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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 14th, 2014, 12:05 Posted By: wraggster
via http://wii.gx-mod.com/modules/news/a...p?storyid=3194
AReim1982 continues to improve ScummVM Wii and already offers an update. After making the sources compatible with the latest development libraries devkitPPC, libogc and libfat, he now addresses bugs and has just correct one that affected the function of "solid addition" games that caused a dump without code course. This is now fixed and therefore can scan the parent directory containing all your games to add to the ScummVM simply the world. You can activate by holding UP (d-pad of the wiimote held vertically), the "Add" button becomes "Solid Add" button. The scan time course depend on the number of sets contained in the parent folder, so be patient.
Feel free to report bugs you might encounter directly on official forums Scummvm.org. ScummVM Wii 1.6.0-test candidate beta3 Official website: http://forums.scummvm.org/viewtopic.php?t = 13357
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January 14th, 2014, 11:57 Posted By: wraggster
Similar to the classic Tetris strategy must falling Blocks are sorted by color.
Once four or more same-colored Stones together, they dissolve and release if necessary through the sliding blocks further down a chain reaction.
If the field is completely filled so the player has lost.
http://wiibrew.org/wiki/TailTale
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January 14th, 2014, 11:56 Posted By: wraggster
A GameCube Memory Card manager.GameCube/Wii Memory Manager is an application to backup Nintendo GameCube savegames.
Gcmm is a project started by dsbomb and justb, which is based on Askot's modification to add SD support to the mcbackup libogc example.
I (suloku) have updated the code to newest libraries to port it to the Wii system, and what I find more important: restoring savegames now works properly.
http://code.google.com/p/gcmm
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January 14th, 2014, 11:56 Posted By: wraggster
Wii-Tac-Toe is a Tic-Tac-Toe game for the Nintendo Wii. It was programmed in C++ using devkitPro along with GRRLIB.
The game can be played alone vs the CPU or with a friend using one Wii Remote controller. The game AI does not always do the same moves, so the fun never stop.
To win the game, you have to place three marks (O or X) in a horizontal, vertical or diagonal row. If the grid is filled completely and no one has won, well, it's a tie game. Start over and try to beat your opponent.
Version 0.8
- Could now be played with 2 Wii Remotes
- View FPS when pressing the + button
- meta.xml is fixed
- Library update
- libogc 1.8.11
- libfat 1.0.11
- Mini-XML 2.6
- UTF-8 CPP 2.3.4
- Boost 1.52
- GRRLIB 4.3.2
- FreeType 2.4.4
- libpngu (libpng 1.6.8 and zlib 1.2.8)
- http://wiibrew.org/wiki/Wii-Tac-Toe
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January 14th, 2014, 11:50 Posted By: wraggster
Once again, the Revival of Pokemon Gold’s beta and alpha stages presses on, and to an extent of reviving the Safari Zone!
The Safari Zone has all the unused fleeing Pokemon, and many Pokemon you would see in the Red/Blue Safari Zone but is still having more Pokemon added. It’s even accessible!
This hack contains all but one Pokemon, the Japanese Jynx and has every Kanto Pokemon’s beta name. Every map is finished, and even a few unused things are re-used but there are still a few to be done that require implementing.
This hack is updated frequently, with 1.3 being the biggest not including 1.3b, 1.3b2 and 1.3SilentHills since they were betas/indevs.
The picture shown is the player’s edited sprite which is now a girl that is meant to be similar to the beta girl.
The Related URL is the Facebook Page for this ROM Hack where all the latest updates, help ads, bug announcements to warn others and everything to do with the game’s development are.
I hope you will enjoy this hack.
https://www.facebook.com/PokeMonBetaAlphaRevival
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January 14th, 2014, 11:45 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Fixed a potential crash when activating the sound recorder.
- Fixed $4016/17 reads, value must be ORed with $40.
- Fixed mapper 64 IRQs (game Hard Drivin' works).
- Changed APU sound output gain, sounds louder and better.
- Optimized APU sound resampling values.
- Added an option to disable PPU clipping (left 8 pixels).
- The NSF player now displays "no title" if there's no string.
- Improved iNES header context saved into a text file.
- In the disassembler, the code is now refreshed before saving to a file.
- Removed a boring popup warning message if savestate file isn't found.
- Renamed "-videocard" config option to "-graphics_mode", since there's no "card".
- Fixed other minor things and annoyances, plus removed unused stuff.
File: Download
News source: http://rocknes.web.fc2.com
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January 14th, 2014, 11:44 Posted By: wraggster
via http://emu-russia.net/en/
Commodore Amiga emulator for Nintendo Wii has been updated. Changes:
- Added Gamecube controller support;
- Added graphic virtual keyboard with IR Wiimote pointer called by "+" button;
- Added Wiiflow support;
- Added new menus to save and load 5 configuration files;
- Added audio menu with new options;
- Path of last selected file remembered in the menu;
- Added Picasso96 memory configuration;
- Added number of floppies configuration;
- Added refresh rate option;
- Added blitter exact cycle option;
- Added 24/32 bit cpu address space option;
- Chip memory up to 8MB;
- Consistency check of configuration options with gui messages;
- Automatic reset emulator after memory or kickrom change;
- Removed noise entering the GUI;
- Fixed bug in blitter exact and adreess space configuration;
- Fixed bug in sound floppy configuration;
- Fixed bug in page up/down;
- Patch to increase rendering speed in double buffer mode;
- Case insensitive file order in the file menu.
File: Download
News source: http://uae-wii.googlecode.com
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January 14th, 2014, 11:43 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows/Linux has been updated. Changes:
- Implemented mappers 28, 42, 91, 105, 153.
- Implemented the openbus on the read from $4016 and $4017 (for improved accuracy).
- Improved handling of IRQ in the mapper 64 ("Hard Drivin.nes" now works correctly).
Linux version:
- I've forgotten to implement the scrollbar in the window of uncompress roms (that only appears when there are more roms in the same archive). Fixed.
- Now the minimum version of supported gtk2 is 2.18, so the emulator can also run on older distributions (eg Ubuntu 10.10 or Linux Mint 9).
Windows version:
- Fixed a bug in the management of the turbo buttons that did not allow proper operation.
File: Download
News source: http://forums.nesdev.com
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January 14th, 2014, 11:43 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- PEC-586 Pyramid Education Computer (Unl)[U][!]. One of my last totally forgotten dumps, even if you have seen this before more than one time, - The Educational Computer PEC-586 Pyramid by Dongda Company. Mapper itself was not so hard to emulate, the most crazy thing about this cartridge is that it uses its own video mode, 1-bpp plain bitmap mode. There were some others are popping out in China, similar to this one, so with the help of our Chinese friends, we emulate finally it's video mode. The main goal of this mode is that you can write 1-bit tiles into tilemap area, but no need to write NT anymore. So 8K or CHR-RAM is enough to cover the whole screen at once with this bitmap.
The last barrier before release was its keyboard. It's visually identical to Subor, but operation is different. So I was need to write another one keyboard support to FCEUmm and FCEUX. So I did it finally and it mostly works, besides still need keys layout corrections.
Most interesting, that this system has LPT and Audio-jack connectors on the cartridge itself. Don't know, why it's done, since the cart is useless without the console and vice versa.
There are some more systems on the same hardware exists, mentioned above Chinese version with expanded PRG ROM, and one more interesting Educational Computer called "Sonic REC-9388". The last one has its own software divided into carts-modules and which can be inserted into one of three internal mini-cartridge slots. Both Chinese ones and Sonic use it's own keyboard hardware so can't be emulated with the same PEC-586 keyboard.
- NARC (R) [!], Rush'n Attack (R) [!]. A couple of years ago I released bad, but mostly fixed and restored ROM of the Russian version of the game "NARC". Now since I have a new working copy I did redump and you can play it without glitches now. In addition, another Russian translation from the same 1995-1996 years, Russian version of Rush'n Attack.
News source: http://cah4e3.shedevr.org.ru
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January 14th, 2014, 11:40 Posted By: wraggster
via http://www.aep-emu.de/
A new build from the NES emulator FCEUltra-Win32-mappers-modified has been released. This emulator is based on FCEUltra source code snapshot (fceu-0.98.13).
Quote:
Changelog:
- 12.01.2014
- BANDAI boards - eeprom emulation
- BANDAI boards - fixed savestates
- BANDAI boards various fixes
- UNIF 8157 - fixed according to hw
- UNIF BMC12IN1 - fixed with correct hardwre info, new "12-in-1" dump is working now
- UNIF MIHUNCHE - new source for the old board/mapper
- UNIF PEC-586 - 512K carts supported, fully supported exp ppu mode finally!
- UNIF PEC-586 - russian keyboard emulated
- UNIF T-262 - fix according to hw
- fceux sync
- mapper 12 hardware dip switch
- mapper 154 - fixed
- mapper 183 - second level crash fix
- mapper 2 - reverted mirroring hack, too much games are corrupted (TODO: make a new mapper for Russian Highway Star with CRC check)
- mapper 225 - mirror fix
- mapper 253 - fixed dragonball garbled graphis TODO: irq
- mapper 53 - supported ines format of SUPERVISION UNIF board
- mapper 88 - really fix now
- more crc mapper checks
- 24.03.2013
- UNIF DANCE2000 - new board for "Dance 2000 12-in-1"
- UNIF FK23C - fix VRAM size to 256K, need for the newer 120-in-1 dump
- 17.03.2013
- mapper 5 - more SRAM size detection database entries
- mapper 178 - added more features of 8/16M cartridges with 32K SRAM,according to the hardare tests
- UNIF 09-034A - added support for SMB2j Lite Alt version
- "Golden KTV" redefined to mapper 71 as unrom without bus conflict
- fixed palette ram reading, fixes the "Hero on Devil Lands (Ch)" palette
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January 14th, 2014, 01:21 Posted By: wraggster
Twenty years after it earned notoriety as the sole unlicensed game on the Super Nintendo (not to mention a Christian-themed, first-person shooter),Super Noah's Ark 3D has returned to the console.
For those unaware, Super Noah's Ark 3D isn't a very good game, but it is rare and collectors view it as an interesting piece of trivia given that the game was built on top of id Software's Wolfenstein 3D engine. Creator Wisdom Tree was refused a license for SNES development due to the game's overt religious imagery, so after relying on a special pass-through cartridge designed to circumvent the anti-piracy measures of the SNES, the game was released via mail order and in certain specialty stores. Nintendo's restrictions against religious imagery no longer apply to the SNES, allowing retro developer Piko Interactive to license and re-release the game on a proper SNES cartridge.
If you visit Piko Interactive's site, you'll find the game listed at $40. That price is for the cartridge by itself, though if you'd like a box and manual to go along with your new old game, the price jumps to $70.
http://www.joystiq.com/2014/01/13/ch...turns-to-snes/
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January 14th, 2014, 01:18 Posted By: wraggster
If you haven't yet had the chance to delve into Link's latest dimension-hopping journey, The Legend of Zelda: A Link Between Worlds for the Nintendo 3DS is $29.99 at Fry's this week, making it a good time to catch up on one of last year's greatest games.
A Link Between Worlds builds on the structure that defined the Super NES classic The Legend of Zelda: A Link to the Past, taking place in the same overworld and featuring many elements familiar to series fans. The game emerges as a worthy adventure in its own right, however, thanks to its ingenious item-rental mechanic and open-ended quest that gives players the freedom to explore Hyrule and its dark counterpart Lorule at their own pace.
A Link Between Worlds is available for $29.99 at Fry's through January 16.
http://www.joystiq.com/2014/01/13/ze...ough-thursday/
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January 13th, 2014, 22:23 Posted By: wraggster
But indies defend console, saying criticisms only reflect early iterations of SDK and praise Nintendo support
The Wii U is difficult to develop for compared to other consoles and has an underpowered CPU for a new-gen console, an anonymous developer has claimed.
In a tell-all to Digital Foundry, the developer, who worked with an early version of the hardware and development kits for a launch title, claimed that while other consoles had mature tool chains that could be integrated with their development environment, the Wii U made it difficult to compile and run code.
The developer said that even though Nintendo had provided an integration of their development tools into Visual Studio, broken features meant the studio instead had to fix the issues, rather than just focusing on game development.
The anonymous game maker added that contacting the console firm had also been difficult, and answers to queries would often take as long as a week due to translation issues.
Citing problems with the console's CPU, the dev claimed that for their studio's particular game, certain features had to be cut back as it was not powerful enough.
On a positive note however, the GPU was said to be "very capable", and could potentially be used to pick up the slack from the CPU.
"There was even some discussion on trying to utilise the GPU via compute shaders (GPGPU) to offload work from the CPU - exactly the approach I expect to see gain traction on the next-gen consoles - but with very limited development time and no examples or guidance from Nintendo, we didn't feel that we could risk attempting this work," said the developer.
"The GPU is better than on PS3 or Xbox 360, but leagues away from the graphics hardware in the PS4 or Xbox One."
The developer also stated early concerns over Nintendo's online network and MiiVerse, and what was labelled only a "partially developed OS" just weeks before the launch of the Wii U - which required the infamous day one patch for console owners to fix it.
In a scathing assessment, the anonymous game maker said Nintendo was struggling with third-party support due to the aforementioned tool chain problems, communication issues with the firm itself and low sales.
"We eventually released our game and it was generally well-received, so the management sat back to see what kind of sales figures we would get for all our efforts. Without going into detail it would be fair to say that the numbers we were seeing were less than impressive. In fact we would be lucky to make back all the money that we had invested in making the game in the first place, and although the management publicly supported the Wii U platform, it is unlikely that we would ever release another Wii U title."
[h=5]Case for the defence[/h]Despite the criticism, a few developers have come out in defence of the Wii U.
Nami Tentou founder and Ping 1.5 developer Christopher Arnold said most of the complaints in the article referred to pre-retail SDK problems, and that the post-release SDK does not contain any of the issues mentioned.
"Most of the main complaints pointed at in the article from the dev is aimed at pre-retail release SDK problems," he tweeted.
"I can safely say that the post release SDK kit given to developers now do not contain any of the listed problems and being an early on developer on any new hardware will pose challenges to those unfamiliar. Programming and coding is most of the time trial-and-error.
"Wii U game development takes the same amount of work and attention as a Xbox 360 or PS3 game development. They've done their process of making their API understandable and useful to seasoned programmers. Wii U development = any other game console development time."
In the latest issue of Develop, Nyamyam studio co-founder and Tengami developer Jennifer Schneidereit said the self-publishing process for the Wii U "had been really good so far", and the firm had worked with the indie to ensure a smooth development process and help the team overcome any hurdles.
It should be noted that in an attempt to make development easier for some indies, Nintendo has also released its Web Framework, a development environment used to make Wii U software with HTML5 and JavaScript
"There’s a level of contact that just doesn’t exist when working with Apple for example," she said.
"In order to self-publish on the Wii U I started by signing up to Nintendo’s developer program. It took a few days for the confirmation to come through. From there we soon had access to the developer portal and all the tools and development documentation.
"Soon after we got two Wii U dev kits sent over from the US. These initial steps were very easy and each step had a clear contact person for me to reach out to in case I had any questions. I was a little surprised that there was so much personal contact between us as a developer and Nintendo early on, which is unusual in this day and age and I definitely appreciated it."
What are your thoughts on developing for the Wii U? Have you encountered any difficulties? Are you happy with the hardware and development kits?
http://www.develop-online.net/news/e...ms-dev/0188021
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January 13th, 2014, 01:19 Posted By: wraggster
via http://www.emulation64.com/view/2423...ioES-Released/
Jason Ladere, author of Jario64 (N64 emulator), informed us about his new project - written in java SNES emulator - SuperJarioES. As you can see, for initial release, it works quite well.
Here's full info:
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I have released the initial version of my snes emulator SuperJarioES which is based off of the higan/bsnes emulator. I have also released a newer version of my older Jario64 N64 emulator. Both of these emulators, along with my other emulators are built using a Fractal Component Architecture. |
Visit official homepage at code goole for latest source s and binaries, and don't forget to leave your feedback at initial EmuTalk thread.
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January 13th, 2014, 01:18 Posted By: wraggster
BGB is a GameBoy, GameBoy Color, and Super Gameboy emulator/debugger which runs on Windows. Program features accurate emulation of the hardware, powerful debugger, SGB multiplayer with up to 4 gamepads and TCP/IP game link support, graphics with GDI, DirectDraw, Direct3D, OpenGL output, and HQ2X, Scale2x, scanlines, blocky filter, accurate/high quality sound emulation, bandlimited synthesis, GameGenie and GameShark cheat, and more.
Here's changelog since v1.4.1:
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1.4.2 - fixed a large number of small problems and bugs including: direct3d now works on secondary monitors, some accuracy fixes (including sagaia problem), added some features including: mono sound output and an exception break if making bad accesses during an OAM DMA transfer. tested to work on windows 8.
1.4.3 - fixed: loading/saving save files for roms with unicode filenames was broken if a save dir is not set. this was broken in 1.4.2. |
Check out official website for further information and latest version of emulator.
http://www.emulation64.com/view/2426/BGB-143/
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January 13th, 2014, 01:16 Posted By: wraggster
via http://www.emulation64.com/view/2427/DeSmuME-0910/
DeSmuME is a Nintendo DS emulator running homebrew demos and commercial games. The original author of DeSmuME is YopYop156. He has stopped working on it on the beginning of april 2006 and passed the torch to a new team of developers.
Here is changelog for latest version:
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In this version, we have focused on trying to clean up some complexities in the user experience and emulator internals. Pretty unglamorous stuff, but some games are newly compatible.
General/Core:
enh: break savestate back-compatibility
bug: improve save size autodetection for some games
bug: cpu: fix many basic jit cpu bugs
bug: 3d: tweak softrasterizer edge marking
bug: 3d: fix stale 4x4 texture palettes
bug: fix some GPU sprite blending scenarios
bug: fix bios HLE BitUnPack, UnCompHuffman
enh: modular slot-1 device system, emulate GC bus more faithfully
enh: support NAND slot-1 device
enh: auto-detect appropriate slot-1 and slot-2 device
enh: many revisions to firmware boot process for more authenticity. iQue and FlashME versions function, .dfc rewritten.
enh: support streaming NDS file from disk (like an ISO, to avoid long initial load time)
enh: run .dsv directly on disk, to save long flushing times. should speed backup operations.
enh: spu synch mode and method on commandline
Windows:
bug: fixes to advanscene DB import
bug: save opengl display method filter option
bug: general bugfixes to various screen layout modes
enh: add option to stop non-integer scaling during fullscreen or maximize
enh: improvements to save import dialog
enh: improved memory viewer tool
enh: operate better when run, against our advice, from a zipfile
enh: add slot-1 Nitro Filesystem viewer tool
Cocoa:
bug: fix slot1-R4 path saving
bug: fix bug with mic samples < 16khz
bug: fix bugs and enhancements in multi display windows
bug: fix handling of some joystick analog inputs
enh: save display windows configuration and emulation speed on app exit |
Visit projects WIKI for further information and official homepage for latest emulator builds.
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