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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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March 29th, 2005, 20:54 Posted By: rbervoets
Heres whats New:
CPU: Fixed the Q-flag for SMLAxy
MMU: Fixed halfword reads from LCDC VRAM
MMU: Added the math coprocessor functions (Div, Sqrt)
GPU: Added preliminary support for mode 6 (main core)
GPU: Added optional GDI rendering (no 3D support)
GPU: The preferred renderer can now be specified in dualis.ini
GPU: Added some checks for proper VRAMCNT_* values
GUI: Forgot to unload the plugins and free the memory they were using when closing the emulator (Oops..)
Moved key input to a dedicated plugin. The source for the input plugin is available for anyone who wants to write their own plugin.
Download it here: http://dualis.1emulation.com/
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March 29th, 2005, 19:57 Posted By: wraggster
DSemu the Nintendo DS and Game Boy Advance emulator for windows has seen another updated release, heres the news from this release:
<BLOCKQUOTE>I said I'd be picking up a config editor; well, I'm not. It turns out that Normmatt wrote the thing in Visual Basic, and pretty bad VB at that. Not much code I can use there, I'm afraid. I might get onto that myself at some point soon.
Regarding the CPU, I've finally decided to pick up the red lights on ARMwrestler and make 'em green. That involved fixing the flag setting code for a few of the Thumb ops, and implementing a good chunk of the enhanced DSP (in particular, short multiply and saturated addition). After all that, it does indeed mean that Wrestler green-lights fully, which is a good thing.</BLOCKQUOTE>
Download <a href="http://nintendo-ds.dcemu.co.uk/dsemu.shtml" target="_blank" >Here.</a>
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March 29th, 2005, 18:42 Posted By: wraggster
An unnamed source from inside EA has revealed exactly how revolutionary the next Nintendo console will be by leaking details of the prototype Revolution control pad, which is devoid of face and shoulder buttons, and also lacks any analogue sticks.
In place of these traditionally crucial joypad features is a touch-screen, which can be programmed to display - and indeed use - any configuration of buttons, levers and steering devices, or anything else developers can devise and see fit to program into their game.
This could provide developers with a level of freedom never before seen when developing control schemes, decreasing limitation and offering more innovative methods for controlling games.
However, despite promising a 'pad for all occasions', it's possible the pad may not work for complex games requiring many buttons. And not being able to feel where buttons are may limit player responses in both judgement and accuracy.
But complexity for future games is definitely not Nintendo's direction according to Nintendo president Satoru Iwata.
Speaking recently with Japanese publication Nikkei Business Daily, the Nintendo boss pointed out the need for simplicity in games, in order to draw in causal gamers normally put off by the complexity of modern games.
"A goal of ours with Revolution is to expand the target market for games," said Iwata. "The current consoles are constantly getting more complicated and the number of buttons on joypads has been increasing steadily in recent years. Hardcore players can still manage, but for inexperienced players and beginners the degree of complexity is too big a barrier."
Iwata's comments regarding Revolution being a mass-market device, able to open up gaming to new audiences, echoes Nintendo's sentiment for DS, which, as we know, uses a touch-screen.
This, in our eyes, makes a touch-screen joypad for Revolution highly plausible. Don't rule out the possibility of a built-in microphone either.
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March 29th, 2005, 16:03 Posted By: Zimply_Dark
Hey guys,
I'm trying to create a game for GBA, to compile it as a rom file and play on my computer. The problem is, that i need various things from the game, and I wonder if there isn't any other way of ripping the sounds, graphics, even sc from the game, without being ripping sprites and recording songs to the computer while the game's active... Isn't there any kind of disassembler or extractor to get the files manually? I'm just asking this cause i already heard of lots of them, but actual download, none of them has. anyway, i'm just asking cause you guys are the authority on GBA 
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March 28th, 2005, 20:55 Posted By: rbervoets
Does a Gamecube need a mod chip to play edited or can you use your action replay freeloader dont ask such things as we dont like warez talk round these parts
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March 28th, 2005, 04:41 Posted By: Albino
I loved playing this game when i was a kid, and i think that it would be a PERFECT port for the ds. Since that Katamari petition MIGHT have influenced namco into bringing the game to the ds i figured why not. yeah youre right, it probably wont work, but you owe it to youself to sign, and if it doesnt work? Well, the only thing you lose is a couple minutes of your time. so without futher ado.... http://www.petitiononline.com/NiGHTSds/petition.html
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March 27th, 2005, 19:48 Posted By: wraggster
The Nintendo DS and GBA emulator for windows has seen a new release and this news:
<BLOCKQUOTE>So it turns out I had a pretty poor implementation of touchscreen, in that it only picked up the coordinate values when I clicked the button. I've changed it to work by catching mouse-move messages as well as mouse-button messages, and now the outputs of both David Rorex's first demo and his Minesweeper are much better. The issue still remains that the touchscreen isn't calibrated, though; that means the position of the touch is offset from the position of the cursor. I'm not sure how to fix that.
In other news, the DS palette viewer is now complete. You can see background and OBJ palettes, from both GPU cores. I'm hoping to pick up a configuration editor dialog from somewhere soon, so you can all finally change your key mappings with ease.</BLOCKQUOTE>
Download the latest release as always from <a href="http://nintendo-ds.dcemu.co.uk/dsemu.shtml" target="_blank" >Here</a>.
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March 27th, 2005, 03:44 Posted By: wraggster
Loopy (pocket nes and snes author) has been playing with the DS for last couple of days and fixed the swi problem. New crts have been uploaded to the CVS (and will be in the zip as soon as I get back home). Your arm9 bios calls should function properly now (swiWaitForVBlank and the like).
Be sure to re-run the install.bat or manualy make the startup files and copy into your devkitarm/arm-elf/lib directory.
http://www.thepernproject.com/
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March 27th, 2005, 00:02 Posted By: tidusuk123
The PSP forum is growing so quick and new topics are created everyday!! You don't seem to have much to say about the Nintendo DS huh?
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March 26th, 2005, 19:07 Posted By: wraggster
Submit any Nintendo DS Emulation, Hacking, Homebrew news in this topic
all thanks and credits will be given.
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March 26th, 2005, 12:50 Posted By: tidusuk123
I can't find Maio, Luigi, and Wario!!
I'm completing all the levels without them!!
Please can someone tell me where they are and how to get them!!!
Pleeeeeeeeeeese!!!!!!!!!!!!!!!!
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March 26th, 2005, 02:04 Posted By: wraggster
News From Console Hardware News
<BLOCKQUOTE>We at Console Hardware News have gone through 5 of the best online sites and posted all the items on those sites for the Nintendo DS Console Heres the <a href="http://console-news.dcemu.co.uk/nintendodsshopguide.shtml" target="_blank" >Nintendo DS Shop Guide</a>.</BLOCKQUOTE>
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March 25th, 2005, 20:26 Posted By: wraggster
The Gamecube Emu for Windows SITE has seen a sizeable update:
<BLOCKQUOTE>Great news, I've repaired the error with the Javascript for Firefox when selecting a screenshot! Although, I have "The Jedi" to thank, since he was kind enough to email me a possible solution. [Sorry dude, it didn't work. But you got me working on it and helped me realise where the error was! XP]
I'll get to fixing the screenshot order tomorrow, as I know it's a tad bit random..
Oh, right, forgot to mention. The screenshots will look as if they're not clickable. They really are, it's just I had to remove some javascript coding to make them work correctly! :i
[03/23/05] Alright, the cursor fix has been uploaded. If it doesn't work in your browser, drop me an email! Still in the process of repairing the image's order to newest first, however..I updated documents section, and added reversing of some Gamecube library software. Only for developers </BLOCKQUOTE>
http://dolwin.emulation64.com/index.php
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March 25th, 2005, 20:24 Posted By: wraggster
Homebrew on the Gamecube may be a tad easier soon, heres the details on a new modchip:
Q00B Features
<BLOCKQUOTE>Direct boot of all media, without swapping!
Supports all regions PAL / USA / JAP
On-board MP3 Player included
Super easy USB upgrade system (USB transfer cable included)
DVD Disc upgradeable
Network(*) upgradeable
Bios selection/control supported
Supports all retail hardware (DOL-001 USA, JPN, EUR and DOL-101)
Fastboot of original discs
Compatible with "GCOS" and other IPL replacements, allowing homebrew development via SD card (**) and/or network (*)
Comfortable easy to use Windows PC flash software (in download section)
Supports homebrew and open-source coding
Integrated media compatabilty check (checks all sectors of inserted media)
Streaming Audio Fix
Integrated status LED
Easy Installation, only 6 wires (no soldering on qoob chip required, special cable included)
Multicolor graphical user interface for easy operation
Supports Mini/DVD-R, Mini/DVD+R
16MBit on-board Flash to store homebrew applications
High secure - low power Actel FPGA
Packed in a stable carboard box including all wires, 3D Sticker and USB transfer cable</BLOCKQUOTE>
QOOB Specs
<BLOCKQUOTE>Installation wires connecter
High speed - ultra secure Actel FPGA
High capacity 16 MBit Flash
Integrated Status LED
Flex cable connector
High speed USB controller
USB connector board (removable)
Mini USB B-type connector </BLOCKQUOTE>
More info http://www.qoobchip.com/
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March 25th, 2005, 14:46 Posted By: wraggster
DSemu the Nintendo DS and Gameboy Advance emulator for Windows has been updated with a new release and this news:
<BLOCKQUOTE>I said I'd keep looking at the core, and I did. I ended up finding the major error relating to the jump-to-0 bug. I suspected that it was to do with the stack getting corrupted somehow, and with some good debugging help from various sources, I tracked it down to the stack pointer getting changed. It turns out that Thumb ADDSP-imm has a reciprocal mode, SUBSP-imm, encoded by the same first byte. Fix that, and suddenly nothing jumps to 0 anymore. Mind you, it's still the case that nothing works.
Elsewhere, I've noticed that when the emulator is put into animated scanline mode, the output screen starts flashing like a madman. It's because the MMX word-flip operation to turn the colours the right way up gets applied every scanline, to the same buffer as its previous output. After adding yet another output buffer, the screen no longer flashes in a psychedelic manner.</BLOCKQUOTE>
Download DSEMU <a href="http://nintendo-ds.dcemu.co.uk/dsemu.shtml" target="_blank" >Here</a>.
Try some Nintendo DS Demos <a href="http://nintendo-ds.dcemu.co.uk/ds-roms.shtml" target="_blank" >Here</a>.
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