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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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July 23rd, 2013, 11:33 Posted By: wraggster
via http://www.emucr.com/
GnuBoy SVN r197 is released. GnuBoy(all lowercase, but sometimes unofficially spelled GNU Boy) is a Free Software emulator released under the terms of the GNU General Public License ("GPL"). It is 99% execution-compatible with software targeted for the Game Boy ("DMG") and Game Boy Color ("CGB") handheld game consoles sold by Nintendo. It is not compatible with Super Game Boy-specific features or with Game Boy Advance, though it can run Super Game Boy games in DMG or CGB mode.
GnuBoy SVN Changelog:
r190
Edited wiki page Ports through web user interface.
r191
Edited wiki page Ports through web user interface.
r192
Edited wiki page BuildNotes through web user interface.
r193
Ensure disable sdl video works (e.g. for OhBoy).
r194
Removed K&R style function prototype for (string lib) strdup()
r195
Edited wiki page BuildNotes through web user interface.
r196
Fix for issue #14 patch from x0thatguy0x - Removes compile warnings.
Tested with head rev build of OhBoy, linux x86 gcc 4.6.3
r197
Remove r184, whilst r184 builds fine with OhBoy, plain sdl gnuboy builds hang on
start up :-(
http://www.sendspace.com/file/pw1kel
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July 23rd, 2013, 11:31 Posted By: wraggster
via http://www.emucr.com/
Project64k Stable Version (2013/07/04) is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Download Now the emulator is separate from other Project 64k 0.13 versions this should stop (Some) of the lag and or desyncs. I suggest using MUPEN64K if you want to play anything besides Super Smash Brothers and Mario Kart 64. I've also re-added the CTRL-C shortcut, as well as fixing the full screen issue, after having open and closed your cheats. Everyone use this emulator, if people are on 0.13 you will not be able to play with them.
http://www.sendspace.com/file/zyyuos
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July 23rd, 2013, 11:28 Posted By: wraggster
via http://www.emucr.com/
VisualBoyAdvance-M SVN r1199 is compiled. VisualBoyAdvance-M(VBA-M) is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can get information about the latest development build of the Windows version and download it while you're at it.
VisualBoyAdvance-M SVN changelog:
r1199
another tom harder patch, fixing some warnings in the gvbam and wxvbam
---------------------
r1198
commiting Tim Harders patch for libav/ffmpeg
http://www.sendspace.com/file/1bgif2
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July 23rd, 2013, 11:23 Posted By: wraggster
via http://www.emucr.com/
Genesis Plus GX SVN r814 is compiled. Genesis Plus GX is a port of Genesis Plus. Genesis Plus GX is an open-source & portable Sega Mega Drive / Genesis emulator, originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Genesis Plus GX SVN Changelog:
r813
[Core/CDD] added compiler define option to disallow opening multiple .ogg files
at the same time for platforms with limited RAM (fixes memory crash on Gamecube
when using too many .ogg files)
r814
[Core/VDP] modified Master System color palette to use full brightness range
(verified against real hardware)
http://www.sendspace.com/file/pmcgwc
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July 23rd, 2013, 11:22 Posted By: wraggster
via http://www.emucr.com/
GBA.js Git (2013/07/14) is released. Jeffrey Pfau released a new GameBoy Advance emulator. The project began last July. The first prototype took him five weeks. But it has worked for several weeks and several hours a day online prior to the first public version. The program runs on JavaScript. It is available online and works in a modern web browser. It runs on Chrome 20, Safari 6.0, Firefox 15 + (without sound) or Opera 12. It should also run on Internet Explorer 10. Firefox and Opera are particularly slow, it is better to use Safari or Chrome.
As a matter of law, no rom is provided on the official website. However, you can load these roms on your machine. The emulator does not handle compressed files. So please only download roms decompressed. The application sometimes crashes if the file has special characters.
Currently all parts of the GameBoy Advance hardware are implemented. You can save and load backups, send on your machine or your machine. GBA.js is able to take screenshots. It can set the emulation paused. It supports games containing real-time clocks (eg Pokemon).
GBA.js Git Changelog:
* Refactor IntrWait code to have a tighter loop (fixes #11)
http://jpfau.github.com/gbajs/
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July 23rd, 2013, 11:20 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2980 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2980
Debugger: highlight PC pointer line when a breakpoint is hit
http://www.sendspace.com/file/jijr1a
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July 23rd, 2013, 11:19 Posted By: wraggster
via http://www.emucr.com/
wxMupen64Plus v0.4 is released. wxMupen64Plus is a Frontend for the N64 Emulator Mupen64Plus. It is available for Windows, Lunix and MacOS. wxMupen64Plus is a Mupen64Plus 2.0 GUI frontend written using wxWidgets 2.9.x.
wxMupen64Plus Features:
- Select and run games in a browser frame
- Select plugins for video, audio, input, etc.
- Configure settings for video and audio
- Configure input bindings
http://www.sendspace.com/file/jdgnfj
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July 23rd, 2013, 11:18 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4691 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:
r4691
JIT: - a bit optimized OP_BX_THUMB (with Rm=R15);
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r4690
JIT: - fix firmware boot broken in r4689;
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r4689
JIT: - fix bug in OP_BX_THUMB when Rm=15 (fix bug #1310 "Shiren the Wanderer 4: crashed");
http://www.sendspace.com/file/w4wu5u
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July 23rd, 2013, 11:12 Posted By: wraggster
via http://www.emucr.com/
Swiss SVN r240 is compiled. The swiss army knife of gamecube homebrew. Swiss aims to be the ultimate utility Gamecube homebrew application.
Swiss SVN Changelog:
r240
- Add SVN revision information to the credits screen
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r239
- Add small DOL loader for action replay sdload method
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r238
- Fix crash if no device is selected and 'B' is pressed on the device selection menu
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r237
- "Whatever..."
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r236
- Fix Exit/Reset.
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r235
- Fix WKF issue when selecting second file.
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r234
- Patch DVDLowSeek by using a 0xE0 instead.
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r233
- Apply fwrite patch to multi dol games
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r232
- SD Optimisation for sequential reads - Try to perform full reads in the event that audio isn't playing - Fix potential crash on invalid GCM/ISO booting
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r231
- Silence compiler warning
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r230
- Add ELF pre-patching - Fix multi-dol games - Disable read timeout
---------------------
http://www.sendspace.com/file/r9yadm
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July 23rd, 2013, 11:11 Posted By: wraggster
via http://www.emucr.com/
NesEmu2 work Git (2013/07/21) is released. NesEmu2 work is a branch of NesEmu2. NesEmu2 is an nes emulator supporting more accuracy and better compatability than the original nesemu.
NesEmu2 work Git Changelog:
* Fixed win32 video_updatepixel function.
* Added --help command line parameter.
* Refactored the rendering flag of the PPU.
* Began work with updated video system per pixel instead of per line.
Fixed Linux/GCC segmentation fault.
Added SDL video_updatepixel function, Win32 needs implemented.
http://www.sendspace.com/file/mvlvuv
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July 23rd, 2013, 11:04 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.5-1655 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- fix a small uid awsome bug
- OGL/SamplerCache: Treat lod_bias as a signed integer.
http://www.sendspace.com/file/yptj5u
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July 23rd, 2013, 10:45 Posted By: wraggster
via http://www.gc-forever.com/forums/vie...hp?f=13&t=1246
NeoCD Redux
Code:
NEO-CD REDUX, a NeoGeo CD/Z emulator for the Nintendo GameCube console. It owes it's existence to several other emulators, but was initially based on Foster's NeoCD/SDL 0.3.1 and NJ's NeoCDZ emulators
i have created a googlecode project page this "unofficial" version of NeoCD Redux. The official 0.1.52A code release by Softdev and a copy of Infacts changes from his bitbucket page have also been uploaded for historical purpose (tags).
http://code.google.com/p/neogeo-cd-redux/
Code:
07/18/2013: ( Unofficial Version 0.1.52A.2 release by megalomaniac)
-----------
- Minor Audio fix to improve MP3 playback (experimental)
- New menu added to select save.bin location
. Default search location ( SDGECKO:/neocd/save.bin )
. if file not found then try again, choose save location to SD GECKO or MEMCARD
. avoid endless loop message "Please insert save device"
... unless save device does not exist, or /neocd dir does not exist, then thats your problem
- PAL video mode now defaults to 60Hz 480i/480p
[WII]
- First version (of this code) with Native Wii support (not to be confused with NeoCD-Wii)
. Native Wii dol (no need to boot into GC mode)
. USB Support added
. DVD support confirmed working
. Wiimote, Nunchuck, and Classic Controller support added (seems to work)
. GC Controller Support for Wii (only when no wiimote detected for Player 1 or Player 2)
[NGC]
- WKF support added
. load roms from FAT formatted SD card in WKF SLOT only
. roms location ( WKF:/neocd/roms/ )
. WKF Flatmode detection added for users with DVD + WKF.
... If WKF is not in Flatmode message prompt will be displayed to remove WKF SD card
. no write support, save files and progress to SD Gecko or MEMCARD only
[NGC/Wii]
- IDE-EXI support added
. load roms from FAT formatted HDD
. roms location ( IDE:/neocd/roms/ )
. SlotA or SlotB autodetection
. write support not yet added, save files and progress to SD Gecko or MEMCARD only
Thanks emu_kidid for borrowed swiss WKF & IDE-EXI code
download attached
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July 23rd, 2013, 00:58 Posted By: wraggster
Giana Sisters: Twisted Dreams is on track to be released on the Wii U's eShop next month, developer Black Forest Games has announced.The developer told Joystiq that it's submitted a build to Nintendo and is awaiting feedback. Assuming all goes as planned, it will arrive on the Wii U eShop in August.The reboot of the once Mario-clone franchise was well received upon its PC release last autumn, and it later came to XBLA in March and PSN in June.Black Forest is currently running a Kickstarter campaign for its next project, a totally metal "garage punk" side-scrolling shooter/platformer entitled Ravensdale. Sadly, Ravensdale'sKickstarter is fighting an uphill battle with only $34,439 of its $500K goal funded with 25 days to go before its 16th August deadline.
http://www.eurogamer.net/articles/20...month-on-wii-u
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July 23rd, 2013, 00:34 Posted By: wraggster
Nintendo has detailed the downloads coming to eShop later this week. The new batch of content includes the long-awaited release of Pikmin 3 for Wii U and Kirby's Dream Land 3.
Nintendo of Europe has announced a limited time offer giving consumers who purchase a digital copy of Pikmin 3 30 per cent off the price of The Wonderful 101 on eShop.
Here's the full list:
- Pikmin 3 (Wii U) - Nintendo eShop from 26/7/13: €49.99 (£39.99) -With Pikmin 3 launching on 26th July, and The Wonderful 101 launching on 23rd August, if Wii U console owners buy Pikmin 3 on Nintendo eShop between 26th July 2013 and 21st September 2013, they will be able to buy The Wonderful 101 on Nintendo eShop on the same Wii U for 30% off the regular Nintendo eShop price once it is released and only until 21st September 2013.
- Kirby's Dream Land 3 (Virtual Console - Super Nintendo) - Nintendo eShop from 25/7/13: €7.99 (£5.49) This is the US version of the game.
- SENGOKU (Wii Virtual Console) - Wii Shop Channel from 25/7/13: 900 Points
- Super Black Bass (3D Nintendo 3DS Card/Download) - Nintendo eShop from 25/7/13: €19.99 (£17.99)
- I Love My Pets (Nintendo 3DS Card/Download) - Nintendo eShop from 25/7/13: €29.99 (£24.99)
- Street Gangs (Nintendo 3DS Virtual Console - NES) - Nintendo eShop from 25/7/13: €4.99 (£4.49)
- Petit Computer (Nintendo 3DS Download) - Nintendo eShop from 25/7/134: €7.99 (£7.19)
Nintendo DSi - Nintendo DSi Shop from 25/7/13: 800 Points
- Wii U Panorama View Birds in Flight (Wii U Download) - €1.99 (£1.79): Nintendo eShop from 25/7/13 until 08/8/2013.
- Wii U Panorama View Carnival!: €1.99 (£1.79)
- Wii U Panorama View Double-Decker Tour €1.99 (£1.79)
- Wii U Panorama View Rickshaw Around Kyoto €1.99 (£1.79)
If you buy or own any three out of these four Wii U Panorama View video tours, you can download the fourth one for free! Only from 25/7/13 until 08/8/13.
http://www.computerandvideogames.com...oads-pikmin-3/
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July 22nd, 2013, 15:40 Posted By: wraggster
HunterZ offers 0.8.684.4 version of " Wii Abuse "port for the Nintendo Wii shooting game / platforms" Abuse "was released in 1995.
Quote:
0.8.684.2 (2013/06/13) Added optional jump / climb / activate via joystick up / down (default disabled). Added optional swap of shoulder button mappings for jump / climb / activate (default disabled). Added configurable horizontal and vertical joystick dead zones (defaults 15.0% and 50.0%, respectively). Added optional aspect ratio compensation to display the game in a 4:3 area on 16:9 screens (default enabled). Added optional pixel smoothing (default enabled). Added many That meta.xml settings to control the above features. Modified English Lisp script to mention Wii-specific controls in the tutorial level hints. Note That this is hard-coded to Reflect the default controls. Built with latest libogc and latest SDL-Wii SVN.
http://www.nintendomax.com/viewtopic...6ba7bfe1b27ee2
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July 22nd, 2013, 15:33 Posted By: wraggster
via http://www.aep-emu.de/
A new version from the NES emulator HDNes has been released.
Quote:
Mapper 000 - 003 games are now playable and battery back up supported.
1-4-2013
Graphics pack editor is now usable
2-4-2013
i ) Fixed severl bugs
ii) Save state function added
6-4-2013:
1. Added support to some MMC3 games.
2. Improved playing of CHR RAM games.
13-4-2013:
1. Fixed incorrect tiles in MMC3 games (SMB3 map screen)
2. Fixed a out of range PRG address in MMC3 (TMNT-TF)
3. Fixed incorrect path for game save files
4. Fixed a slow down bug
5. Update the game save file when closing the game instead of closing the program
6. Little speed up for repeating background tiles
7. Added support to Bandai FCG boards games.
Many thanks to Quietust for helping with EEPROM of Bandai FCG board
14-4-2013:
1. Added "All" to screen shot combo box on the "Graphics Pack Editor" page. This will show all tiles.
2. The tile list is now ordered by tile ID.
3. Reduced the size of the auto generated images. Having too many tiles on one image makes it difficult to see and choose the correct tile.
4. Change the screen shot format to PNG to reduce the file size of the data generated for the graphics pack editor.
Please note that now using data generation may cause slow down to the emulator. I´m using wxImage to save it in PNG format. Any suggestions of faster way of doing this is welcome.
Also if you have generated some data using previous versions, you must convert all BMP files inside the "edit" folder into PNG before using the graphics pack editor. I used batch conversion of IrfanView for this.
15-4-2013:
1. Fixed a bug with the "cancel selection" button on the graphics pack editor page.
2. When showing a box around the selected custom tile, the box is not visible if it is on top of transparent pixels. Now it is always visible.
3. Updated the BombSweeper graphics pack to the latest version and added it to the download. To use it, copy it from the rom directory and paste it into the actual rom directory. The pack is designed for 4x scale display.
18-4-2013:
1. Fixed a bug that display a wrong tile ID after clicking "Cancel selection" button.
2. Added error log function for initializing the video. The log file will be located inside the log directory.
21-4-2013:
1. Added more detailed log for GLSL errors.
2. Replaced some deprecated code in GLSL.
rainwarrior, sorry to keep you waiting. I think nVidia is more picky with versions and deprecated features, so I updated the shaders. Please, can you try it again? Make sure to replace the files in the shader folder. Thank you.
nesguru, thank you for your encouragement! The graphics pack has the following rules:
1. A folder with the same name as the rom file inside the same directory.
2. Image files in PNG format in the folder. All pixels which are not fully transparent are treated as fully opaque.
3. A text file named "hires.txt" in the folder.
4. The text file contains lines of text and each line begin with a tag surrounded by "".
5. A "scale" tag is followed by a number, which defines the scale factor of the pack. Valid values are 1, 2 or 4. If this tag does not exists, the default scale is 2.
6. A "img" tag is followed by the file name of an image file.
7. A "tile" tag is followed by 8 values separated by comma.
8. The first value is the tile ID in decimal. This is the distance between the first byte of the tile and the beginning of CHR ROM, or the beginning of PRG ROM if it is a CHR RAM game, divided by 16. The data of a 16 pixels tall sprite is counted as 2 tiles.
9. The second value is the index of the image which contains the replacement graphics, also in decimal. The first image listed in this file has an index of 0 and the second image has as index of 1 and so on.
10. The next three numbers are colors of the palette used by the tile, in decimal. The ordering of the 3 colors is significant and each tile can not have multiple replacement tiles for the same colors and ordering.
11. The next 2 numbers are the x coordinate and y coordinate of the top left corner of the replacement tile within the image, measuring from top left corner of the image, in decimal.
12. The last value indicates whether this replacement tile is used as the default(Y) or not(N). If the emulator renders a tile and cannot find a replacement with an exact match (tile ID and 3 colors), then the emulator will use the default tile with a matching tile ID. Each tile can not have more than one default replacement.
28-4-2013:
1. Changed the generate data function so tiles which are partially outside the screen will not be recorded.
2. Fixed a bug with HD pack when a 16 pixel high sprite drop out of the screen (eg big Mario drops into a pit)
3. Added pause and unpause key.
4. Added a run one frame key.
5. Added a manual mode to data generation and added a manual generate data key.
6. When a screen shot is choosen, the emulator will generate HD pack data with tiles matching the actual screen shot. However currently this only works with background tiles as sprite tiles can be flipped and can overlap with other tiles.
7. Fixed a problem with nVidia graphics card. Thank you rainwarrior!
Thank you Macbee for showing me HiSMS.
leosmendes, thank you for your encouragement.
16-5-2013:
Added a function to handle palette swaps if not using auto generate. If you have a sequence of tiles with the same palette and that sequence of tile also have the same palette swaps, then you can use this function to simplify the process.
First, make sure your HD renderings of the same palette are stored in the same image file. The same tile in different palettes must be placed in the same location relative to the first tile of that palette. Then add tile mapping for the first palette as usual. After that, click the ´Batch mapping´ to open a dialog box. Select the image file of the first palette and select the first tile and the last tile of the sequence. Then select the new palette, the image file of the new palette and the location of the first tile within the image file. Click ´Add mappings´ and the program will add mappings to the new palette for all the tiles between the first and the last, using the new location of the first tile as reference.
11-7-2013
1. Fix a save state crashing bug
2. Fix displaying 16 pixel high sprites
19-7-2013
Fixed sprites not showing during gameplay in Kirby´s Adventure
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