 4C0xh)
- dsi/emu: supports new touchscreen controller (different SPI protocol as NDS)
- dsi/help: added description for new touchscreen controller (position/status)
- dsi/help: added notes on touchscreen in nds mode (no pressure & temperature)
- dsi/help: identified the dsi cameras as Aptina MT9V113 image sensors
- dsi/help: added initialization/transfer flowcharts for cameras on ARM9 side
- dsi/help: added initialization flowchart for Aptina cameras on ARM7 side
- dsi/help: added initialization flowchart for Unknown cameras on ARM7 side
- dsi/help: added undocumented aptina regs, and aptina REV3 additions
- dsi/help: added general dsi notes (eg. dsi detection) and info on exploits
- dsi/help: added notes on basic differences to NDS mode (changed details)
- dsi/help: added info about (mostly unknown) eMMC encryption (via CID register)
- dsi/help: added behaviour of SPI powerman (with differences in DSi/NDS modes)
- gba/nds/dsi/help: added BIOS RAM info (initial RAM content and IRQ/SWI usage)
- nds/help: cart header[06Eh] Secure Area Delay, and ROMCTRL.Bit28 gap CLKs
- nds/help: info on rom chip id bit31 cart protocol variant (gap/repeat/delay)
- xboo: supports dumping carts with rom chip id bit31=1 (protocol differences)
- dsi/debug: added tty.log options for I2C commands and NDS cartridge commands
- dsi/debug: prevents warnings on bigger New WRAM areas (unlike 32K for NDS)
- dsi/debug/emu: allows bigger DSi7/DSi9 bios regions (bigger than NDS7/NDS9)
- dsi/emu: allows reading/writing more scfg registers (as far as used by games)
- dsi/emu: initializes more scfg regs on reset (with suspected/guessed values)
- dsi/i2c/help: added Aptina MT9V113 camera specs (i2c registers and variables)
- dsi/i2c/help: added many details on bptwl chip (led/volume/misc controller)
- dsi/help: described power-button modes (auto-reset, irq, forced-power-off)
- dsi/help: major corrections to I2C control reg, added I2C signals chapter
- dsi/help: added details like headphone-connect bit, game-cart-insert-bit
- dsi/cartloader: bugfixed cartloader odd modcrypt lengths (eg. cooking coach)
- dsi/help: added GPIO specs (data in/out/direction, irq edge/enable)
- dsi/help: removed dsi cart protocol, instead added cmd_3Dh notes in ds chapter
- dsi/help: hardware/software info on wiring the eMMC chip to PC card readers
- dsi/help: info on sd/mmc I/O (from TC6387XB datasheet, tmio_mmc, dsi dumps)
- dsi/help: added specs for sd/mmc protocols (commands, repsonses, registers)
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
next » |
|
|