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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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December 20th, 2020, 23:10 Posted By: wraggster
As most of us know, Atmosphère is the effectively the go-to CFW for the Nintendo Switch as it’s free, open-source and is supported by virtually all homebrew and custom sysmodules (plugins) released for the Nintendo Switch while receiving pretty frequent updates to add new features, respond to new firmwares and improve the overall experience. Now, Atmosphere 0.16.2 which has been touted as a minor update is out and it brings along:
- Updates to the ‘pgl’ and ‘creport’ sysmodules to be in line with how they act on FW 11.0.0
- Creport is no longer launched multiple times when a process crashes
- Atmosphère ZIPs do not bundle BCT.ini anymore as the CFW relies on defaults stored within the code itself
- You may still use a custom BCT.ini configuration and a template is provided on the GitHub repository
- The NRO allowing one to reboot to payload has been updated in order to improve compatibility
- Some other stuff such as a new system setting relating to Atmosphère Debug Mode and allowing homebrew to use FW 8.0.0+ kernel mappings
You may grab Atmosphere 0.16.2 by following the links below and installing it as usual. Firmwares up to and including the latest FW 11.0.1 are supported.
Switch & Vita releases: Atmosphere 0.16.2 released with minor fixes & improvements + VICEVita 1.2 is out for the Vita giving a better Commodore 64 emulation experience! - Wololo.net
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December 20th, 2020, 22:29 Posted By: wraggster
Final Fantasy IV: Ultima is considered to be the apex of the FFIV rom-hacking genre and with the introduction of a New Game Plus feature, it once again has pushed the boundaries of what’s possible within the FFIV universe.
While many editions use the foundation of Final Fantasy IV “Vanilla” to bring a new experience (e.g. story, characters, randomization), Ultima provides a perfect amalgamation of everything loved about the original, as well as the components of the subsequent editions that made them unique: new dungeons, equipment and party swapping in FFIV: Advanced and a host of new abilities from the DS version. Additionally, Ultima has introduced players to things never thought possible for this game: enhanced items and equipment, magically-infused weapons, a host of new “super bosses”, and the pinnacle of the game; a boss rush where players get to challenge all the bosses they’ve previously conquered with a host of new surprises.
Each new release of FFIV: Ultima has brought a host of new content that makes every playthrough its own unique experience. While some releases had been originally flagged as the “final version” because there was simply no way to add additional content, the development team continues to shock the RHDN community by pushing the envelope, which speaks to the tenacity of those behind the curtains. With version 12, players once again found themselves experiencing new dungeons, items, and bosses but nothing would prepare the community for what would come next…a “New Game Plus” (NG+) mode – a feature that has been sought after since the game’s original release.
Not content with just bringing players a NG+ mode, the development team took things a step further and increased both the level and stats cap for characters which opens during the NG+. A player who took the time to grind all their characters to level 99 would not find themselves limited in their secondary playthrough but could strengthen their party to new heights never experienced or thought possible. This allows players to not only have a brand new experience but helps provide a more leisurely approach to even the game’s most challenging content.
On behalf of the Final Fantasy IV: Ultima development team, thank you for your continued support as the game surpasses 20,000 downloads and here’s to 20,000 more!
https://www.romhacking.net/forum/ind...?topic=26865.0
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December 20th, 2020, 10:54 Posted By: wraggster
Tapework Disco Puzzle is a new puzzle game for the NES, Dreamcast and PC – currently funding is ongoing on Kickstarter. Developed by no one else than Lowtek Games, who also meat the nifty puzzle game Flea!
https://pdroms.de/sega-dreamcast/tapework-disco-puzzle-kickstarter-nes-dreamcast-game
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December 20th, 2020, 10:51 Posted By: wraggster
Nintendolife claims that Alwa’s Awakening is getting an official NES port 2021! Let’s wait and drink tea!
https://pdroms.de/nintendo-nintendoentertainmentsystem-nes-famicom-fc/alwas-awakening-wip-nes-game
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December 20th, 2020, 10:50 Posted By: wraggster
PVSnesLib is a small, open and free development kit for the Super Nintendo Entertainment System by alekmaul.
PVSnesLib is a library to develop programs for Nintendo SNES in C langage. It contains snes-sdk compiler / linker and a library (sources included) which offer facilities to use backgrounds / sprites / pads / music & sound on SNES system. It also contains examples to help how to use functions with the library.
Changes:
* Remove PVSNESLIB variables in each makefile and add a system variable (PVSNESLIB_HOME)
* Fix 816-tcc rodata variable names for multiple files projects
* Change wla-dx for last version for wla-dx github repository
* Add source folder management in snes_rules (the name is src, 2 levels, see hello_world example)
* Remove stripcom.exe and optimore-816.exe, they are useless
* Update snes_rules with lots of information to clean Makefiles (thanks RetroAntho for that)
* Update constify to update static variable name (tccs)
* Fix 816-tcc temp filename on linux system (/ in the name)
* Add wla-spc700 for futur use
https://pdroms.de/supernintendoenter...-1-0-snes-misc
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December 20th, 2020, 10:49 Posted By: wraggster
Project Blue is now ready for pre-order for Famicom! Not cheap, but possibly very much worth it.
https://pdroms.de/nintendo-nintendoentertainmentsystem-nes-famicom-fc/project-blue-fc-regular-edition-nes-famicom-game
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December 20th, 2020, 10:49 Posted By: wraggster
Rednex Game Boy Development System (rgbds) is an assembly toolchain for the Nintendo Game Boy & Game Boy Color.
Changes:* We have a website! Accordingly, HTML documentation is no longer distributed in the source or in the release artifacts below. All old documentation links now redirect to the latest release’s documentation
* You may also have noticed the repo has been moved to gbdev instead of rednex! Don’t worry, the same people are in charge.
* /* Block comments! */
* Whitespace is now allowed between the brackets in [bc], [de] and [hl], also allowing [\1] to work.
* The second number argument to INCBIN can now be omitted, going up to the end of the file
* The argument to rb and rw is now optional, defaulting to 1
* RGBASM and RGBLINK can both use stdin as input, and stdout as output (support yet to come to RGBFIX)
* zsh completion scripts are available in the contrib/ folder. (If you want to make bash ones, apply in #620)
https://pdroms.de/nintendo-gameboy-g...-game-boy-misc
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December 20th, 2020, 10:48 Posted By: wraggster
The Last Super is brand new Super Nintendo (SNES) game created to celebrate the 30th birthday of the console!
https://pdroms.de/supernintendoentertainmentsystem/the-last-super-snes-game
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December 20th, 2020, 10:48 Posted By: wraggster
Petris is a puzzle game of shapely pets for the Game Boy Color (not compatible with original/pocket). Build your favorite pets in all shapes and sizes, keep ahead of dropping pieces and make it to the next level! The game is playable online and available through Catskull Electronics as a 32K ROM cartridge. It was built using GBDK and a handful of other tools.
https://pdroms.de/nintendo-gameboy-gb-gameboycolor-gbc/petris-commercial-game-boy-color-game
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December 18th, 2020, 13:53 Posted By: wraggster
Vvctre v42.1.0 is released. Vvctre is a Nintendo 3DS emulator based on Citra.
Vvctre Changelog:
Add General -> Core::System::Run() -> Default Max Slice Length setting
Add General -> Core::Timing::Timer::Timer() -> Set Slice Length To This setting
Add General -> Core::Timing::Timer::Timer() -> Set Downcount To This setting
Add General -> Core::Timing::Timer::GetMaxSliceLength() -> Return this if the event queue is empty setting
Initial Settings: Rename Audio -> Enable DSP LLE -> Use multiple threads to Use Multiple Threads
Change "the core 2" to "core 2"
Update externals
https://github.com/vvanelslande/vvctre
http://www.emucr.com/2020/12/vvctre-v4210.html
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December 18th, 2020, 13:50 Posted By: wraggster
m64p (2020/12/15) is released. m64p uses mupen64plus-gui, a brand new mupen64plus frontend written in Qt5. It supports all thing things you’d expect from a frontend (savestate management, pausing, screenshots, etc..). m64p comes bundled with GLideN64 for the graphics plugin. It should give you the best out-of-the-box experience available for N64 gaming.
m64p changelog:
Improvements to 64DD saving.
Option to specify a custom server address for netplay. This allows you to host your own server (https://github.com/m64p/m64p-netplay-server) if desired. Thanks to @joeldenning for this feature.
http://www.emucr.com/2020/12/m64p-20201215.html
https://m64p.github.io/
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December 18th, 2020, 13:33 Posted By: wraggster
Remember Swapnote? Otherwise known as Nintendo Letter Box, the app let Nintendo 3DS users send each other messages drawn via the touchscreen through either the StreetPass or SpotPass functionalities of the system. Over the course of Swapnote's lifetime, Nintendo added features like new stationaries and ink colors, though its online functionality was eventually discontinued in 2013, with the cause likely being attributed to a string of cases where younger users had been sending illicit images through the app. Yet, despite Swapnote being discontinued for the better part of a decade, a new update snuck its way onto the 3DS eShop, for some reason. Even more confusing is the fact that the update specifies itself as one for "Swapnote Remastered", and the changelog consists of all of three words: "fixed some problems".
Swapnote Remastered (Released December 15, 2020)
Is there something you'd like to tell us, Nintendo?
Nintendo has updated Swapnote on the 3DS, despite its discontinuation | GBAtemp.net - The Independent Video Game Community
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December 18th, 2020, 13:31 Posted By: wraggster
It’s time for a Nintendo Direct; one that features no games at all. With Universal Studios Japan’s Super Nintendo World set to be open to the public relatively soon, Nintendo has decided to share some excitement about the park’s imminent opening in early 2021. A 15-minute Direct will air, showcasing what Super Nintendo World will look like and teasing what’s to come. The Super Nintendo World Direct will be streamed to worldwide audiences despite it being exclusively a Japanese location for now, and will kick off tomorrow, December 18th, at 3:00 pm PT.
Source
Nintendo is having a Super Nintendo World Direct | GBAtemp.net - The Independent Video Game Community
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December 18th, 2020, 13:29 Posted By: wraggster
Japan's two biggest video games companies saw major gains last week as demand for consoles rise ahead of the holidays.
Bloomberg reports Nintendo shares rose more than they have in over a year on Thursday, up 6.6%.
It reached a high of ¥67,850 ($647.97) per share -- the highest since December 2007, driven by the Wii's first successful year.
Meanwhile, Sony Corporation's stock 2.66% over the course of Thursday to ¥10,025 ($95.67) per share.
It's the first time the company's share price has risen beyond ¥10,000 since 2001, when the PlayStation 2 was growing rapidly.
In 2020, both companies have been boosted by the ongoing success of their latest consoles.
Despite launching in 2017 and the competition for attention against next-gen consoles, Nintendo Switch has been a consistently strong seller all year.
In both the US and EMEAA territories last month, it outsold both the newly-launched PlayStation 5 and Xbox Series X|S in terms of units.
Nintendo and Sony share prices rise to record highs | GamesIndustry.biz
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December 17th, 2020, 00:44 Posted By: wraggster
It’s a Christmas miracle!
Pac-Man GB - Redux is seeing its most major update in the two years since its original release back in 2018, just in time to cap off 40 years of the great yellow one no less! In addition to the new Pac-Mania inspired character sprites, tweaks and fixes made in Anniv. Redux, Version 1.5 of GB Redux also sees the introduction of an all-new alternate patch dubbed ‘Classic Redux.’
Where Anniv. Redux focuses on redesigning as much of the game as possible with original, shaded spritework, Classic Redux is all about adapting the simple-yet-iconic arcade graphics to the Game Boy’s four-color screen – and doing a better job of it than the original release did back in 1990.
Regardless of which version suits your tastes better, please enjoy the newly-updated Pac-Man GB - Redux!
http://www.romhacking.net/hacks/4149/
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December 17th, 2020, 00:41 Posted By: wraggster
The latest and greatest update ever can be summed up into 3 points:
- 2 Player Mode!
- Useful Teammates!
- Scoring Mode!
In the latest update, you can start 2 player mode with Y+Select. Your teammate is controlled with 2p joypad, can fire, fly, barrel roll, fire bombs, and can change weapons with R+X. The border is dynamically resizing, and the screen is in a static position. Have fun with your friends and try a new twist on an old classic!
Your teammates are also actually useful. They used to come out and fire 6 shots straight when you save them and then disappear. Now, they actively hunt down targets and will fire 60 times before going away. Want more? Summon one any time with X and Select!
Like Star Fox Scored Edition’s scoring mode? Well enable it in SFES with X+Y on the title screen! It has the same changes as SF:SE as far as exploitable point patching and endlessly looping levels un-looped. Compete for a high score!
Full Changelog:
- Two player mode! (Hold Y and press Select) to spawn a ship for your friend!
- Dynamically adjusting frame/zoom level dependant on the ships’ locations
- Still just a WIP/test, but ship idle hover, movement pivot, center chase, z rotation, barrel rolls, firing and bombs are implemented. HP, smoother movements, death not implemented yet.
- Imported scoring system from Star Fox: Scored Edition 1.25:
- Enable by holding Y and pressing X on the title screen (you will hear a sound and the whale will be replaced with an Andross Cube)
- While enabled, Black hole always exits at the third exit if you haven’t exited yet, Titania always does the weather change, Space Armada forces you into the ships and continues whether or not you have destroyed the core.
- See the included Scored Edition Changes.txt for additional information about the scoring system.
- Added Weapon 98, just like Weapon 99 but without object removal. Soft-lock free.
- Reduced fire rate of Weapon 99. Soft-lock free(?)
- Weapon selection no longer resets on each level.
- Moved sound test to title screen, cycle through with A and B.
- Added ability to use planet select cheat even after beating a level.
- Planet Skip cheat can access 2 new “courses”, which just go to OOTD and Black Hole.
- Teammates are actually useful and help out for a little while after saving them.
- Teammates have some unique colors and show them in all scenes.
- Teammate assistant can be spawned by (Hold X and Press SELECT) (Repeat to despawn).
- You can now restart the game after the credits are completed by hitting START.
- Sorry Titania, your weather changer is broken. The weather changes by itself now.
- Fixed helperballs not spawning on Venom.
- Adjusted Professor Hangar (2-3 boss) - only 3 fish spawn instead of 5 while he is recharging.
- Disable switching into isometric/drunk view in tunnels
- Disable view changes during cutscenes/no control sections
Thank you for playing, and see you for the next update! Bigger and better things are always on the way!
http://www.romhacking.net/hacks/5510/
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December 17th, 2020, 00:39 Posted By: wraggster
Super Mario Kart Mirror Mode is a high quality collaborative hack by the SMKWorkshop team that brings new life into the original classic. First introduced as an unlockable class in Mario Kart 64 a mirror mode has been included in every iteration of Mario Kart since Double Dash!! The original Super Mario Kart never featured an official mirror mode.
After playing another mirror mode hack that was fun, but not without issues R4M0N set out to create a mathematically perfect mirrored set of tracks programmatically using Excel marcos. Dirtbag inserted the track data back into the ROM, created a new title screen and with the help of MrL314 re-coded the demos to work correctly and added some ASM hacks to give the hack a few extra mirrored features.
Play this new twist on a old classic featuring the following changes:
- All 24 track layouts perfectly mirrored
- All track overlays mirrored (GP, TT and Vs. Modes)
- Object placements Mirrored, including Ghost Valley’s pillars
- CPU AI Mirrored
- Mirrored animated tiles (Water, Lava, etc.)
- Mirrored track background layouts
- Mirrored title screen animation routine
- Mirrored demo input recordings
- Mirrored player select screen
- Mirrored race results screen background and animations
- Mirrored cup select screen animations
- Mirrored podium background, and cloud direction
- Additional mirrored track tiles where required
ROM size has been kept to 512KB - One of the aims of this hack was to do in in an elegant way as possible and keep within the confine of the original ROM size
Bug reports and any feedback can be posted here: http://www.romhacking.net/forum/index.php?topic=31695.0
http://www.romhacking.net/hacks/5599/
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December 17th, 2020, 00:34 Posted By: wraggster
RTX off, RTX on! RTX on...the SNES! Developer Shironeko Labs, otherwise known as Ben Carter, has been playing around with a project idea for around a year: getting real-time raytracing to work on the Super Nintendo of all things. The culmination of his work has resulted in the SuperRT, an expansion chip, similar in function to the Super FX chip. This additional cartridge, which was made from the combination of a Super Famicom Pachinko game, a ton of cables, a shifter board, and a Cyclone V FPGA allows for the Super Nintendo to render simple objects, shadows, and reflections, in full ray-traced glory, all at a glorious resolution of 200x160.
The SuperRT chip constructs the scene using a specialised command language which is executed by one of three parallel execution units on the chip - essentially specialised CISC processors - to perform ray intersection tests. The scene description allows objects to be constructed using a subset of CSG operations, using spheres and planes as the basic building blocks and then performing OR, AND and subtraction operations using them to build up the desired geometry. AABBs are also supported, although primarily for use in culling tests (they can be rendered if desired, but they have a lower positional accuracy than other primitives and thus this is not generally very useful except for debugging purposes).
Carter goes into full detail on his official website about how he got his demo to work, which involved lots of commands, conversions, and many other technical terms.
The chip also implements a number of other basic functions - there is an interface to the SNES cartridge bus, along with a small program ROM holding 32K of code for the SNES (this is constrained by the fact that the interface board currently only connects up the SNES Address Bus A lines, and thus the effective usable address space is a mere 64K, of which 32K is used for memory-mapped IO registers to communicate with the SuperRT chip). There is also a multiplication accelerator unit that lets the SNES perform 16x16bit multiply operations rapidly.
https://www.shironekolabs.com/posts/superrt/
Developer shows off SNES raytracing through the custom-made SuperRT chip | GBAtemp.net - The Independent Video Game Community
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