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July 29th, 2012, 20:44 Posted By: wraggster
via http://www.emucr.com/
DeSmuME 0.9.8 SVN r4334 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:
r4334
0.9.8: reset firmware at the beginning of movie playing/recording when desmume doesn't use external firmware.
0.9.8: add firmware to savestate by an experimental way.
Since Ragnarok Online DS (J) writes to firmware during the game (at the very beginning of the game, at least), this change is needed for anti-desync purpuse. I want to apply the same thing to trunk, but I guess it should be done by more polished way. This change to saves.cpp looks too hacky, but I have no idea how I can improve it.
http://www.mediafire.com/?7rahyyo39rxjtqw
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July 29th, 2012, 20:40 Posted By: wraggster
XotoB offers version 2.4 of " EmuCenter2 "simplistic interface that brings together the best emulators for video game console for greater simplicity, the Nintendo DS, Nintendo Wii, Gameboy Advance and Nintendo Gamecube.
Quote:
New version 2.4: - AMENDMENT: Storage directory data in EC2: "C: \ ProgramData \ EMUCENTER2" inftead of "C: \ Users \ username \ AppData \ Roaming \ EMUCENTER2" (fixes a bug if user installs without privilege EC2) - CORRECTION: Refresh list pc games, after adding, not made - CORRECTION: display some unreadable characters in the descriptions downloaded (thank you JV.COM) - IMPROVEMENT: Auto Search function descriptions - FIX: erroneous activation of certain menu entries context - FIX: Various inconsistencies ... - JUST IN: Function search game on the web (FR jeuxvideo.com = / = U.S. gamespot.com) (right click the Quick Access Toolbar) - ADD: Enable hardware acceleration for naviguation web (image search and search the web game) - ADD: a display mode (the list of games) more - ADD: Option "Enable background image for the whole interface" (replace "C : \ Program Files (x86) \ EmuCenter2 \ background.png "in installation directory to one of your choice) (recommendation:. PNG image with transparency and for best effect) - ADDED: Ability to define the level of transparency of background.png (edit with notepad "C: \ Program Files (x86) \ EmuCenter2 \ background.ini") - ADD: Audio Options: Quality Sampling and Rendering for emulators compatible - AMENDMENT: Allows scrolling games with keyboard arrows to display Advanced mode - ADDED: The games are added to favorites labels with a heart on the top right corner - MODIFICATION: Various optimization codeinterface entire
http://www.nintendomax.com/viewtopic...e4a64a68ff9434
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July 29th, 2012, 16:57 Posted By: wraggster
Sadly, today marks the last day of my summer vacation. The four weeks went by pretty fast again. During this week I have not worked much on DSx86 or DS2x86. I had planned some other things I wanted to do during my summer vacation, and of course I had not gotten around to those before it suddenly was the last vacation week and I really had to do them!
One interesting task I did was to replace the CMOS battery of my old Acer Travelmate 803 laptop. It had started to behave erratically with the system time, so I assumed that the CMOS battery was dead. Strangely the clock had not completely stopped working, instead after I set it to the correct time, it kept time for a little while (for a few hours), then suddenly jumped a couple of hours backwards and then stopped running.
I had purchased the laptop in May 2003, so it is over 9 years old. It just has been working so well that I have not had a need to replace it with a more modern machine. I have replaced the hard disk with a 32GB SSD disk, and I have also upgraded the RAM to 1.5GB, so the machine is reasonably fast (and what is more important to me, it is dead silent when running in Max Battery mode, regardless of CPU usage).
Anyways, I had found a blog post describing some important information about the CMOS battery, like the type (CR1220) and location (underneath the motherboard!) of it. Replacing it meant pretty much disassembling the whole thing, changing the battery, and then trying to put everything back together again. Surprisingly, no screws or other parts were left over after I had done this, and the machine even seems to work (and the clock keeps correct time)!
I was also given a heads up that NeoTeam is holding a Neo Coding Compo 2012, and it looks like also existing projects (like DSx86) are allowed to participate. Thus, I am thinking about possibly taking part in that competition. I would need to add a splash screen to DSx86, and I also would like to do some enhancements to it (I don't think the point of the competition is to simply add a splash screen and be done with it). I have not yet decided whether to take part, but I might.
Anyways, from now on I don't have all that much time to work on DSx86-related stuff, but I still try to continue working on the Windows 3.11 support for DS2x86. It would be fun to get that working, even though at the moment it seems very difficult and frustrating. But, the more difficult it is to achieve, the sweeter it feels when you finally get it working!
Thanks again for your interest in DSx86 (and for reading my blog!) :-)
http://dsx86.patrickaalto.com/DSblog.html
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July 29th, 2012, 16:56 Posted By: wraggster
Yet another week where I have been slowly trying to get Windows 3.11 to progress further. The progress just seems to get slower and slower, this time all the progress I have managed to get done fits within a few lines of ASM code! Here is the part of the code (in the KRNL386.EXE of Windows 3.11) I have been working on, with the problem locations numbered (1., 2. and 3.):
Here are the problems I have been having listed, with the numbers corresponding to the source code above: - The "system halted" problem I mentioned in the previous blog post happened within the call to the DPMI entry point. I finally found that the problem was caused by Windows 3.11 having the LDT (Local Descriptor Table) in virtual memory. When I some time ago fixed my IDT and GDT tables to support having their base address in virtual memory, I of course should have also fixed the LDT table at the same time, but for some reason I did not. So, what goes around comes around (and bites you!).
- After I implemented the LDT virtual memory support, I got a drop to debugger with an "IRET to lower priviledge!" error message. This was simply a sort of assertion in my protected mode IRET routine, as I had not yet encountered a program that would return from a higher priority level (ring 0) code to lower priority level (ring 3) code using an IRET operation. Windows 3.11 seems to do that, in the built-in DPMI mode change routine. Supporting that needed some coding into the IRET handler, and I also combined my 16-bit and 32-bit IRET handlers into a single routine while I did this. I have been wanting to do that for some time now, as both of those routines are practically the same, they just load either 16-bit or 32-bit values from the emulated x86 stack.
- The next (and current) problem is that Windows 3.11 exits with a message KERNEL: Inadequate DPMI Server. It took me a while to debug where this happens, but in the end I found that it is inside the call numbered 3. above. Windows manages to create an alias descriptor for CS (code segment), and after that it tries to get a vendor-specific DPMI entry point (in this case it wants to make sure it uses Windows' own DMPI code instead of 386Max or Borland 32RTM or some other possibly installed DPMI server). It gives a string "MS-DOS" as input to the DPMI call, but the call returns an error (call not supported). The DMPI server it calls is indeed Windows' own server, so at first I was pretty much at loss as to why it reports it does not support it's own server. After quite a bit of debugging I found out that even though KRNL386.EXE contains the "MS-DOS" string, and it gets loaded to RAM into a correct position, the DPMI server still does not find the string in RAM. For some so far unclear reason the virtual memory page mapping tables have an invalid address for the page where that RAM address should be. I have not yet been able to determine why the page tables change suddenly, as I have determined that initially the value is correct. This is the problem I am currently fighting with.
Rather discouraging seeing that I have only progressed about a dozen ASM opcodes within KRNL386.EXE during the whole week. But I guess I just need to keep debugging the code to see where the problem is, fix that, and then just continue to the next problem...
http://dsx86.patrickaalto.com/DSblog.html
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July 29th, 2012, 14:58 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7443.0.html
Nickname: BassAceGold
Project Name: BAGASM RC2
From: Canada
Division: APP
Platform: Currently compiled for PC and Supercard DS2 for the nintendo DS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
I'm not entirely sure that this entry will be accepted or not based on its current platform ports, however, I will try entering anyway on the basis that it is open source, fairly portable, and retro in the sense it is based on an old programming language.
BAGASM is a portable interpreter for an assembly like scripting language in which
one can bind their own functions. The interpreter is written completely in C originally
for the Supercard DSTwo flashcard for the Nintendo DS, but can also be easily ported and compiled for other platforms.
Currently there is only a PC and Supercard DS2 port, the PC side uses SDL for graphics, timer and input functions which would make it really easy to port to the Wii or Dingoo if one wanted to.
The performance of this interpreter is not bad. Currently, a test program containing 843441 operations completes in
0.37 seconds on the 396mhz clock of the DS2.
Changes from first release:
BAGASM RC2
-added JMPBK function. This will jump back to the line after a previous jump, requires no arguments
-removed $VMX define for video memory access and added SETPIX screen,color. This results in better video access performance
-constant values and jumps are now stored in the virtual ram (4kb) to improve read performance
-new memory access routines for better performance
-pc interpreter will now count the number of operations executed within a programs run time
-added white space handling to code parsing, can now use tabs or spaces to indent lines, and new lines to organize code. Functions still must follow "FUNC ARG1,ARG2" format (white space sensitive)
-vastly improved general performance (test program took ~1.5 seconds to complete in RC1, now it takes ~0.36 seconds to complete)
-moved some data off stack declarations to dynamic allocations for better memory handling and reduced errors for portable environments.
-white space doesn't matter before and after lines
Downloads, Source, Documentation, and Example Programs:
can all be found at: https://github.com/BassAceGold/BAGASM
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July 29th, 2012, 14:54 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7436.0.html
My entry for Neo Compo 2012 comes here:
Nickname: NightFox
Project Name: Spirits DS
From: Spain
Division: GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Spirits DS is a remake for the Nintendo DS game based on the popular game SPIRITS from TOPO SOFT who in 1987 make this game for MSX, Spectrum and Amstrad 8 bit computers . The project's goal is to make a remake and keep the spirit of the original, but adapted to the possibilities of the Nintendo console.
- The original game.
Spirits is an adventure game. In it, we play the role of a skilled sorcerer. The story begins when an evil sorcerer steals us our crystal ball, a book of spells and magic wand without which our powers are greatly reduced. Also, he curses the castle where we dwell, fill it with creatures of the night guarding our precious belongings. Not only that, it has also charmed the princess of the castle and one of the armors. These two characters are each one with one half of the only spell capable of defeating so evil sorcerer, which has been transformed into an eagle to chase us around the castle. We will disenchant these two characters to retrieve the spell and to defeat the cause of our problems.
- How to play.
The game is divided into two screens. The upper screen shows your character and is where the action is. At the bottom, we see where the next objective or purpose to be achieved. At first, we just see where is the crystal ball, main purpose and essential, without which the other objects and characters are hidden from our eyes. Having gained the crystal ball, these objects were no longer invisible in the castle and we can recover them. In addition with the crystal ball in our possession, we can locate the other goals. The ball will show us on the lower screen the exact location of the book of spells, magic wand, the Princess and armor, as well as the magician transformed into an eagle. With the corresponding buttons we can change the object or character that we want to see on the bottom screen. Next you'll get the book of spells and magic wand. Once we have these items in our possession, we will save the princess and disenchanting armor, which we provide half of each his spell to defeat the sorcerer.
Having done all this, we can only look for the eagle and defeat it, shooting the spell succeeded.
Remember that there are several enemies in the castle, of which only we can defend our dodging or throwing a stun spell of short duration, something which gives us time to escape from them. Shoot the eagle without the final spell is totally useless and contact with it, is certain death.
One last point. The location of the objects changed in each game, so you have game for awhile...
Download the lastest version: http://www.mediafire.com/?i7dmp3vbz45u8mt
Video of remake mode:
Link to game project page: http://www.nightfoxandco.com/index.p...ts-ds/?lang=en
ToDo:
Some graphics on remake mode.
Some soundtracks and sound effects.
How to play.
Credits.
Hope you like the game.
Regards!
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July 27th, 2012, 01:26 Posted By: wraggster

Starting next month, it'll be a little cheaper to spend some time with your multi-talented Cooking Mama. Majesco is bundling together six different Cooking Mama games across three different packages: Mama's Combo Pack Volume 1 and 2 on the DS and Mama's 2-pack on the Wii.
Mama's Combo Pack Volume 1 includes the original Cooking Mama as well asCamping Mama: Outdoor Adventures, and Volume 2 features Cooking Mama 2: Dinner with Friends and Crafting Mama. Mama's 2-pack, meanwhile, includesCooking Mama Cook Off and Cooking Mama World Kitchen. The bundles will be available August 14 for $30 each.
Now, if you'll excuse us, writing this post made us very hungry.
http://www.joystiq.com/2012/07/24/ma...or-wii-and-ds/
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July 27th, 2012, 01:02 Posted By: wraggster
Once again, the 3DS eShop is rich with content, including the 8 Bit Summer releases of Wario Land and Mole Mania, the latter being a somewhat under-the-radar puzzle game designed by Shigeru Miyamoto and a small team. There's also the fascinating Dot Runner: Complete Edition, a new game that mashes up Pac-Man and first-person RPGs into some kind of psychedelic anime monster, and Planet Crashers, a top-down dungeon RPG with a cute sci-fi theme, developed by Renegade Kid.
Two games are on sale on 3DS at the same time(!): Super Mario Bros. and the versatile drawing app Colors! 3D.
There's even a new Virtual Console game on Wii in the form of World Heroes Perfect, one of the Neo Geo's many, many fighting games.
http://www.joystiq.com/2012/07/26/ni...anet-crashers/
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July 27th, 2012, 00:25 Posted By: wraggster
Alleged to have sold over 90,000 copied games
The Korean Customs Service has identified a ring of 25 software pirates, and passed on their details to prosecutors.
The Korea Herald reported that the suspects have sold over 90,000 illegally copied games in the form of Nintendo DS titles, as well as R4, DS TT devices.
15 of the 25 operated online, and the suspects earned around $35 to $87 per item.
"Considering that most of the game users are adolescents and children, such illegal purchases will make the kids less guilty in terms of illegal acts," said customs official Min Byeong-jo.
http://www.gamesindustry.biz/article...ntendo-pirates
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July 23rd, 2012, 22:35 Posted By: wraggster

You might think it's neat that North American Club Nintendo members will net extra coins for downloading the digital version of New Super Mario Bros. 2, but Japanese fans get an even sweeter bonus: An entire game. Specifically, Japanese downloaders will get Donkey Kong: Original Edition, which features a factory level not found in the original NES release (pictured).
As Wired notes, Donkey Kong: Original Edition has never been sold, though it was included as a pre-installed Virtual Console game on the Mario 25th Anniversary Red Wii bundle in Europe.
http://www.joystiq.com/2012/07/23/di...y-kong-in-jap/
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July 23rd, 2012, 19:37 Posted By: wraggster
New Super Mario Bros 2 will be the first Nintendo game to get a simultaneous digital and retail release – and Nintendo wants its customer base to experiment.
All Nintendo games come with a Club Nintendo Coins card that can be redeemed against goodies. The standard Coins reward for a boxed game is currently 50 Coins.
However, those who choose who buy NSMB2 over Wi-Fi rather than the shop counter will be rewarded with 100 Coins.
The deal has so far only been announced for the US market.
New Super Mario Bros 2 will be released in the UK on August 17th.
http://www.mcvuk.com/news/read/ninte...-bros-2/099975
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July 22nd, 2012, 22:39 Posted By: wraggster
Most of us got our first glimpse of Mario's depraved doppelganger in the TV advert for Super Mario Land 2: 6 Golden Coins, way back in 1993, and it was a troubling moment. There you were, idly enjoying an ad break in the Chart Show when that familiar Nintendo logo popped up on the screen. A minute or so of typical Mario stuff followed - jumping, running, collecting everything in sight - and then there he was, his head vast and horrifically detailed, leering out of the TV with crazed eyes and a high-pitched cackle.The huge nose, the lightning bolt moustache, the disgustingly over-pronounced chin: Wario was a real shocker. He looked a bit like Mario, of course, but that only made things worse. He was sufficiently similar to platforming's greatest hero to trick you into lowering your defences for a half-second, and that was just enough time to realise something was wrong - horribly wrong.
It's fine that we were scared. Why wouldn't we be? We didn't know Wario yet, and it turns out that Nintendo didn't know him either. For the next few years he was a mean-spirited cypher: a Bowser under-study with a Halloween pumpkin grin who only turned up in offshoots and second-string affairs. There he was on the Game Boy, on the Virtual Boy, or in some weird block puzzler headed for the discount bin. What was his problem?
Little by little, though, he settled into his own peculiar character. The Wario Land games introduced a bit of his gleeful anarchy, for example, and also helped develop his roguish, money-grabbing impulses. Wario wasn't just somebody to fight against during the final boss sequence: he was somebody you could control, too. Sure, he wasn't Mario, but maybe there was a pleasure to be had in being the anti-Mario for a few levels. Mario never shoulder-barged anyone, after all, or had end-of-level goals built of skulls and assorted other bones. Mario was never so morbidly in love with gold and jewels and crisp bank notes. Wario could be fun.
http://www.computerandvideogames.com...retrospective/
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July 22nd, 2012, 11:48 Posted By: wraggster
The release of New Super Mario Bros. 2 will usher in a new digital era for 3DS by being the first retail game you'll also be able to purchase and download via the eShop.
And Nintendo wants you try out the new-school digital method, and is offering a small reward for doing so; double the Club Nintendo Coins.US gamers who purchase the game via the eShop can redeem 100 Coins on their Club Nintendo accounts - double the usual 50 that brick and mortar purchases will get.
That's not a huge amount - 50 extra coins is about enough to get you a few rubbish screensavers. But if you're saving up for that 1200-Coin Game & Watch, every little helps. All the Ts and Cs are through the source link.
The game's out in US on August 19 - weeks after the July 28 street date in UK.
http://www.computerandvideogames.com...intendo-coins/
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July 19th, 2012, 02:54 Posted By: wraggster
We very briefly thought Namco was making a One Piece/Thundercats crossover game, only to realize that the company just announced release dates for two separate games in the same press release for some reason.
One Piece: Pirate Warriors, the downloadable PS3 game (which is already an unlikely crossover of sorts, being a One Piece-themed action game in the style of Dynasty Warriors) will be released in North America on September 25.
Also coming September 25: the side-scrolling DS Thundercats game based on the new cartoon, which casts the player as Lion-O. So that's One Piece: Pirate Warriors and Thundercats – but not One Piece: Pirate Warriors and Thundercats.
http://www.joystiq.com/2012/07/18/on...parately-sept/
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July 18th, 2012, 00:09 Posted By: wraggster
Merchandising deals can make Sonic the Hedgehog as iconic as Hello Kitty.
Sega is knuckling down on its four major IPs as part of its recent restructure, with priorities to push into digital and licensing.
For Sonic, the latter means signing up more third parties to make associated toys, clothing and other gear.
And the famous company mascot could be as ubiquitous as Sanrio’s cute cat, explained Jurgen Post, COO of Sega Europe.
“Sonic is a well-known character, but we’ve got a lot of room to grow in merchandising,” he told MCV.
“We dream of Hello Kitty. We’re still far off from that but we can see that our profits are growing year on year in the US and Europe [on merchandising].
“We’ve got a licensing team on the ground in the UK who are focusing on that and that team will expand. We’ve got a team in the US and which will also expand. We used to run it all out of Sega of Japan, but having people on the ground is making a big difference.
“We will always do the computer game but the merchandising is a very important aspect to Sonic.”
http://www.mcvuk.com/news/read/sonic...o-kitty/099696
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