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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
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THE LATEST NEWS BELOW
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July 22nd, 2013, 14:37 Posted By: wraggster
TheArtificer has released a public Beta firmware and Ripp3r software over at the k3yforums.com featuring the new 'No Keys' ISO handling for 3k3y (PATA). With this firmware no drive key is needed, in other words no downgrade required, you can now install 3k3y in a fat PS3 with latest original firmware (4.46) from Sony. This hack requires one original disc (any game will do) which is used with the Ripp3r software and a matching IRD (Iso Rebuild Data) file to resign the backups you wish to play. The chosen original game disc needs to be inserted while playing your backups from hard drive. In this beta release you need to decrypt and re-encrypt the ISO to resign on the computer, but this handling will be optimized in the next release effectively eliminating the decryption step.
There seems to be some confusion out there about what is required when using 3k3y to play backups on a PS3 without having the drive key, so I'll try to explain that without the technical details involved in the process. Pick one original game disc, any disc will do, find the matching IRD file for that game, done! You are now set to play any backup out there using this one single original game. The other requirements are just software steps to create the ISO files to load from hard drive.
NOTE: This Beta firmware is not intended for 3k3y users who already obtained their drive key on CFW 3.55 (or CFW 4.30), there is no need to update then."
http://www.eurasia.nu/modules.php?na...ticle&sid=3195
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July 22nd, 2013, 14:33 Posted By: wraggster
via http://gbatemp.net/?page=2
The Goblin has released a small compatibility update to the Wood Firmware. Please see the change log for more information. Important Distinction
Now, there are so many fake Wood R4 versions which have nothing to do with me. Only Wood R4 for the original R4, R4i Gold (r4ids.cn), R4iDSN (r4idsn.com), and AK RPG are supported by me. I can only fix bugs for these specific releases. Do not post bug reports or ask for updates for clone cards running a fake version of Wood.
Change Log said: - 'cars 2 (europe) (en,sv,fi)' fixed.
- 'toy story 3 (europe) (en,sv,no,da,fi)' fixed.
- 'lernen mit pokemon - tasten-abenteuer (germany)' fixed.
- 'tangled (europe) (en,sv,no,da)' fixed.
- 'cooking mama world - combo pack - volume 1 (europe)' fixed.
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July 22nd, 2013, 14:32 Posted By: wraggster
via http://gbatemp.net/?page=2
The Gateway 3DS has gone into production and is available for pre-order. The team has reached out to me and provided a bit more information. I have quoted them below. Please read what they have to say and then discuss your opinions in this thread.
1) Yes, we are exploit based (Yay !?) and therefore very dependent on console firmware version: Our current plan is to release for firmware version 4.5 while continuing work on a solution for 6.x + after release. (please see note below)
2)Gateway will be shipped with 2 cards, the red Gateway shown in our video, which will handle 3ds backups, and a blue ds cart which will be used to prepare the console. ( more demo videos showing save game compatibility as well as setup procedures to follow soon )
3) Your console can be safely updated to 4.5 by using an original title released after March 2013 till current. Please double check the update message (version) before proceeding !
Note:
We currently have a very convenient and user friendly way to enter into our Gateway mode, while this entry... View full quote1) Yes, we are exploit based (Yay !?) and therefore very dependent on console firmware version: Our current plan is to release for firmware version 4.5 while continuing work on a solution for 6.x + after release. (please see note below)
2)Gateway will be shipped with 2 cards, the red Gateway shown in our video, which will handle 3ds backups, and a blue ds cart which will be used to prepare the console. ( more demo videos showing save game compatibility as well as setup procedures to follow soon )
3) Your console can be safely updated to 4.5 by using an original title released after March 2013 till current. Please double check the update message (version) before proceeding !
Note:
We currently have a very convenient and user friendly way to enter into our Gateway mode, while this entry point has been tested up to 6.0 we expect it to be shut off shortly after we release. We can not stress enough the importance of staying away from any further updates! ( 6.0 compatibility is only valid for our initial entry point, as stated in point (1) we currently only support firmware version 4.5 ) Hide full quote
Update 7/12/13
The Gateway 3DS team has reached out once again to answer some questions. Instead of making a new thread I am simply going to quote their comments as an update to this news post.
For save game, we are transferring and saving the save game onto the 3DS big SD card. So it is ok to swap titles using the same micro sd card.
Currently we have tested 4.2 , 4.3 and 4.5 and they all work. All games released after March 2013 will force an update to 4.5 (even backup roms). If a console is lower than 4.2 then it will need to be updated by using an original game released after March 2013. If a console is between 4.2 and 4.5 then there is no need to update, but when a newer rom is loaded it will force the update to 4.5 (again fine).
They closed their comments by stating that the launch is only a few days away. They hope to add updated support and more features shortly after launch.
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July 22nd, 2013, 14:31 Posted By: wraggster
via http://gbatemp.net/
GameYob, Drenn's open source Gameboy/Gameboy Color emulator for the DS and DSi mode, has been updated to version 0.4.1. Check out the change log for what's new in this edition, and be sure to join the on-going discussion linked below for more details about this homebrew project.
Change Log (07/16/13) said:
v0.4.0 •New Icon by Corbin Davenport
•Implemented Super Gameboy support
•Implemented scaling (for those who don't like borders)
•Implemented custom borders (for those who don't like scaling)
•Implemented autosaving (causes lag in some games; off by default)
•Added "Detect GBA" option to access the advance shop in the Oracle games
•Added Fast Forward toggle button
•Added "Sound Fix" option for very accurate sound timing; it may use more power.
•Added Rumble Pak Support for Ez-3in1 and Warioware Twisted carts (thanks to windwakr)
•Added support for Gameshark and Game Genie codes (thanks to LemonBoy)
•Support for Rockman 8, HuC1/HuC3 mappers and Robopon games (thanks to LemonBoy)
•Second screen's backlight is disabled when not needed to save power
•(partial) Stereo sound emulation
•Many more...
https://github.com/Drienn/GameYob
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July 22nd, 2013, 14:22 Posted By: wraggster
Pending the second big update promised by Nintendo (normally in July but postponed to late September), a small update pointed the tip of his nose. Folichon nothing to sink your teeth well, but it will always wait. Below is the official statement from Nintendo. Note that the hack vWii is not affected and that the flaw allowing the use of three processor cores in Wii mode is not affected (apparently this is not a fault to seal hardware.) Quote:
Changes by Version 3.1.0E
Improved functions in standby mode
The Wii U can now connect to the Internet regularly when it is idle to discuss various data via SpotPass. It can also download and install updates for the console and its software. The updated software is installed while the console is in standby, and updates to the console are installed the next time the power is turned on.
Improved system stability and other adjustments
General improvements and other minor adjustments have been made to optimize the system stability and ease of use. New features will be added in the updated console scheduled to be available in late September and early October.
The download function in standby can be enabled or not, the choice of the user.
http://wii.gx-mod.com/modules/news/a...p?storyid=3189
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July 22nd, 2013, 14:18 Posted By: wraggster
tueidj offers a major update of its loader Gamecube Wii / WiiU. Indeed, until now, only the gamecube controllers are supported. It is now past, since devolution now supports wiimotes (+ classic controller), WiiU Pro controller and PS3 controllers.
These additions will therefore provide the opportunity to play Gamecube games on the Wii without gamecube ports, but also on WiiU (in vWii mode). The games should be checked first on a wii support GC games, and once verified, the wiimote connected to the time of the audit will sesame to launch games on WiiU or Wii Family Edition. WARNING: consultation readme is IMPERATIVE to understand how the Wii and PS3 controllers. All the information contained therein to take advantage of these innovations. Below is a French translation of my own that file (any copy will welcome the sine qua non to mention the translator and the source of the news): Quote:
DEVOLUTION: What is it and how to use a loader Devolution is dedicated to the launch of Gamecube games on Wii. Dolphin was the code name for the Gamecube, Revolution was that of the Wii, mix them together and you get . Devolution Although most models of Wii are retro-compatible with GameCube games, it is still quite limited, support for multiple devices is missing, the original wired controllers to be used, the memory cards are still needed to save .. . It seemed possible to do much better. And that's what I did ... Devolution currently offers the following enhancements to backward compatible basic Wii Mode: - loading games from alternative media (SD and USB) - use of alternative controllers (wiimote with classic controller, joystick WiiU Pro, PS3 controller) - use alternative media to replace the memory card (SD and USB) - Modem emulation Gamecube through the Wii Network (wireless or ethernet) - support the Wii edition Family and WiiU Devolution To start with, you must have a Gamecube backward compatible with the optical drive is operational, Homebrew Channel installed, some original Gamecube games, 1:1 rips them in. iso Wii (stored . to a directory "games" at the root of a USB or SD device) and the loader Devolution (present in the archive) The following procedure describes how to start a game for the first time: 1 - Remove any disc Wii 2 - Start the loader since Devolution Homebrew Channel 3 - Press Y or X to mount a USB device or SD, depending on the media you use to store your games (with a wiimote: 1 or 2, with a classic controller: x or a) 4 - Use the directional pad (Up / Down) to scroll through the list of isos stored in the "games" directory and choose your game Press A (b with a classic controller) to launch The screen should be white, and shortly after, the slot should alternately flash blue quickly and off 5 (Optional) - If you want to play the game on another Wii or WiiU, you must connect one or more Wiimotes now . If Wiimotes are not yet matched to your wii, press the red sync button on the console and the wiimote, then wait for the connection to happen. Once connected, the LED will flash repeatedly. 6 - Insert the original Gamecube game disc you want to launch. The Wii should read it for a few seconds then the slot should flash blue 5 times. 7 - After a short wait, the game should start. If, instead, Devolution returns to Homebrew Channel, make sure your iso is correct, identical to the original game (1:1 copy) Now, when you start this game with Devolution, it will start without asking the original disc. However, if you run the game for a Wii / WiiU different, you must repeat step 5 (connect one Wiimotes used in the first procedure) in order to avoid steps 5 and 6. Only wiimote can be used for this feature, handles WiiU Pro and PS3 can not do. No guarantee that it works with third-party manufacturers Wiimotes. If you want to repeat the initial procedure for a game that you have already started (eg to pair with other Wiimotes), remove any disc from the Wii and the maintenanez Reset button when you select the game Release the reset button only when the slot blinks 2 times and repeat the procedure from step 5. Please note that all the games already checked with an older version of Devolution in r200 (the first to bear the wiimote) will have to be rechecked. Analog sticks all the knobs are calibrated to the first connection. Make sure all the sticks are in a neutral position when you connect a PS3 controller (USB mode wired or wireless), a Classic controller or the wiimote controller WiiU Pro. If a stick is not centered properly, you need to disconnect and reconnect the controller. When a game is launched, the wiimote controller / WiiU Pro/PS3 can be active or inactive. If the LED is lit steadily, the controller is active and sends the information in. If the LED is flashing, the controller is disabled (default state) The position of the LED indicates which port is the joystick. The HOME button (or PS) is used to change the active / inactive state. A wiimote can be active without a classic controller (original or pro) connected. When a controller is inactive, several key combinations can activate special features: - Over / Start: move to the next free port handle - Less / Select + Dpad Left: activate / deactivate the "widescreen" setting (widescreen) - Less / Select + Dpad Up: If the game requires a change in disk load the next iso (same function as pressing Eject) - Less / Select + Dpad Down: simulate pressing the reset button on the Gamecube - Less / Select + Dpad Right: turn on / off "LED activity" (Slot LED activity indicator) parameter - Less / Select + A / Round: Enable / disable the "Vibrations" parameter (rumble) of all controllers. This can be used to override the global setting "Vibrations" in the console (normally configured via the Home menu on the official Wii software) - Less / Select + B / Cross: activate / deactivate reducing brightness The PS3 controllers support two additional features: - L1 + R1: When the controller is connected to the Wii via USB, it will write the bluetooth address in the memory controller to allow the use in wireless mode. This operation is required only once (as long as the address is not rewritten in the handle.) - L3 + R3: Devolution leave (same as the power button) When a controller or Wii Remote + WiiU Pro Classic is active, press L (or ZL on an original classic controller) can activate / deactivate the "C-stick Trigger" - if enabled, the right stick up emulates the right trigger, the right stick to the low emulates the left trigger. Wiimotes For joysticks and WiiU Pro, pressing the power button simulates pressing the power button on the console and left Devolution. This simulation is managed so as hardware, such as when a wiimote is used to turn off the console. Any new wiimote can be synchronized with the Wii anytime by pressing the red sync. Do not attempt a temporary synchronization by pressing 1 +2. Please note that the handles will probably not remain paired with the Wii since Devolution does not affect the recording Wiimotes file system. . By cons they reconnect without problem when Devolution is started Using a wiimote + classic controller, the wiimote vibrate to match the Gamecube emulated - This is intentional since some controllers "retro" include a wiimote. There is no way to differentiate by software. 's PS3 controllers support both the bluetooth connection (wireless) and USB (wired). A USB connection must be used first to write the bluetooth address of the Wii in the handle (by pressing L1 + R1). L2 and R2 analog function as sears. A USB keyboard can also be connected to emulate a Gamecube keyboard. CTRL + F12 to enable / disable the keyboard. It also supports the following functions: CTRL + ALT + DEL: Devolution leave CTRL + ALT + Left: Enable / disable the widescreen (widescreen) CTRL + ALT + Up: simulate pressing Eject (disk change) CTRL + ALT Lower: simulate pressing the reset button CTRL + ALT + Right: enable / disable activity led CTRL + ALT + A: Enable / disable the overall vibration parameter for all controllers emulated CTRL + ALT + B: Enable / disable reducing screen brightness Devolution lwBT uses parts of the Bluetooth stack: / * * Copyright (c) 2003 EISLAB, Lulea University of Technology. * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are permitted * Provided That The Following Conditions are put: * 1 *. Redistributions of source code must retain the above copyright notice, * this list of conditions, and the Following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions, and the Following disclaimer in the documentation * and / or other materials Provided with the distribution. * 3. The name of the author May not be used to endorse or Promote products * derived from this software without Specific Prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR `` AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES, LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER Caused AND ON ANY THEORY OF LIABILITY, Whether IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY * OF SUCH DAMAGE. * * /
http://wii.gx-mod.com/modules/news/a...p?storyid=3188
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July 22nd, 2013, 01:55 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7642.0.html
A very simple rock paper scissors variation! Even has a multiplayer mode!
Nickname: GEMISIS
Project Name: Rock Paper Scissors Lizard Spock DS
From: U.S.A.
Division: GAME
Platform: NDS
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
This is an adaption of Rock Paper Scissors, called Rock Paper, scissors, lizard, spock, due to the fact that it has several more actions.
Controls for Singleplayer:
Use the touch screen
Controls for Multiplayer:
Player 1:
Up for lizard
Down for scissors
Right for spock
Left for paper
L for rock
Player 2:
X for lizard
B for scissors
Y for spock
A for paper
R for rock
You can download the game at the following link: https://github.com/gemisis/RPSLS-DS/...RPSLS%20DS.rar
For those interested in viewing the source code, it can be found here: https://github.com/gemisis/RPSLS-DS
Enjoy!
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July 22nd, 2013, 01:54 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7637.0.html
Hello!
... sverx from Disjointed Studio here.
Here's WaimanuGBA, our entry for Neo Coding Compo 2013, for the Nintendo GameBoy Advance
Nickname: Disjointed Studio
Project Name: WaimanuGBA - Grinding Blocks Adventure [download ZIP] [download RAR]
From: Italy
Division: GAME
Platform: GBA
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Some screenshots from the game:
How to play (complete explanation)
How to play (very short version):
Waimanu should squash the evil Wekas pushing blocks against them. He also earn lots of points lining up the three 'diamond' blocks. Walls will vibrate if hit, and will stun Wekas.
- D-pad to move our little penguin around
- A to push/break blocks and to hit walls
- B to use a bonus (if you picked up one of them... read the complete explanation about bonuses...)
- START to pause the game to let your fingers rest if needed
How to play (complete explanation)
The game has been tested on hardware (on GBA / GBA SP / GBA Micro / NDS Lite [slot 2]) with both SuperCard and M3 cards. It runs also on latest no$gba/no$debug emulators.
... and if you spot some bugs ...
(who knows??)
... please let us know!
We hope you'll enjoy playing our little game as much as we enjoyed making it!
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July 22nd, 2013, 01:52 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7644.0.html
Nickname: BassAceGold
Project Name: BAGASMI R7 - BassAceGold's psuedo-ASM Interpreter
From: Canada
Division: APP
Platform: NDS (Windows and Linux / Supercard DS2 Supported are also supported)
Original Enter: No
Support Motion: No
Open Source: Yes
In a past NEO Compo this project won in the top 10: No
I entered this program last year and there was much confusion as to what this actually did. So this year, after a bunch of core changes towards the NDS platform release, and the addition of an actual written tutorial, I hope to make this program a little more accessible.
BAGASMI is a portable scripting language (Multiplatform) that takes on a syntax similar to that of assembly programming. This scripting languages can be embedded into various programs for handling misc. jobs and duties. Otherwise, this program is simply a toy for the programmer who is bored.
Performance wise, it is quite capable on the NDS. A bunch of script demos are included for you guys to try out and read, to check out how it works. I am also working on a built in text editor, but right now I'm not sure It'll be finished in time. There are other text editors on the NDS that are much better than I could make instantly for now, and you can even use your PC to type up these scripts, so the text editor isn't a priority.
Code: [Select]
Updates in the NDS binary for RC7 include:
-Added a file browser. The file browser is the first thing to load, and also appears after a script has completed running.
-Updated code base. The NDS version was discontinued a while ago, but now has been updated to the current code-base of BAGASMI
-Can now grab the current date and time in script
-Added more basic input and output functions (pad new presses, drawing lines, etc)
The BAGASMI tutorial can be found here (Source can be found with the source tab):
https://bitbucket.org/BAGged_Goods/bagasmi/wiki/Home
NDS Binary download with demo scripts:
https://bitbucket.org/BAGged_Goods/b...zip?at=default
Installation:
-Copy BAGASMI_DS.nds to anywhere on NDS card
-Copy BAGASMI_DEMO folder to anywhere on card
-You can browse the entire card in BAGASMI to search for your demos, so just run the NDS card after
Please, if there are any corrections that need to be made in the tutorial, let me know and I shall make the corrections as soon as I can. If there are any questions, please ask!
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July 22nd, 2013, 01:51 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7641.0.html
My first application submission for Neocompo!
Nickname: GEMISIS
Project Name: ASM-Interpreter DS
From: U.S.A.
Division: APP
Platform: NDS
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
This is an assembly interpreter written in C for the Nintendo DS.
I created this project entirely from scratch as a way for others to
learn to program in a basic assembly language in a portable manner.
Using the top screen of the Nintendo DS/DSi, you can view the
memory and registers of the interpreter live. Using the right arrow
key, you can go through your program line by line and watch it update,
or you can press the B button to have it perform your full program
without any pauses. I have included some simple test files with
this program.
Controls:
A for confirmations, B for canceling.
When running a program, press B to run the program all at once, or use the right button on the DPad to go through command by command.
The keyboard can be used to type in filenames, as well as arguments. Argv is supported as well!
The download link can be found at https://github.com/gemisis/ASM-Inter...reter%20DS.rar
For those interested in the source code, it can viewed at https://github.com/gemisis/ASM-Interpreter
There is a compiled version there and attached here on this post. Enjoy!
Here are a list of opcodes that can be used:
add reg1, reg2 - Adds 2 registers and stores the results in AC. Example: add r1, r2
sub reg1, reg2 - Subtracts reg2 from reg1 and stores the results in AC. Example: sub r1, r2
mul reg1, reg2 - Multiplies reg1 and reg2 and stores the results in AC. Example: mul r1, r2
div reg1, reg2 - Divides reg1 by reg2 and stores the results in AC. Example: div r1, r2
mod reg1, reg2 - Performs the modulus function on reg1 with reg2 and stores the results in AC. Example: mod r1, r2
store mem1, reg1 - Stores reg1 in mem1. Example: store m1, r1
load reg1, mem1 - Loads reg1 with mem1. Example: load r1, m1
copy reg1, reg2 - Copies reg1 to reg2. Example: copy r1, r2
jmp label - Jumps to the chosen label. (label needs quotes around it) Example: jmp "labeltitle"
set reg1, val - Sets reg1 with the value val. Example: set r1, 42
jne reg1, label - Jumps to the label if reg1 does not equal AC. (label needs quotes around it) Example: jne r1, "labeltitle"
jeq reg1, label - Jumps to the label if reg1 equals AC. (label needs quotes around it) Example: jeq r1, "labeltitle"
cmp reg1, reg2 - Compares reg1 and reg2 and stores the results in AC. (0 if equal, -1 if reg1 < reg2, and 1 if reg2 > reg1) Example: cmp r1, r2
print reg - Prints the register as an integer value. Example: print r1
printc reg - Prints the register as a character value Example: print r1
getc reg - Gets a character from the keyboard and stores it in the register. Example: getc r1
mov reg1, reg2 - Moves register 2's value to register 1. Example: mov r1, r2
mov reg1, #N - Moves value N to register 1. Example: mov r1, #0xff
labels are defined with a colon at the end (no spaces between). Example: labeltitle:
A # sign can be prefixed to all number values.
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July 22nd, 2013, 01:50 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7639.0.html
Here is my entry to the NEO Compo 2013!
Nickname: Verme
Project Name: VMP - Verme's MOD Player
From: Brazil
Division: APP
Platform: GBA
Original Enter: Yes
Support Motion: No
In a past NEO Compo this project won in the top 10: No
My 4CH Protracker .MOD and Scream tracker .STM player for Gameboy Advance.
User Interface with Spectrum analyzer, Keyboard simulator, VUs, Playlist, Music visualizer, etc.
VMP comes with GBFS support, allowing you to compile your own albuns.
You can compile a 32MB ROM, it gives you almost 10 hours of music on your GBA.
VMP has been tested on real hardware GBASP/GBA Micro/NDS Lite (slot 2) with EZ4.
Controls:
A - While stopped, start playing music, while playing, open playlist.
B - Stop Playing.
LEFT - Previous track.
RIGHT - Next track.
L - Select play mode: Repeat all, Repeat one, Shuffle.
R - Sleep timer.
START - Change display.
SELECT - 1x lock controls, 2x blank screen, 3x start music visualization.
Enjoy!
Download:
http://filetrip.net/gba-downloads/ho...11-f32168.html
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July 22nd, 2013, 01:46 Posted By: wraggster
The third installment of the Emu Edition Pokemon Series is Finally here.
A lot more work went into this hack than the other two.
Random encounters with high level Pokemon cannot be found, random third evolutions are also not in this game.
ALL trade evolution Pokemon have been modified to evolve in a different way, all of the wild Pokemon from GS are placed in their normal area, the starters from gen 1 and 2 have locations around the 2 regions, the Celebi event from the Japanese crystal has been repaired to work as normal, and lastly the safari zone has been semi restored… giving homes to some Pokemon…
http://lsaentertainment.yolasite.com/games.php
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July 22nd, 2013, 01:45 Posted By: wraggster
Rhythm Tengoku (literally “Rhythm Heaven”) is a quirky rhythm game for the GBA. It came out in Japan in 2006, but never made it anywhere else. Its 2 sequels (Rhythm Heaven and Rhythm Heaven Fever) have been translated and released overseas, but Tengoku never was.
A literal script translation has been finished for several years, but localization and text insertion into the ROM seriously begun in July 2012. This is the fourth group attempting to translate the game: earlier groups and individuals could not commit the time to finish the project.
The localization and script insertion were done by W hat and SirNiko, and the two were aided by an Atlas script that pelrun created long ago. Spikeman edited pelrun’s script and gave it to the current group at the start of the project.
This translation patch is a 100% complete text translation, but no graphical translation is done. The group is currently looking for capable ROM hackers to aid in insertion of translated English graphics.
http://www.romhacking.net/forum/inde...pic,16710.html
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