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THE LATEST NEWS BELOW
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May 27th, 2013, 01:30 Posted By: wraggster
via http://emu-russia.net/en/
GBA and NDS emulator for Dos and Windows has been updated recently. Changes:
- help: updated gbatek standalone version 2.7 (around fifty news since 2.5)
- sizing: added game window sizing support in NDS mode, and in multimachine mode
- multimachine: fixed some bugs on adding/removing additional NDS machines
- dos: fixed destroyed ebx register in memory handle resizing function
- dos: fixed missing nds_color_xlat re-initialization on dos video mode changes
- dos: fixed wrong resolution in 320x200pix mode (emu-vga mov cx,320 for lowres)
- gba/help: added partial gba wireless adapter details
- gba/help: added gameboy player detect/unlock/rumble info (thanks flubba)
- nds/help: added expansion ram detection/unlocking info (thanks rick lick wong)
- gui: created own help engine (instead of microcrap's suicidal windows .hlp)
- gui: added dos/windows help engines to gaming-versions (with short help text)
- internal: uses new overlay engine for help.pak, xmit-nds.pak, pockclon.pak
- removed bg_gif feature (no$gmb relict that was probably never used in no$gba)
- gba/help: added video interlace info (thanks damian yerrik)
- debugmsg: added optional dma-transfer and serial-port (normal mode) logging
- debugmsg: changed debug message window to use nonproportional fixedwidth font
- debugmsg: added new debug I/O ports 4FFFAxxh (alternate to old "mov r12,r12")
- debugmsg/help: added info on no$gba (and ensata) debug pseudo I/O ports
- cpu: supports "blx lr" (both arm and thumb) (used by FF4) (thanks X-0D X-0D)
- cpu: supports 2nd half of thumb-bl-opcode (used by MarioGolfAdvanceTour.gba)
- a22i: fixed thumb add rd,=adr (unsigned 8bit offset, not 7bit with 1bit sign)
- a22i: recognizes thumb add/sub rx,ry as short-form for add/sub rx,rx,ry
- a22i: recognizes thumb labels starting with "b" (were treated as "b{cond}")
- a22i: accepts thumb ldr/str rd,[sp] with omitted zero-immediate offset
- pockstat: emulates sony pocketstation (uses arm cpu too, otherwise offtopic)
- debug: added new emu-detection and string/character-output (via port 4FFFAxxh)
- laptop/controls: backspace disables delays (same as keypad+ on real keyboards)
- nds/wifi: emulates aid_low and aid_full masking, stats masking, stats auto_res
- nds/3d: soft-detail: emulates disp_1dot_depth (if enabled checks all w-coords)
- nds/3d/help: added note that disp_1dot_depth checks all vertices of the poly
- nds/3d/help: added note that disp_1dot_depth is actually a 0dot_depth check
- nds/3d/help: added note that disp_1dot_depth always uses W-coord (not Z-coord)
- nds/3d: stores disp_1dot_depth changes as pseudo gx command in command buffer
- nds/3d: soft-detail: emulates depth_equal tolerance, raised frac_z from 5 to 6
- nds/3d/help: added info on depth_equal tolerance (+/-200h within 24bit range)
- nds/3d/help: added disabled alpha_blend info (size reduction, rgba overwrite)
- nds/3d: soft-detail: reduces size of translucent polys if alpha-blend disabled
- nds/timing-fix: prevents dumbloop-trick on legitimate div/sqrt-busy waitloops
- nds/3d: soft-detail: bypasses alpha-blending when framebuf alpha=0 (rearplane)
- nds/3d: soft-detail: bypasses alpha-blending when master-disabled in disp3dcnt
- nds/3d: soft-accuracy: boxtest uses new soft3d clipping code (for all 6 quads)
- nds/3d/help: added alpha-blending formulas (for blending polygon vs framebuf)
- gba-micro/help: added note on slower 256K main ram (crashes when overclocked)
- gba-micro/help: added case/joypad ascii-arts, mentioned unsupported dmg/cgb
- gba-micro/help: added pinouts for supply/sio/phones/lcd/backlight/powerchips
- nds/3d: soft-detail: supports alpha_test_ref (if enabled) (full range 0..31)
- nds/3d: soft-accuracy: raised div_w resolution from 40000000h/w to FFFFFFFFh/w
- nds/3d/help: corrected alpha_test_ref (hide if below-or-equal) (instead below)
- nds/3d/help: added notes on edge-marking problems (with translucent polygons)
- nds/3d/help: added fog blending formula, added note on fog glitch (1st alpha)
- nds/3d: soft-detail: applies fog when enabled (depth/flag/color/alpha/mode)
- nds/3d: soft-detail: explodes fog_table (only if enabled and only if changed)
- nds/3d: soft-bugfix: fixed transulcent mask (new id only, not new OR old id)
- debug/profiler: fixed crash in the profiler list window (occured in v2.6b)
P.S. Due to new author's rules newest version of this emulator is available only for those people who will donate some money, everyone else will get it only after release of the next version.
News source: http://nocash.emubase.de
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May 26th, 2013, 22:36 Posted By: wraggster
Shin Megami Tensei: Devil Summoner: Soul Hackers, the latest of the long-running RPG series about young folks with super powers that fight and collect demons, is due in Europe on 13th September courtesy of publisher NIS America.Soul Hackers, a first-person turn-based RPG, was already released in North America on 16th April, where it was generally well received.This latest version of Soul Hackers is a remake of a remake as the original game, Devil Summoner: Souls Hackers, was released for Sega Saturn in 1997 in Japan only. An enhanced version was later released on PSone, but this 3DS version marks the game's western debut.
http://www.eurogamer.net/articles/20...this-september
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May 26th, 2013, 22:32 Posted By: wraggster
An early prototype for the Wii's controller was an accelerometer-equipped disc you gripped in both hands, with a huge star-shaped button in the middle surrounded by smaller buttons. It was made out of orange plastic, so Nintendo's hardware team nicknamed it the cheddar cheese. Surprisingly enough, no-one liked it. Cheddar cheese was simple enough to use, and accurate, but it looked weird - and Nintendo's developers thought it unsuited to the company's own software.Nevertheless cheddar cheese was an important stepping-stone for Nintendo. It demonstrated that innovation is not just about new experiences, but their form factor. Originality had to be matched to simplicity and desirability. Such thinking led to the brilliance of the Wii remote, and a sales phenomenon. With Wii U and its gamepad, there's more than a whiff of cheddar cheese.Nintendo's figures for the Wii U's first months on sale, from November through to March, are terrible. The headline number of 3.45 million units sold worldwide isn't the killer fact, but the split behind it: 3.06 million of those came in the first month. Since that point Wii U has tanked - there's no other way to put it - with even the release of traditional big-hitters like Dragon Quest 10 failing to make a dent in the Japanese market. If you believe certain analysts, April saw things getting even worse in the US with the Wii U shifting under 40,000 units, easily outsold by the 360 and PS3 - and, even more embarrassingly, the Wii.Satoru Iwata recently took on the extra responsibility of being Nintendo of America's CEO, which the company said would make them more “agile.” In other words they want Nintendo of Japan's decisions to be executed faster.
These numbers fall well below Nintendo's original aim to sell 5.5 million units - though even that estimate hints at rather modest ambitions. What happened? It is worth remembering, first of all, what the Wii U had to follow. In the DS and Wii markets Nintendo, through a combination of luck and design genius, created a captive audience that will pay them for years to come, and one the company is still trying to guide upstream. This is a point often missed - Nintendo's unusual devices have an audience that is equally unusual for the games industry, i.e. normal people.Wii U's gamepad is a less obvious sell than the Wii remote was, and not nearly as instantly exciting. The bigger difference is software. Nintendo launched Wii with the greatest pack-in title ever made, and then Wii U came with Nintendo Land - a rather half-hearted run through classic rides of yesteryear. There have been nice uses for the gamepad in a lot of Wii U titles, but the concept hasn't yet been the foundation of anything.This is important because it's the crux of Nintendo's business philosophy: creative hardware drives developers to make creative software. It's something that, with the DS for example, was a spectacular success - though largely because Nintendo themselves led the way. But it comes with one gigantic problem. Many console developers, and particularly the big publishers, are less interested in being creative than they are in following templates. And you have to sympathise with that position. Original or even branded IPs with new takes on interaction are risky business in the mainstream, and can also be deadly - witness THQ's doomed attempt at doing a Nintendo with Udraw. The Wii, outside of a few outlier hits like Carnival Games and Just Dance, was not good for thirdparties.2. One interesting tidbit lost in the brouhaha about sales figures is that, as reported in the Japan Times, Nintendo are making it easy for tablet games to be ported to Wii U. This bleeds nicely into the advent of devices to make the Gamepad portable.
Combine this traditional feature of a Nintendo platform with a low installed base and, as one of EA's Senior Software Engineers employee put it in an unguarded moment, "Nintendo are walking dead at this point.". Third parties become less committed, or even walk. Exclusives like Rayman Legends have been lost and then there's the recent will they/won't they EA saga, with the publisher appearing to confirm it was not supporting Wii U at all, then swiftly rowing back on this.EA's position is terrible news for Nintendo, regardless, because what is clear is that its biggest titles are definitely not coming to Wii U. EA blamed the decision on poor sales of FIFA 13 but this isn't just about sports - or even EA. Wii U is unlikely to see cross-platform versions of games built using the Frosbite tech or Unreal Engine 4, and will undoubtedly lose on this particular front in the next-gen war - though it's one which, in fairness to Nintendo, it was never interested in.The prime turf on which Microsoft and Sony will tussle is often assumed to be the only console market, even though Nintendo created its own shard with Wii. But there's a bigger assumption behind this. It is that PS4 and Xbone are going to launch serenaded by the sound of cash tills, quickly acquiring large installed bases and shifting enough software to keep Peter Moore's goatee nicely trimmed.The idea that the market is desperate for new consoles has widespread currency in the specialist press. Once Microsoft and Sony are on the scene, goes the wisdom, Nintendo are a goner - Christmas 2013 ain't no place for a gamepad. That may be true. But consider this scenario: Microsoft and Sony launch with incremental improvements on the same old software we're used to playing at around £400 apiece. Nintendo, with Wii U officially under £200 by then, crack out the heavy artillery and give us a show: the first high-definition 3D Mario, Mario Kart U, Zelda (all confirmed for this financial year), alongside Autumn releases like Pikmin 3 and the Wonderful 101. That is a real choice for consumers, especially hard-up parents, and not one with a predictable answer.
http://www.eurogamer.net/articles/20...tendos-console
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May 26th, 2013, 01:50 Posted By: wraggster
Sales of the Wii U have rocketed on Amazon.co.uk in the days following Microsoft’s Xbox One reveal.
As spotted by Nintendo Life, last night the Wii U Premium machine had climbed from 243rd in the retailer’s ‘Movers and Shakers’ list to 50th, with sales increasing 386 per cent.
At the time of writing the same SKU is sitting in 51st, up from 160th, with a sales increase of 213 per cent.
Sales of Wii accessories such as the Sensor Bar, charging docks and WiiMotes have also climbed significantly.
There’s no way to tell if the boost is merely temporary or whether there will be a wider and more long-lasting uplift for the device, presumably amidst disillusionment with what Microsoft had to show on Tuesday.
And it’s important to note that as Wii U is starting from such an incredibly small sales base, it will need to not only maintain this new momentum but grow it if it is to reverse its fortunes. But this will certainly be some welcome good news for the UK office this morning.
http://www.amazon.co.uk/b/ref=sv_vg_...ode=1659393031
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May 26th, 2013, 01:28 Posted By: wraggster
Now that both Sony and Microsoft have announced their next-gen consoles, and we've gotten solid information about their hardware, technology, and features, Eurogamer asks whether Nintendo's struggling Wii U will be able to hold its own once the new competition arrives. 'Wii U has tanked — there's no other way to put it — with even the release of traditional big-hitters like Dragon Quest 10 failing to make a dent in the Japanese market. If you believe certain analysts, April saw things getting even worse in the U.S. with the Wii U shifting under 40,000 units, easily outsold by the 360 and PS3 — and, even more embarrassingly, the Wii.' If the Wii U doesn't see a miraculous turnaround, Nintendo may be left with the difficult choice of whether to port its software to competing consoles. It'll also serve as a bellwether to see if the big gamer complaint about the new Sony and Microsoft consoles — that they're only partly about games — is honest. 'At a time when the goal of its competitors is to own the living room, the extent of Nintendo's ambition is simply to be in it — a dedicated games console, and no more.'"
http://games.slashdot.org/story/13/0...4-and-xbox-one
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May 24th, 2013, 01:19 Posted By: wraggster
Kirby takes the spotlight in this week's Nintendo eShop update for the US region.
Three Kirby titles are released today for the Wii U Virtual Console, and Nintendo is backing that up with a sale that offers all three for the price of two.Donkey Kong Country Returns 3D is the highlight for 3DS owners.
Here's the full list:
Nintendo eShop on Wii U
Kirby's Dream Land 3 - Kirby must once again save the day when the mischievous King Dedede starts causing trouble. Always armed with his trusty ability to swallow enemies and gain special attacks, Kirby can also unite with some of his animal friends and make use of their particular talents. Featuring detailed graphics and challenging boss battles, Kirby's Dream Land 3 is a classic.
Kirby's Dream Course - High above Dream Land, players can pitch and putt Kirby through a maze of obstacles on a zany checkerboard golf course. Kirby's Copy Abilities must be put to good use in order to complete each course. Players must sink Kirby into the hole to advance to the next stage as they clear all eight courses - 64 holes in all.
Kirby Super Star - In Kirby Super Star, the iconic round, pink hero will have to journey through six main games and two mini-games, finishing with the ultimate showdown in the Arena, to defeat King Dedede. Each game offers its own story and variation of platforming action, as well as unique environments and an assortment of enemies. There's never a dull moment as Kirby dashes, flies and fights.
Virtual Console on Wii U Special Kirby Offer
Classic Kirby titles for Wii U - Nintendo announces the release of three classic Kirby titles for the Wii U console: Kirby's Dream Land 3, Kirby's Dream Course and Kirby Super Star. As a bonus for fans, we're making it easy to get them all at a great price. Simply purchase two games from the Nintendo eShop on Wii U to get the third for free. This offer ends at 9 a.m. PT on May 30.
Nintendo eShop on Nintendo 3DS
Donkey Kong Country Returns 3D - Donkey Kong swings to the Nintendo 3DS system in this barrel-blasting, rail-riding, ground-pounding adventure. The original Donkey Kong Country Returns game has been rebuilt and optimized for portable play. Play the game in Original Mode or New Mode, and unlock eight new, challenging levels not available in the original Wii game.
Nintendo eShop on Nintendo 3DS Sale
THE "DENPA" MEN: They Came By Wave - Collect Denpa Men from many different places on a role-playing journey to rescue a certain special someone from the clutches of the King of Evil. Now through May 30, get THE "DENPA" MEN: They Came by Wave for 20 percent off exclusively in the Nintendo eShop on Nintendo 3DS.
Also new this week:
- NARUTO Powerful Shippuden (Nintendo eShop on Nintendo 3DS)
- Groove Heaven (Nintendo eShop on Nintendo 3DS)
http://www.computerandvideogames.com...io-hits-wii-u/
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May 23rd, 2013, 15:26 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Fixed PPU timing.
- Fixed PPU open bus emulation.
- Fixed APU reset, uninitialized flags.
- Fixed APU sweep unit.
- Fixed joypad i/o code, added 4016h/4017h extra reads.
- Fixed mapper 1 (MMC1) startup bank values, and MMC3 PPU IRQ timing.
- Fixed a potential crash when blitter 0 (256x240) was set on startup.
- Fixed base address selection on disassembler.
- Fixed gameplay joypad data logging driver, also known as NES movies.
- Fixed a bug when resetting the video context.
- Added a GUI option to see the current video context.
- Added mapper 89 (Tenka no Goikenban: Mito Koumon).
- Added a new screen blitter, stretched to 640x480 pixelated.
- Added five choices of RGB palettes for VS System mapper.
- Added option for printing the FPS (frames per second) value on screenshots.
- Added option for resetting the savestate slot number on ROM loading.
- Added a check for mapper 20, reserved for Famicom Disk System only.
- Added message errors if sound startup fails.
- Joypad data block on savestate now includes the number of reads, up to 8.
- The graphics mode settings are reset to defaults and saved on gfx errors.
- Disabled keys F6 and F7 when the FDS driver isn't active.
- Removed the option of disabling register $4011.
- Other minor fixes, various changes in the GUI, usual code cleanups.
- Software documentation updated.
File: Download
News source: http://rocknes.web.fc2.com
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May 23rd, 2013, 15:18 Posted By: wraggster
The experimental Real Time Save feature of Wood for the R4iDSN has been updated. This update includes some speed increases over previous builds. Please note that this code is extremely experimental and users are advised to back up their microSD cards before updating. 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:
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May 23rd, 2013, 15:16 Posted By: wraggster
In the past few months we've seen TempGBA grow from a NDSGBA source code request to becoming a reality, thanks to the efforts of 'temp members and DSTwo coder Nebuleon. Now marks another achievement by bringing the emulator out of beta and releasing version 1.40. As always, be sure to join the ongoing discussion and grab the newest edition of this DSTwo exclusive Gameboy Advance emulator via the links below.
Change Log (05/19/13) said:
Based on beta 14, not beta 15. •Add the option to play games on the Lower Screen instead of the Upper Screen (GitHub issue #12).
•Add the option to start games from the GBA BIOS (logo) (GitHub issue #9).
•Make the FPS counter disappear if it has insufficient data: when switching games and when entering the menu.
•The game-specific button mapping interface now shows the global mappings with '(global)' next to their DS button. This better conveys the entire set of mappings that apply to a game (GitHub issue #19).
•The most recently played ROM now goes to the top instead of the bottom (GitHub issue #21).
•The text colors are now loaded in TEMPGBA/SYSTEM/GUI/uicolors.txt for theming (GitHub issue #7).
https://github.com/Nebuleon/TempGBA
via http://gbatemp.net/
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May 23rd, 2013, 15:10 Posted By: wraggster
Recent donations (thank you to donors) for the project QuaForce Wii cMIOS to launch the games Triforce (the arcade version of the Gamecube), have given to Crediar taste of updates, which are linked at a rate supported. This new version gives pride to play Virtua Striker 4, which becomes compatible and playable with two locally. WARNING: it is a cMIOS which replaces the original mIOS (or Dios Mio / Dios Mio Lite)! Once installed, QuadForce will no longer launch the Gamecube games (to find the GC compatibility, it will be essential to reinstall the original mIOS or Dios Mio / Dios Mio Lite. To this end, it is recommended to install a NAND QuadForce virtualized.
New / Fixes:
- Added support for Virtua Striker 4, playable both locally QuadForce 4.0 Official website: https://twitter.com/crediar
http://wii.gx-mod.com/modules/news/a...p?storyid=3177
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May 23rd, 2013, 15:10 Posted By: wraggster
Wiimpathy has updated his port on Wii, the interpreter ResidualVM dedicated to the implementation of LucasArts 3D games (Grim Fandango and Escape from Monkey Island) on PC.
New / Fixes:
- Updated with the latest sources (GitHub) of ResidualVM
- New code to the file system
- Compiled with another library SDL Wii (better sound, more crackling in cutscenes)
- Added flag "SDL_DOUBLEBUF "
- Added residualvm.ini default, with the speed set to 100 (= 100 engine_speed) file The author states that this new version, the framerate is improved (although still frames are lost), the cutscenes work quite well and it runs better in-game. Note that only Grim Fandango is playable on Wii. ResidualVM 0.2
http://wii.gx-mod.com/modules/news/a...p?storyid=3176
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May 23rd, 2013, 15:05 Posted By: wraggster
InsmEdit version 1.2 has been released by HorvatM.
Quote: This version adds a level monster editor. It also fixes bugs and improves the user interface.
Files created with version 1 will work normally with version 1.2. However, if a file saved in version 1.2 that includes starting position resources is edited and saved in version 1, starting directions in those resources may be lost.
The readme file has been updated to document new features. It also documents where in the Insmouse No Yakata ROM the data patched by InsmEdit is located.
The Example.imp file has also been updated to illustrate the new features.
More info and download here.
http://www.planetvb.com/modules/news...hp?storyid=370
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