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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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January 4th, 2015, 23:35 Posted By: wraggster
prboom3ds - a version of doom based on prboom 2.5 and code brazenly stolen from dsdoom and other ports. it has 3d and sound - while not exactly perfect it does run. it requires the doom wad files in the root of the sd card as well as the prboom.wad
lots of graphical glitches and you need to play with the 3d slider to make it look decent.
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:34 Posted By: wraggster
2048 was a big hit not so long ago, and I still see many people at my school playing it. So I thought it would be pretty cool to be able to play 2048 on the go on the 3DS.
It's currently in beta, and there is no 3D yet, but I am working on making this a good version/port of the game!
For those who do not know what 2048 is a short description:
Gabriele Cirulli made the original, which was based on a game called 1024. It was originally a small puzzle game you could play in the browser. You use the arrow keys to move the tiles with numbers, if they collide and have the same value they merge into a double of the first value. Every tile is a power of 2. After it started spreading many ports were made to mobile phones, and many other devices. This one is no different really, the main thing missing are the nice animations. But I'm uncertain if I'll be able to recreate those!
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:34 Posted By: wraggster
About the game
The goal of this game is to guess a random number between 1 and 1000 right. The only hint to find the right number is the hint that the number is lower or higher.
New version avaible: 1.1
Changelog:
-Detection of the system language (GER/ENG)
-Completely touchscreen compatible (no buttons must be pressed)
-Saving of the Highscore (delete the saved score by pressing "SELECT" in the
main menu)
-Some minor improvements
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:33 Posted By: wraggster
3DS Homebrew Browser
Download homebrew from the internet!
What does this do?
The homebrew browser allows for easy loading of new homebrew software onto a homebrew enabled 3DS. You should already be able to run the Homebrew Menu/Launcher to run this code. Your 3DS should be connected to the internet for this to work.
How to use
Drop the homebrew-browser folder into the /3ds directory on your 3DS's SD card. Don't rename the folder or the application - there are some paths that are presently hard-coded and rely on these paths existing.
The basic use of the browser is via the +Pad or OPad and the A button. Use the pad to navigate up and down the list, and the A button to download the highlighted app. The L and R buttons filter by category - they are games, media, emulators, utility, and miscellaneous. Select will change the sort order. X opens the debug console on the top screen.
Similarly, the main controls can be touched as well - to navigate, drag the scroll bar. To download a title, tap on it.
Submitting/removing an app
Presently, the server's source is not yet available, but if you would like your app to show up in the browser, please send an email to zeta0134@darknovagames.com. We may add apps that are licensed with GPL or other distribution-friendly licensing automatically; if it's popular and announced publically, we'll probably add it for you. If you would like your app removed or some detail about its listing changed, don't hesitate to contact us.
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:32 Posted By: wraggster
So when I first heard about finally being able to create homebrew for the 3ds, I started thinking about what I would like to make first.
I love music first and foremost (I'm a pianist and I compose my own music) and I also like to code. This is my first attempt at ever doing anything in C + + and I am very proud of myself for what I've done so far.
The homebrew is a 3DS Piano application. The current name is just called "Piano" but I might change it later, I don't know.
Right now when you start the application it's just a simple keyboard that you can use your stylus on to play each note. You can hold down a note to hold the note out, or you can just do a quick tap for a staccato. You can also just run the stylus across the screen and it will do an awesome glissando.
Also, it currently has a full octave ranging from C3 to C4. I plan on adding a way for more notes later.
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:31 Posted By: wraggster
Neopop for 3ds. An ugly port by Seagal.
Howto:
copy neopop folder to 3ds folder on your 3ds sdcard
Copy a. ngc file into neopop folder and rename it to rom.ngc
Execute neopop. 3dsx through homebrew channel
(try to) enjoy
Controls (eds-ngp):
y-start
b-a
a-b
x-exit emulator
I know, the emu is slow, the controls are baggy, there isn't sound, even the neo geo pocket picture is not displayed correctly. But as I will not have more time to touch the code in a month or so, i decided to releases this as is. Merry Christmas.
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:30 Posted By: wraggster
Rinnegatamante offers version 1.0 of '3DS Briscola', portage of the card game traditional Italian La Brscola for the nintendo 3DS.
Quote:
Hi, does someone knows Broccoli?
Broccoli is a popular italian card game and i made years ago a Briscola card game for PSP (PSPBriscola).
Pspbriscola was coded in LUA (LPHM7) so i managed to port it to my LUA interpreter (lp-eds) because lp-3ds syntax is very similar to LPHM7 syntax.
This port has been realized very fast so many things can be bugged, also, codes are very shitty because PSPBriscola is one of my first homebrew ever made (so there are routines that can be improved and also code isn't idented).
Some functionality of this hb:
-Customizable Cards Set (Neapolitan, Sardinian, Roman, French Poker, Bergamo's Cards, Sicilian)
-Customizable Table Background
-Customizable Music Background
-Dual Language: English and Italian
-Tutorial to learn how to play (sorry for the bad english in this tutorial)
-Singleplayer mode (only one difficult which is the corrispondent of Hard Mode in PSPBriscola v. 1.4) and Local Multiplayer mode (only one console)
-Screenshot during game by pressing L button
Thanks to:
-shadow_95 for the Sicilian and Roman sets
-Simoncrue for the Bergamo's cards set
-Brian_User for the Sardinian set and for coloured tables
-the_biglollo for the final icon
-sono for the test icons
http://www.nintendomax.com/viewtopic...1a9d90d1bb0137
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January 4th, 2015, 23:27 Posted By: wraggster
Marat Fayzullin has released new version of its GameBoy emulator VGB-Windows.
Quote:
I have just released VGB 4.5 for Windows and Linux. To give you all something to do for the holidays, VGB-Windows is now free for everyone to use and share. The new release adds dozens of new features and fixes accumulated since VGB 3.5 has been published several years ago. VGB 4.5 emulates GameBoy Light, GameShark, the tilt sensor, MBC7, TAMA05, and MMM01 memory mappers. There have been major fixes to GameBoy CPU and LCD controller emulation. The noise sound channel is much closer to the original in this version. I have also added support for translation patches (.IPS), custom palettes (.PAL), Instant Replay (F, and a semi-automatic Cheat Hunter tool (F5) to search for new cheat codes. See the complete change list below.
- Added GameBoy Light emulation.
- Added TAMA5 mapper emulation (Tamagotchi 3).
- Added MMM01 mapper emulation (Taito Variety Pack and Momotaro Collection 2).
- Added MBC7 mapper emulation (Kirby´s Tilt´n´Tumble).
- Added optional DI+HALT CPU bug emulation.
- Added proper noise channel emulation.
- Added 93cXX serial EEPROM emulation.
- Added tilt sensor emulation.
- Added support for .IPS files. For "mygame.gb", use "mygame.ips".
- Added support for .PAL files. For "mygame.gb", use "mygame.pal".
- Added "instant replay" feature letting you go back in time ([F8]).
- Added tool that lets you hunt for new GameShark cheats ([F5]).
- Added "vertical scanlines" emulation, as found in old LCDs.
- Added "raster effect" emulation, as found in newer LCDs.
- No longer compressing .SAV files, to avoid confusing the users.
- Made LYC IRQ happen instantly when LYC set to the current scanline.
- Made LCD controller reset scanline when it is reenabled.
- Now enabling LCD controller on startup (Aerostar, Alfred Chicken, etc).
- Now disabling IRQs on startup (Robocop 2, Shadowgate, etc).
- Now checking IRQs when ISWITCH/IFLAGS modified (Final Fantasy Legend).
- Now "ticking" RTC while not playing (time progress in Pokemon, etc).
- Now clearing scratch RAM after reset.
- Now locking out opposite arrow keys.
- Now resetting DIVREG on writes.
- Fixed IRQ priorities, with VBlank IRQ getting top priority.
- Fixed sprites-over-window display to avoid hiding sprites.
- Fixed corrupted Super GameBoy backdrop on startup.
- Fixed saving and restoring sound chip state.
- Fixed saving and restoring SGB colors.
- Fixed "JR offset" and "JR Z,offset" instruction timings.
- Fixed exit from HALT instruction.
via http://www.aep-emu.de
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January 4th, 2015, 23:22 Posted By: wraggster
That's the maximum number of sprites you may load with the lib I'm working on.
I started this a while back when Foxi4 made that 3D Sprites example then after studying how Foxi4 made his Nitro Sprites Loading lib I imitated the process for loading 3D Sprites.
I'll release the lib and examples to go with it soon.
I don't know why I'm unable to render the frames correctly in the program...
http://dsgamemaker.com/dsgmforum/vie...3c24df2dc957e1
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January 4th, 2015, 23:21 Posted By: wraggster
The provided example works like this. The map is made up of a series of objects placed in a grid. The map data is then stored into an array allowing for map objects to be rendered as necessary. This allows for a large, interactive, and randomly generated map and more!
All this has been done before by me and others on the forum, but I extended this idea to that of an open world game and added support that gives the game the effect of walking around outside as well as exploring various buildings and going to different floors inside of the buildings without needing the use of several DSGM game rooms.
To work the demo, use the dpad to move your character around (i know the camera isn't fixed right, but this is just for demonstrations only). The blue blocks are meant to symbolize walls/roofs of buildings. The door sprites act as doors to buildings. Walk up to a door and press A to walk in and out of buildings. The up and down arrows represent ascending (up arrow) and descending stairs (down arrow). Walk up to them and press A to walk up or down the respective staircase to travel to a different floor of the building.
Although this example isn't randomly generated, it could all be done so if I just added a few "Random(min, max)" calls. This engine could be used to do many things, but I haven't finalized a target project yet. I originally started this a while back to use for another sequel to my "The Living Dead" series. It would be an open world game zombie survival game with the ability to scavenge houses and stuff like that (kinda like games like DayZ). Also though about a grand theft auto type game, but am open to any kind of suggestions really. I hope you guys enjoy!
http://dsgamemaker.com/dsgmforum/vie...3c24df2dc957e1
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January 4th, 2015, 23:20 Posted By: wraggster
via http://emu-russia.net/en/
ZX Spectrum emulator for Nintendo DS has been updated. Changes:
- Upon startup, let Start show the most recent files only if there are any.
- Properly handle save slot medium if all ten medium slots are still being used.
- When statistics become full, don't discard entries which might still be part of the recent list.
- When global statistics are loaded, pick the latest version under all circumstances.
File: Download
News source: http://zxds.raxoft.cz
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January 4th, 2015, 22:41 Posted By: wraggster
The 3DS scene just keeps getting more and more interesting and with a new year comes a new breakthrough in 3DS emulation. The hard working team behind the Citra Emulator have announced that they have managed to get Ocarina of Time 3D running in game in a stable and playable state. Click on the link below to discuss this great achievement and to keep up to date with its developments.
http://gbatemp.net/threads/citra-3ds...ime-3d.377652/
via http://gbatemp.net/
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January 4th, 2015, 22:22 Posted By: wraggster
Anyway here is what I have been working on for the last 24hrs
It lets you copy cartridge savegames from the SD card to the game cartridge and also the other way around.
The only supported flashram games right now are:
- Jet Force Gemini (Flashram Type 1)
- Majoras Mask (Flashram Type 2)
- Pokemon Stadium 1 (Flashram Type 2)
Also confirmed working for me are:
- Super Mario 64 for 4K Eeprom
- Perfect Dark for 16K Eeprom
- F-Zero X and Zelda OOT for SRAM.
I only tested it on the Neo2 SD, I'm not sure if it will also work with the Neo2 Pro.
http://www.neoflash.com/go/
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January 4th, 2015, 22:21 Posted By: wraggster
We've got a nice little suprise for you at the beginning of this new year.
Let us take you back 26 years in time with our first release of the classic European Club Nintendo magazine. This magazine was distributed in a lot of European countries. The only variable being that the text was directly translated into the appropriate languages. We chose the UK version since this will be most convenient for the majority of our readers.
This magazine started of as only being 20 pages, which grew to 36 pages later on in it's life cycle. Therefor we selected only two preview articles to give you a feel for the magazine before hitting the download button. The first article is a short review for Kid Icarus, while the second one takes a look at the game on the cover: Rush'n Attack. Enjoy!
http://www.outofprintarchive.com/cat...ntendo1-3.html
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January 4th, 2015, 22:20 Posted By: wraggster
Happy new year! It's 2015 and it will certainly be a great year for all you fellow Virtual Boy fans! Not only will your favorite website turn 15 years old in a few days, but this year will also mark 20 years since the Virtual Boy hit the market in 1995.
The community here at Planet Virtual Boy is going to celebrate the Virtual Boy's 20th anniversary all year long with all kinds of cool projects. New homebrew games & tools, fanart, music, ROM hacks, competitions... whatever we can come up with. It's #VirtualFest!
Please see the official thread for an always up-to-date list of #VirtualFest projects. Of course, the greatest projects will also hit the frontpage news.
So, what will be your project?
http://www.planetvb.com/modules/news...hp?storyid=394
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January 4th, 2015, 22:19 Posted By: wraggster
HorvatM has released a new, superior assembler for the V810 processor used in the Virtual Boy, called simply "Matej's V810 assembler" or "MV810ASM" in short.
Quote:It has a working expression evaluator, local labels/identifiers, can automatically assign addresses to global variables, supports VB-specific instructions, recognizes both the "$" and "r" way of referring to registers, automatically aligns everything, has clear error messages, and you can just use it in any way you want. It also has a ROM-hacking mode with which you can apply a hack to a ROM in one step, no hex editing required.
You can get it for multiple platforms on Matej's Website. For more info and discussions check out the respective forum thread.
Also check out the source to Matej's Faceball control scheme hack for a practical ROM hacking example.
http://www.planetvb.com/modules/news...hp?storyid=393
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January 4th, 2015, 22:17 Posted By: wraggster
Just in time for Christmas, Final Fantasy VI Ted Woolsey Uncensored Edition has been updated to version 1.6!
With this updated release, two versions come in the package. One is the complete Uncensored Edition, without any further bug fixes to give the unchanged experience as if it was just released on the SNES. The second version adds a modest amount of bug fixes that don’t, for the most part, alter any gameplay, but fix problems that should have been fixed upon its initial release 20 years ago!
Both versions have a few tweaks that were needed such as updated item descriptions, and Raiden is now no longer a downgrade to Odin.
http://www.romhacking.net/forum/inde...c,16476.0.html
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January 4th, 2015, 22:16 Posted By: wraggster
Take control of the Red Baron himself in this high flying, fast paced shoot em up! Fight enemies on land, in the air, and at sea as you take on classified missions to destroy the enemy’s bases. In this version, all of the simplistic, childish graphics were replaced to give all who play and more realistic experience. Don’t wait, download it now and get ready to take flight!!! Download Page
http://www.romhacking.net/hacks/2279/
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January 4th, 2015, 22:06 Posted By: wraggster
Giana's Return is a multi platform sequel, taking place few years after the The Great Giana Sisters. 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! Good Luck!
http://wiibrew.org/wiki/GianasReturn
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