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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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June 21st, 2006, 07:19 Posted By: wraggster
The No Cash GBA and Partial DS Emulator has been updated with a new release, heres whats new:
cpu/help: added CPU Memory Alignments chapter (and info on mis-alignments)
research: discovered wglCreateContext (despite no info in worst opengl specs)
gba/video: hides invalid tiles in NDS-in-GBA-mode (invisible, unlike real gba)
gba/video: shows invalid tiles in GBA/SP-mode (vertically striped) (jasper)
gba/help: unprectiable things: described invalid tiles (thanks jasper vijn)
gba/emu/help: corrected Prefetch Disable (1N+1I instead 1S+3I) (jasper vijn)
gui: re-fixed game_template for multiple machines (@@total for dual-screen)
nds/vram: nds7 emulated vram mirrors every 256K, disabled palette/oam access
nds/vram: nds9 ignores 8bit-writes to vram/palette/oam (thanks gary linscott)
nds/vram: nds7 allows 8bit-writes to vram (thanks gary linscott)
cpu: ignores mis-alignment on NDS9 LDRH/LDRSH (unlike rotated GBA/NDS7 data)
nds/debug: filesystem viewer rejects invalid nds headers (eg. passme files)
nds: emulates reading 8bit/16bit-fractions from 32bit ipc_fifo_recv register
cpu: emulates "ldr pc,[mem]" with misaligned jump-dest (with optional warning)
nds/video: avoids divide-by-zero crashes in 3D perspective divisions
gba/nds/video: speedup: color special effects by 1x32bit mul (instead 3x5bit)
nds/help: fixed extended palette enable bits (dispcnt bit31,30 exchanged)
a22i: supports macros (still without params) (.macro / ... / .endm)
a22i: supports repeat macros (.rept / ..code or data.. / .endm)
nds/video: emulates new nds master brightness up/down effect (port 400X06ch)
vram viewer: supports NDS rot/scal mode with text-style 16bit bgmap entries
gba/vram/emu/help: strb to vram: write-nothing reduced to 16K in bitmap mode
gba/vram/emu/help: strb to vram: write-twice expanded to 80K in bitmap mode
nds/video: new rotscal mode with 16bit map entries (400h tiles ext_pal xyflip)
nds/video: extended palettes (256-color TEXT, 256-color OBJs, 16bit rotscal)
nds/video: emulates large screen bitmap mode (not tested, but should work)
nds/reset: also zero-fills 2D Engine B ports (bg0ofs scroll registers, etc.)
cartloader: loads .NEF debug-info also for .NDS files (instead only for .SRL)
cpu: allows mis-aligned thumb BX R15, auto-aligned to "($+4) AND NOT 2"
gba/video: emulates obj-wrap; 64x64 scaled to 128x128 only in UPPER portion
nds/help: described obj-wrap; 64x64 scaled to 128x128 in BOTH screen portions
nds/video: screen-width for NDS rot/scal-obj (256 pix on NDS, instead 240 pix)
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June 21st, 2006, 07:12 Posted By: wraggster
Spacy has released a new build of the GBA Emulator VisualBoy Advance:
Changes:
Me:
- I extremely reworked Direct3D to be faster than DirectDraw, but without aspect ratio correct scaling.
- Removed Skin support (from the Visual Studio 2005 build [#define NOSKINS]) to make compilation easier.
- Fixed joypad configuration dialog, it now responds faster to key presses.
- Merged the "open file" code for GB and GBA games.
- Merged the simple copy Image routine between DirectDraw and Direct3D, added a fast C alternative
- Worked over the whole DirectSound interface and found+fixed a minor bug.
- Enabled SSE(1) optimization in compiler
Pokemonhacker: [the one and only ]
Cheats.cpp
- corrected a compatibility problem with other versions.
- fixed a bug for ARV3/4 rom patching codes.
- corrected a bug when you entered a 'unknown' code, and then removed/disabled it.
GBA.cpp / gbainline.h:
- tweaked the bus prefetch a bit.
- changed the save handling a bit.
- added a 'master code' support (so the cheats are executed only when the master code address is reached ; if no master code are entered, cheats will be executed after each frame).
- corrected the mirroring of Vram.
- changed slightly the emulation of gbasavetype.
RTC.cpp:
- vba now ignores rtc command 0x64.
FLash.cpp:
- added a 64k->128k 'auto upgrade' (could correct some of the pokemon games's corrupted/deleted save problem).
Cheats.h:
- corrected a compatibility problem with other versions.
- fixed a bug for ARV3/4 rom patching codes.
bios.cpp:
- added support for swi $d (GetBiosChecksum).
- corrected a bug in registerRamReset.
arm-new.h:
- optimised/simplified a bit the bus prefetch handling.
Some information about a native 64bit build:
I succesfully made the code compile with WIndows XP Professional x64 Edition, but Microsoft's Compiler has the disadvantage, that it does not support inline assembler in 64bit mode, so emulation was quite slow. Because of that and other reasons, I decided to not continue working on that. IMO, since VBA 32bit works very well on 64bit systems (WITH inline assembled code), I see no reason to distribute a 64bit build. But nevertheless, I will always take care, that the current code will be compilable on 64bit systems.
Recently, I tried to add a Windows waveOut interface, but it seems that it needs much more code to "stream" sound without gaps, so I think I will drop that idea. I just did it to learn something about digital sound
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June 19th, 2006, 09:37 Posted By: seppesbox
LS5 has released a new version of his alternative DPG encoding program
Changelist :
Too much has changed, so no changelog, just a list of notes:
- Progress bar (currently) only works for video.
- TwoLAME is used as the MP2 encoder, which should provide a little bit better quality.
- I've been testing a lot of MPEG-1 encoders, but I havn't found one yet that provides better output and is easier to use than mencoder.
- Only use mono for 44,1 kHz and 48 kHz. You've been warned.
- Only use up to 192 kbps for mono.
- A lot of files in the older versions of BatchDPG are not used anymore, so if you're overwriting your older installation, you might want to delete the older directory first.
- Avisynth is still a requirement.
- The created DPG files are now compliant.
- Probably some more I forgot.
- Enjoy!
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June 18th, 2006, 04:45 Posted By: wraggster
Infantile Paralysiser posted a new release of his all singing all dancing app for the DS, heres whats new:
Thank you for all users.
Version 1.31 2006/06/14
bug was long time. The problem that the character on a right edge of the text plug-in is lacked was corrected. (Thanks HyperHacker)
EZ-Flash4 was supported. (Thanks EZ4 Team)
Because it had forgotten to delete RTC24Hour of [System], it deleted. (Thanks Xtreme)
The FAT driver for Max Media CF was added. (Unconfirmed)
Custom kit for clock plug-in was added.
When MagicKey is used, 'CalibrationTool.nds' need not be used any longer.
The touch panel bug when soft reset was used with SuperCard was corrected.
When stream PCM was performed, the bug with the click noise mixes was corrected.
The MAC like skin was bundled. (Thanks Higurashi)
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June 18th, 2006, 04:34 Posted By: wraggster
sgstair posted this update:
Again, no *really* major changes, but I thought I’d let you people know there has been a MAJOR TCP bug fixed, and as a result, connections are apparently rock solid stable 
Many thanks go to DragonMinded for his persistence in making me track down the bugs, hehe. (and let me just say, some of the features coming up in DSOrganize will blow you away 
Anyway, keep watching for more updates when I get some real features put in and not just bugfixes, and be sure to let me know if you find any bugs!
More Info --> http://blog.akkit.org/
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June 18th, 2006, 04:29 Posted By: wraggster
Walaber has posted a new version of his Rubber Bands Game, heres whats new:
New version released
several fixes in this version...
* I realized I wasn't creating the .sc.nds / .ds.gba properly- there was no loader appended. hopefully this will help with some compatibility issues.
* tweaked the phyics a bit.
* improved the High Throw game.
* rearranged and added a few new levels to the Complete game.
please let me know if this release fixes any issues, or introduces any new ones
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June 18th, 2006, 04:18 Posted By: wraggster
Sniper has released 2 versions in quick succession of his DS project, heres the info:
Small update which fix some minor bugs and has now full update functionality.
This tool is an Eclipse CDT plugin for C/C++ development especially for the Nintendo DS target system.
Currently supported features:
easy to use managed build system based on the GNU toolchain
supports C and C++ projects, also ASM Programming
different project types
NDS ROM - ARM9 Sources + NDS Tool
NDS ARM7 Code - ARM7 Sources + ObjCopy
NDS ARM7 Library - generates a static link lib
NDS ARM9 Library - generates a static link lib
includes ObjCopy and NDS Tool in the toolchain
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June 18th, 2006, 04:05 Posted By: wraggster
GPF posted this news/release:
ok updated my sourcecode on site
http://gpf.dcemu.co.uk/ndsSDL.shtml
added doublebuffering support and fixed some errors that prevent it working with r19 using the new arm-eabi-gcc.
unfortunetly now doublebuffering is on all the time and it uses 1mb of system memory.
in video/nds/SDL_ndsvideo.c NDS_SetVideoMode function this enabled the doublebuffering
change to
to disable doublebuffering and recompile the lib.
if someone has a fix to this let me know. I thought that the NDS_AllocHWSurface(...) would be called and i used to have the malloc defined in there but for a couple of SDL ports they were never calling that function so i moved it into the NDS_SetVideoMode function.
Also a lot of work need to be done to allocated VRAM better, right now 8bit video uses a mode6 1024X512 background
and 16bit video uses mode5 515X512 background. So if you using a smaller screen it shouldnt need to allocate so much VRAM and the doublebuffering memory could be moved into VRAM instead of main ram.
More info --> http://gpf.dcemu.co.uk/
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June 18th, 2006, 04:01 Posted By: wraggster
DragonMInded posted a new release of his DS App:
Fixes made to the current version (2.0):
Browser automatically renames associated .bmf files when you rename txt/html files.
Audio player now has random history, so you can go back in random mode.
Fix to @ in arial 9 to not be cut off on the bottom.
Made some changes to the HTML renderer.
Fixed ID3v1 text to be translatable.
Fixed issues with "Toggle Hidden" text in browser and sound player.
Started adding shoutcast streaming support.
Changed mp3 multiplicity from 2 to 4, hopefully making it sound even better.
Finished homebrew database version 1.
Fixed scribble bug where screens became reversed after shuttin the top.
Found and fixed a memory leak pertaining to keyboard inputs.
Found and fixed a few other small memory leaks.
Worked on GBAMP/SC booting a bit, hopefully it works a tad better.
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June 18th, 2006, 03:49 Posted By: wraggster
Defect posted this news:
... We are going to continue our work on DoomDS, using a modified version of the Doom engine, then move onto another title that will most likely be based on the work John is doing with the Quake engine. I cant say for sure weather or not the next title will be based on Doom3, but it will be 3D and be much more advanced then DoomDS...
More info --> http://dual-soft.com/doomds/
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June 18th, 2006, 03:43 Posted By: wraggster
Grey posted this news:
Today, I wrote the playlist parsing "class". I plan to do the same for ui, decoding, networking, and stations (again). The goal is to rework Dissonance in a way that allows me to develop it for Linux, with a DS port. This will significantly improve testing time, and clean up the code base. All I have to do is hide the inner workings of the DS specific stuff such as graphics, sound, and networking, and use branching defines to select between them at compile time. This is of course how it should have been done from square one, but I just wanted to get it working before I started perfecting it, as I was (somewhat) new to C, and I had never done any low level networking before.
Like sgstair, I hesitate to give any sort of timeframe on the next release. But it should support playlists, have boosted volume, and a nicer interface. However, I am leaving the country for an extended period in 14 days, and I haven't even begun packing all my stuff to move it into storage yet. And finals are next week. So my time is going to be more valuable than ever. But good things come to those who are patient, right? Mind you, if I wanted to throw together another cludgey release like 0.2, I could probably release it today with boosted volume and playlists. But I don't even want to sync it to my SVN repository it's so broken at present. ;-)
More Info --> http://grey.drunkencoders.com/
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June 18th, 2006, 03:38 Posted By: wraggster
Defect posted this news/release:
Just a quick update to let you know what's happening.
Rob is in the process of tracking down a cheap DS, if anyone is looking to sell a DS for a good price, drop us a line.
I'm working on optimizing all the Quake GFX for John's DSQuake project. There will be some memory limitations to overcome, so I've been hard at it taking the skin base frames and mirroring them which halves the texture size instantly. If the models are still quite large, only then have I reduced the texture size. In nearly every case, the models actually look better, as the textures map alot better now and appear to be higher in resolution.
The Quake skins are possibly the most un-optimized you will ever see, which is most likely due to lack of sufficient editing tools at the time. The on-screen weapons have poly's on the back and under side of the models, just begging to be trimmed by me. There are just a handful of models to go and then the entire shareware model collection have been fixed. There is an additional 18 models that were in the full retail version, but I will focus on the shareware models first.
Models such as the wall torches will be replaced with particle effects, and other polygon based effects like the lightning will be replaced with particles too. There are several large level textures that may need to be trimmed, but generally things are good. I think its going to look quite nice in the end, with top controls to-boot!
I am by no means a member of the DSQuake project, I'm simply helping out. I want to see Quake on the DS probably more so then John, which is why I'm helping. I hope there are some skilled programmers out there that are willing to lend a hand and help John with the engine work.
I'm really quite pumped over DSQuake, I cant wait to play with it.
News from http://dual-soft.com/doomds/
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June 18th, 2006, 03:31 Posted By: wraggster
Normmatt has ported the VMU Emulator for the DC/PSP over to the Nintendo DS, heres what he says:
The other day i got bored and started to port the VMU Emulator for the PSP to NDS and i did but it didnt work not until i got some help from GPFerror who reported it but it only worked in Dualis, that was until i tracked down the bug that was stopping it from working on hardware it turns out it was “char **arg” making it a simply “char*” fixed it.
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June 18th, 2006, 03:23 Posted By: wraggster
Normmatt has released a new version of the Nintendo DS Emulator for windows, heres whats new:
Hi,
Heres a new release of DeSmuME featuring a key config dialog, proper X/Y key implimentations and finally FAT emulation thanks to mic.
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June 18th, 2006, 03:13 Posted By: wraggster
Normmatt has released his own version of the Wonderswan emulator for the Nintendo DS, heres whats new:
This release uses a newer FAT lib which has support for all flashcarts that use SD/CF including eg SC and M3
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June 18th, 2006, 02:38 Posted By: wraggster
Snezziboy the SNES Emulator for the Gameboy Advance (nintendo ds too) has been updated, heres whats new:
Fixed the JMP ($xxxx) and the JML [$xxxx] instruction to read the indirect addresses from bank zero instead of the current data bank. (Aero fighters now work)
Shifted the horizontal offset by 8 pixels to the right so games now look generally centralized
Modified the IO for WRAM write at IO addresses $2180-3 to behave as Snes9x
Fixed the interrupts to push the correct program counter onto the stack, and the RTI instruction to pop the correct program counter from the stack. (Earthworm Jim now works)
Fixed the $213C/D registers to generate the H/V counters correctly. (Zelda-A Link to the Past now works, though in the name entry screen, the name selection still
does not move, and in-game text is invisible...)
Fixed the COP instruction to fire a COP interrupt
(Illusion of Gaia now intros correctly)
Fixed the MVP/MVN instruction to increment the cycle counter correctly.
Fixed the DMA such that source DMA address is incremented and the DMA size is set to 0, after each DMA channel read/write is complete. (Contra's intro and in-game background tiles display correctly now) (FF2 non-mode 7 backgrounds now displays correctly) (Illusion of Gaia title screens appear)
Added rendering for Modes 4 and 5. (Secret of Mana name entry screen requires mode 5, and now appears better. Due to
double horizontal resolution though, the text appears but remains unreadable)
Added the $2139/A registers to read the VRAM. (Illusion of Gaia seems to works perfectly) (MegamanX, Megaman7 screens get restored after pressing start)
Added option for enabling backdrop (With this option set to Yes, Super Mario World backgrounds will not appear black)
Others:
Provided additional SnezziDebugger.exe that can be used to debug SNES games to search for speed hacks, SPC patches and other patches.
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