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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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October 13th, 2012, 21:29 Posted By: wraggster
When [Anton] picked up an old translucent purple Game Boy Color, he noticed a nearly complete lack of sound coming from the speaker. This simply would not do, so [Anton]replaced the speaker and soldered in a 2 Watt amp, making his Game Boy very loud indeed.
After cracking open his Game Boy, [Anton] noticed the speaker was rusted. He replaced it by soldering in a speaker from a Motorola cell phone, fixing the most immediate problem. After plugging in a few batteries, he still noticed a nearly complete lack of sound.
Turning to his electronics junk drawer, [Anton] pulled out a TI TPA2000D1 Class D amplifier. This tiny amplifier is able to provide 2 Watts to a speaker and is very power efficient given it’s Class D pedigree.
After making a PCB and wiring up his amp to the Game Boy’s circuit board, [Anton] spent a little time tracking down the source of some high-frequency hissing. As it turns out, the power regulators and converters on a 15-year old Game Boy aren’t of the highest quality, but after adding a few capacitors [Anton] got everything under control.
Now [Anton]‘s Game Boy has very loud, crystal-clear sound. Considering the lengths chiptune artists take modifying old ‘brick’ style game boys for use with Little Sound DJ or nanoloop, [Anton]‘s build could become a worthwhile modification for musicians looking for a little more oomph to their performance.
http://hackaday.com/2012/10/13/makin...-color-louder/
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October 12th, 2012, 23:38 Posted By: wraggster
MCV talks to Nintendo's new UK marketing director Shelly Pearce...
“We have always been listening, but maybe people weren’t aware.”
If there’s one person that knows the conventional wisdom of ‘Nintendo doesn’t get the internet’ isn’t quite true, it’s Shelly Pearce.
The 14 year veteran of Nintendo – a decade of that spent as European comms boss – has a wealth of experience managing Nintendo’s reputation, and keeping track of what people have said about the company. Whether it’s the breakthroughs of the N64, the GBA boom, the GameCube’s struggle, or the genuine ground-breaking moments for Wii and DS – Pearce has seen it all, heard it all.
So she’s perfect to be taking charge of the marketing team at Nintendo UK at a crucial time. The manufacturer isn’t just readying a new console, but it is being more direct with fans via online video and social media, making a genuine stab at digital delivery, and is standing up to phenomena like the ‘second screen’ which pundits claim can kill Nintendo.
The company is under more scrutiny than ever, and has reacted to that by giving out more info than ever, with regular online broadcasts and announcements about the November 30th launch of Wii U, and attempts to be more engaged online.
http://www.mcvuk.com/news/read/inter...g-to-u/0104461
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October 12th, 2012, 23:35 Posted By: wraggster
Of all the world-saving baubles scattered about, the most visually iconic and symbolically potent one was forged not as a representation of a weapon or mineral, but as a pure geometric shape — a triangle. When we saw it first, it was yellow, except when lifted into the air, which would cause it to flash blue as if catching the light. Was it flat, or were we seeing one plane of a form that had depth? Was it made of metal, or solidified energy? Was it heavy? In The Legend Of Zelda, it was simply a “golden triangle possessing mystical powers”, and it was the only thing that could save Hyrule. We had to have it. We seek it still.
http://www.edge-online.com/features/...est-macguffin/
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October 12th, 2012, 23:34 Posted By: wraggster
Super Mario games have always been filled with coins – but they’ve never truly revolved around coins before. The cash that litters the plumber’s colourful fantasies is handy for health-regeneration and vital for path-finding, yet it’s generally just one mechanic amongst many. In New Super Mario Bros 2 that’s all changed: this is a game about gold, and a game about coin collecting. It makes for a strange first impression, in this respect. At times, it looks like a Super Mario adventure with no genuinely new ideas to add. At others, its fixation on a single piece of the series’ legacy actually begins to feels like a new idea in its own right.
http://www.edge-online.com/features/...-mario-bros-2/
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October 12th, 2012, 23:25 Posted By: wraggster
We’d bet everyone reading this article has played a game on an emulator at some time or another. And you may have a base idea of how those emulators work. But we’d wager the vast majority of you are clueless about the actual implementation of game emulators (we know we are). But that has all changed after seeing this demonstration of how [Bisqwit] wrote his own NES emulator. The description doesn’t cover anything more than the basics of writing code that emulates the NES CPU hardware itself. But it’s presented in such a way that makes it quite easy to understand for anyone who has a basic knowledge of programming. He starts with a switch statement for handling the processor’s opcodes and then moves through piece by piece showing how he refined his code to make it work while keeping it readable. We think this is a great teaching method and appreciate the time he put into producing this tutorial.
The explanation starts about 4:22 into the video which is embedded after the break. You’ll also find the first two demo videos there. Those involve mostly fast-motion text editing of the emulator coding process with some gameplay tests at the end of the second video.
http://hackaday.com/2012/10/12/emula...ke-an-nes-cpu/
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October 12th, 2012, 18:33 Posted By: Shrygue
via Eurogamer
Nintendo has removed its claim that New Super Mario Bros. U will include 1080p support.
The developer yesterday boasted on its website that players would "experience Mario like never before... in full 1080p HD".
But, overnight, this sentence has been altered to promise the game "in high definition".
Nintendo has thus far demoed New Super Mario Bros. U in 720p, although 1080p would be perfectly feasible. The Wii U is designed to support the graphical format, and downloadable platformer Toki Tori will offer 1080p support at the console's launch.
Was it simply too good to be true, a feature Nintendo wasn't ready to announce? Or was it a mistake?
Nintendo has yet to respond to Eurogamer's requests for comment. We'll update if we hear back.
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October 12th, 2012, 00:48 Posted By: wraggster
Who needs an iFixit Wii U teardown? In a remarkable turn of events, the latest Ask Iwata interview sees the Wii U tech team reveal the innards of its own console - and there are some fascinating aspects to the design of the new hardware.Some elements of the discussion between Iwata and his engineering team essentially confirm what we already know - that the Wii U offers up the first Nintendo-designed multi-core console, but the team pointedly skirt around the number of cores featured (it is almost certainly three). However, much of the interview concerns the revelation that Nintendo has employed a MCM - a multi-chip module - to house the crucial CPU and GPU combination. It's not a single chip design along the lines of the Xbox 360S, but it's a hugely important component of the Wii U's design."This time we fully embraced the idea of using an MCM for our gaming console," says Genyo Takeda, senior managing director and general manager of the Integrated Research and Development Division."An MCM is where the aforementioned multi-core CPU chip and the GPU chip are built into a single component. The GPU itself also contains quite a large on-chip memory. Due to this MCM, the package costs less and we could speed up data exchange among two LSIs while lowering power consumption. And also the international division of labour in general, would be cost-effective."IBM supplies the CPU for Wii U, while Nintendo has partnered with AMD for the graphics core. Building those into a single package proved to be rather challenging, especially when faults arose during the design process, but adopting the MCM strategy centralises heat on the mainboard. This makes it easier to dissipate heat with a less expensive cooling assembly, and helps immensely in making the Wii U a significantly smaller unit overall than the PS3 Slim or the Xbox 360S."The major takeaways from this surprise reveal are the efficiency of the overall design and the respective sizes of the Wii U's CPU and graphics core."
The Wii U motherboard - elegant, spartan, minimalistic - and the MCM module, containing the miniscule CPU and the rather more meaty graphics core. Our impression is of a ruthlessly efficient design, with benefits for both Nintendo and consumers.
"Lowering power consumption has been our position since the GameCube. By putting LSI chips in this small package, the power necessary for communication between LSI chips drastically fell," says Ko Shiota, Takeda's deputy in the R&D division."And by putting them in a single small package, we can make the footprint on the CPU board smaller. For the contribution it would make to casing miniaturisation too, I wanted to do it no matter what!"Despite the integration of CPU and GPU onto a single module (the original Wii uses discrete components, each cooled individually), the Nintendo engineering team reveal that the new console outputs three times as much heat as its predecessor, meaning the Wii U's chassis design was massively important in keeping the machine cool. Fan placement was refined over time and even the design of the external grates was adapted to improve air-flow.The team also spend a lot of time dwelling on the durability of the console, presumably to put consumers' minds at rest after the RROD and YLOD debacles from times gone by. Our concern with Wii U has always been about the concentration of so much heat within so small a casing - the MCM design mitigates this to a certain degree by centralising components, but 3x Wii heat output is still a significant thermal challenge. Nintendo ran what it describes as "ageing tests", where components are stressed over a long period to ensure they stand the test of time."If you don't do that, defects will eventually arise when the product is in the customers' hands. Toward the end of creating the product, a lot of tests that take a long time are left over, so it took an extra long time to analyse each single defect," says Nobuyiki Akagi of Nintendo's product development department.The team also discuss the hardware back-compat with the original Wii - an important feature for Nintendo bearing in mind the colossal install base for the best-selling console of this generation."The designers were already incredibly familiar with the Wii, so without getting hung up on the two machines' completely different structures, they came up with ideas we would never have thought of," Shiota says."There were times when you would usually just incorporate both the Wii U and Wii circuits, like 1+1. But instead of just adding like that, they adjusted the new parts added to Wii U so they could be used for Wii as well."
http://www.eurogamer.net/articles/di...side-the-wii-u
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October 12th, 2012, 00:44 Posted By: wraggster
Madden NFL 13 on Wii U may lack the Infinity Engine, which brought stronger collisions and dynamic animations into the Xbox 360 and PlayStation 3 versions of the game, but the console's gamepad fills that void with a tablet-drive, play calling system. The only problem, EA tells Joystiq, was getting players to want to use the new control system.
"A challenging thing at the beginning was getting people to actually want to touch the screen," says Yuri Bialoskursky, lead designer on Madden 13 for Wii U. "They would just stare at it blankly and not interact with it. We had to come up with a way to make it like a toy, essentially – make you want to mess around with it."
The Wii U GamePad lets players navigate their playbook through the gamepad's touch screen, allowing them to tap and drag to the right play. More importantly, players can draw offensive and defensive hot routes right on the screen. Offensive and defensive linemen are represented by yellow circles, while the hot routes you draw are represented by a red line. You can also play in "detached mode" and play Madden entirely on the WiiPad, freeing your television for any other piece of entertainment, like watching real life football.
http://www.joystiq.com/2012/10/11/ap...madden-nfl-13/
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October 12th, 2012, 00:43 Posted By: wraggster
This week's US Nintendo update kicks off a string of major NES Virtual Console releases coming to 3DS before the New Year.
Mario Golf is this week's game, with five more titles due by December 27 including Zelda II, Castlevania: The Adventure and Ninja Gaiden.This week's update also brings a demo for the 3DS version of Lego Lord of the Rings.
Here's the full list:
Nintendo eShop
Mario Golf - The stakes are high in the race to become the Grand Champion of golf. Four Club Champs stand in your way, and you'll have to defeat them all to get a shot at playing the most famous golfer in the land. (For Nintendo 3DS)
LEGO The Lord of the Rings (demo version) - Embark on a heroic quest to destroy the One Ring and relive the epic events of The Lord of the Rings motion picture trilogy, all with the humor and excitement of LEGO play. (For Nintendo 3DS)
Nintendo Video
Meat or Die: Helena - The newest episode of Meat or Die, the hilarious hit series from Nintendo Video, premieres Oct. 12. Don't miss Yans & Gans as they employ a mysterious force in their never-ending (and never-successful) quest for meat. (For Nintendo 3DS)
Nintendo eShop + Nintendo DSiWare
Robot Rescue 2 - Your mission is to navigate a cadre of codependent robots through an evil computer labyrinth that's brimming with deadly traps. At certain points you'll need to repaint your robots by stepping on a special tile in order to change their color. (Nintendo 3DS / Nintendo DSi)
Nintendo eShop
Spirit Hunters Inc. Videos - During the next few weeks, a series of videos in the Nintendo eShop will give players a special look at Spirit Hunters Inc. This week, learn how Nic uses his Shadow abilities in a battle, and catch the first installment of the "How to Play" series. These videos will get you ready to hunt the ghostly spirits all around you. (For Nintendo 3DS)
Also new this week:
Crazy Kangaroo (Nintendo eShop)
Nurikabe by Nikoli (Nintendo eShop)
THE LAST BLADE 2 (Virtual Console for Wii)
http://www.computerandvideogames.com...he-rings-demo/
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October 12th, 2012, 00:38 Posted By: wraggster
Nintendo's top dog Satoru Iwata recently sat down with some of his R&D crew to talk about designing theWii U, and unfortunately, a console was sacrificed in the process. The discussion focuses on what changes they've made this time 'round, including the new multi-core CPU and GPU module, and how they fitted more cooling gear in a body smaller than the Wii as a result. In addition to some niceteardown pics for illustrative purposes, they muse on moving to HD, part testing, case design and how the GamePad is more of a companion than a controller. We don't want to spoil the whole bit, so head to the source link for the full transcript, or check out the gallery below if you just want the visuals.
http://www.engadget.com/2012/10/11/s...-wii-u-design/
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October 12th, 2012, 00:31 Posted By: wraggster
The industry-tracking NPD Group is reporting its September software sales later today, but Nintendo beat the research firm to the punch with a few stats of its own. According to Nintendo, September saw a significant boost in 3DS software sales, up 89 percent year-over-year.
The jump was led by New Super Mario Bros. 2, which topped 295,000 copies sold in its second month on shelves. Nintendo also namechecked first-party titles Mario Kart 7, Star Fox 64 3D, Kid Icarus: Uprising, and The Legend of Zelda: Ocarina of Time 3D, saying each one increased its sales figures over August.
Stretching back a bit further, the original DS launch game Super Mario 64 has now hit the 5 million sold mark in the US. That makes it the third DS game to do so, joining New Super Mario Bros. (10.6 million sold to date) and Mario Kart DS (8.5 million sold).
According to Wedbush analyst Michael Pachter, the news wasn't all good for Nintendo. Pachter noted on his Twitter account that declines in DS software sales more than offset the gains for the 3DS. According to the analyst, combined 3DS and DS software sales were down 18 percent for the month.
http://www.gamesindustry.biz/article...t-in-september
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October 12th, 2012, 00:23 Posted By: wraggster
Debates continue to rage about how well the Wii U’s visuals stack up against Xbox 360 and PS3, but new information looks good for Nintendo’s machine.
The official website for New Super Mario Bros U confirms that the game will run “in full 1080p HD”.
Nintendo had previously suggested that the majority of its launch line-up would run in 720p. Indeed, Mario’s new adventure itself has been previously demoed in 720p form, Eurogamer reports.
Both Xbox 360 and PS3 output a 1080p signal, but very few titles display natively in this resolution, with most requiring the console to upscale a 720p (and sometimes ever lower) picture.
However, EA’s Mass Effect 3 has already been confirmed as being capped to 720p, so only time will tell how prolific native 1080p games will be on Nintendo’s new machine.
http://www.mcvuk.com/news/read/new-s...-1080p/0104355
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October 11th, 2012, 17:21 Posted By: wraggster
via www.emucr.com
Snes9x Git (2012/10/10) is compiled. Snes9x is a portable, freeware Super Nintendo Entertainment System (SNES) emulator. It basically allows you to play most games designed for the SNES and Super Famicom Nintendo game systems on your PC or Workstation; which includes some real gems that were only ever released in Japan. Snes9x is the result of well over three years worth of part-time hacking, coding, recoding, debugging, divorce, etc. (just kidding about the divorce bit). Snes9x is coded in C++, with three assembler CPU emulation cores on the i386 Linux and Windows ports.
Snes9x Git changelog:
* win32: adjust openwith association so that it no longer affects icons
* win32: integrate with default programs interface
* win32: fix unicode file loading via command line
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October 11th, 2012, 00:44 Posted By: wraggster
A slide in an E3 investor presentation discussed Nintendo's retail 3DS games going to eShop, accompanied by images of, among other games, Epic Mickey: Power of Illusion. Nintendo quickly clarified, saying that the slide only indicated that first-party titles were headed to eShop.
Except Epic Mickey's totally headed to eShop. Disney revealed that Power of Illusion would be released as retail and on the eShop at an Epic Mickey 2 event today, reported by Siliconera. The November 18 launch date will be the same for both distribution methods.
http://www.joystiq.com/2012/10/10/ep...hop-at-launch/
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October 11th, 2012, 00:34 Posted By: wraggster
Nintendo has told CVG that it won't downwardly revise its global Wii Ushipping forecast, following reports from Japan suggesting that a factory fire has hit production.
Just over a month ahead of the launch of the new console, it has emerged that a fire broke out at an unnamed Wii U system assembly factory in Japan.David Gibson, an analyst for the Australian bank Macquarie in Tokyo, said his company has downgraded Wii U's shipping forecast by one million units (falling to 7.3 million worldwide at launch) due to the accident.
In a Tweet to his followers, Gibson said that Nintendo will revise its revenue forecast on October 24.
However, Nintendo has issued a statement to CVG explaining: "As of now, we see no impacts on our Wii U console production scheme".
A halt in production of Wii U units would have been devastating news for Nintendo. CVG sources have claimed that the firm is already facing some supply constraints for the console, with retailersselling out of allocated stock due to strong early demand.
Nintendo has confirmed a Wii U release date of November 18 in the US, and a Wii U release date of November 30 in Europe. The company has set the US Wii U price at $299 for the basic model, while the UK Wii U price starts at £230.
http://www.computerandvideogames.com...-factory-fire/
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October 11th, 2012, 00:24 Posted By: wraggster
Nintendo has revealed a sweet line-up of playable Wii U and 3DS games it'll be showcasing at the New York Comic Con event starting tomorrow.
The platform holder will let attendees get their hands of playable demos of 10 Wii U games, including Pikmin 3, New Super Mario Bros. U, ZombiU and Nintendo Land.Upcoming 3DS games will also be playable at the show, including Paper MarioL Sticker Star and Luigi's Mansion: Dark Moon.
Here's the full list of playable Nintendo games:
For Wii U:
- The Wonderful 101
- Nintendo Land
- New Super Mario Bros. U
- Game & Wario
- Pikmin 3
- NINJA GAIDEN 3: Razor's Edge
- ZombiU
- Scribblenauts Unlimited
- Rayman Legends
- Batman: Arkham City Armored Edition
For Nintendo 3DS:
- Paper Mario: Sticker Star
- Crashmo
- Disney Epic Mickey: Power of Illusion
- Adventure Time: Hey Ice King! Why'd You Steal Our Garbage?!
- Professor Layton and the Miracle Mask
- Luigi's Mansion: Dark Moon
- Style Savvy: Trendsetters
- Kid Icarus: Uprising
- New Super Mario Bros. 2
For Nintendo DS:
- Pokémon Black Version 2 and Pokémon White Version 2
Also at the event, taking place on October 11-14, Nintendo will host giveaways such as special Paper Mario: Sticker Star stickers, and a Pokémon Black & White 2 Launch event one block north of the Javits Center at SIR Stage37 at 508 W. 37th St where, among other things, you'll find a distribution station for the Mythical Pokémon Genesect.
Nintendo will also have a booth in the Javits Center (No. 2921) dedicated to tournaments featuring 3DS games New Super Mario Bros. 2 and Kid Icarus: Uprising. Details are as follows:
New Super Mario Bros. 2: Throughout the day, entrants can play through different courses featured in the recently released downloadable Coin Rush mode course packs. High scores will be posted and updated throughout the day. All participants will receive a Gold Mario pin for playing (while supplies last), and the top scorer at the end of each day's play period will receive a Nintendo 3DS XL system.
Kid Icarus: Uprising: Throughout the day, up to six players at a time can compete in five-minute Free-For-All rounds. At the end of the qualifying period, the top 12 highest scorers of the day will compete in three rounds of Free-For-All play, and whoever has the highest combined score from those three rounds will be the day's champion. All participants will receive a Kid Icarus: Uprising Series 2 AR Card pack (while supplies last). The top scorers from each day will receive a Kid Icarus pin. The champion from each day will win a Kid Icarus AR Card Core Set, containing more than 400 cards that have been released to date and a Nintendo 3DS XL system; each day's second-place finisher will receive a Kid Icarus AR Card Core Set.
http://www.computerandvideogames.com...ork-comic-con/
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October 11th, 2012, 00:23 Posted By: wraggster
Four big-name NES games will arrive on the Japanese 3DS eShop store next week.
Castlevania, Donkey Kong and, most excitingly, Mega Man 4 will all be released via the Japanese eShop on October 17.None have been confirmed for release outside of the territory, but with often ahead of EU and US with digital releases, titles arriving over there can often be an indication of what's to come.
Be warned though - Nintendo won't be rushed. Mega Man 2 arrived on the Japanese eShop back in August and we're yet to see it's release locally.
But Nintendo did recently confirm that Zelda II, Mario Golf, Castlevania: The Adventure, Ninja Gaiden, Wario Land 2 and Super Mario Bros.: Lost Levels will arrive in US before Christmas (dates below), so some of us will have plenty to be getting on with regardless.
Mario Golf (launches Oct. 11)
Castlevania: The Adventure (launches Oct. 25)
Ninja Gaiden (launches Nov. 8)
Zelda II - The Adventure of Link (launches Nov. 22)
Wario Land II (launches Dec. 20)
Super Mario Bros.: The Lost Levels (launches Dec. 27)
http://www.computerandvideogames.com...ese-3ds-eshop/
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October 10th, 2012, 15:08 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2696 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:
r2696
* win32: fixed fceux.cfg loading bug caused by r2689
* Taseditor: straighten out pause_frame logic (seriously)
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October 10th, 2012, 14:58 Posted By: wraggster
news via http://www.aep-emu.de/PNphpBB2-file-...c-t-19329.html
BizHawk is a multi-system emulator in C#.
Supported Systems
Nintendo Entertainment System (NES)
Super Nintendo (SNES)
Gameboy
Gameboy Color
Super Gameboy
Sega Master System
SG-1000
Game Gear
PC-Engine (TurboGrafx-16) / CD-ROM
SuperGrafx
TI-83 Calculator
Unofficially Released
Sega Genesis (Experimental)
Quote:
BizHawk 1.1.1b
Windows Binary
Released: October 08, 2012
Revision Range 3382 - 3394
SNESHawk - a big fix to the bsnes determinacy woes, this fix fixes problems with "virtual lag frames" that were the cause of internally savestating (to fix determinacy problems).
Statusbar saveslots - right click will now save to that slot
Add ROM info for SMS and PCE games to the ROM status bar icon
BizHawk 1.1.1a
Windows Binary
Released: October 07, 2012
Revision Range 3175 - 3381
Fixes issues with GBC support (input, display, paths)
BizHawk 1.1.1
Windows Binary
Released: October 06, 2012
Revision Range 3154 - 3374
New Platform support: Super Gameboy!
Multiclient
Trace Logger Tool, for NES, SMS/GG/SG, and PCE cores
Bilinear Filtering option
XInput support, LT/RT are possible inputs now
Joystick suppert - Fix "hardcoding" of left & right analog sticks being mapped to the arrow buttons
Reboot core notification system (since many settings on various cores don´t take effect until rebooted)
Add Saveram backup feature, similar to savestate backup feature, defaults to On
Support custom resizing
Support Windows 7 shortcuts: Win+L Win+R Win+U
Fix memory leak when using OSD Capture
Fix the bug where choosing a small size from the menu (typically 1x) would cause unexpected black bars
Fix status bar icons to really hide when not necessary, fix tool tips displayed, and positioning
Fix behavior of the folder browser dialog of the path config dialog
Fix d3d devicelost errors
Fix "Hex" boxes in various dialogs to allow Ctrl+C/V/A, such as Game Genie, Cheats, Ram watch/search, etc
Fix Tools/Lua to update after a frame instead of before
Add slightly informative error message to certain rom load exceptions
Path Config - add an info icon that opens a popup for the special path options (., .., %recent%, %exe%)
Movies
Imported movie files are now automatically copied over to .Movies directory
Add PAL flag to movie (if recording in pal mode!)
Add "FirmwareSHA1" to movie header for SGB and PCECD
Cheats
Add "Values as Hex" menu item, when turned off, allows value and compare to be decimal instead of hex
Fixed column display, on and domain were reversed (domain names were being displayed in the on column). Also centered the On column text
Ram Watch
Fix bug where display value was actually the previous frame value
Input Config
Auto-focus the first control option when loaded
Better controller images
Message Config
Fix X/Y values not updating when typing directly into the numeric boxes
Fix positioning of icon on drawing area to not be partially "off screen"
Fix logic for dragging when using anchoring
Fix drawing of the x,y coordinates to respect the anchoring
Ability to configure autohold display
Ability to toggle the "stacking" effect on general OSD messages
Allow configuring of the position and anchoring of General OSD messages
Fix the saving of the multitrack x,y variables
Fix restore defaults for Multitrack settings
Hex Editor
Allow drag highlighting with the mouse
Fix typing values with the numberpad
Fix copy/pasting multiple highlighted addresses
Don´t show 0 length Memory domains (prevents showing SNES CARTRAM in situations it doesn´t exist and thus crashing the hex editor)
Pressing enter in the find box = click the find next button
TAStudio
middle clicking pauses/unpauses the emulator
Lua
fix so that multiple scripts can draw at once
Add new functions: emu.onsnoop(), mainmemory.readbyterange(), mainmemory.writebyterange(),
nes.addgamegenie(), nes.removegamegenie(), nes.getallowmorethaneightsprites(), **nes.setallowmorethaneightsprites(),
nes.getdispbackground(), nes.setdispbackground(), nes.getdispsprites(), **nes.setdispsprites(), nes.gettopscanline(), nes.settopscanline()
New Hitbox scripts
Updated RBIBaseball script that demonstrates the use of the forms library
Move lua to after the frame instead of before
Make the Lua Function List dialog modeless
SNESHawk
Hook up autofire controllers
Hooked up controller 3 & 4
Add System Bus memory domain (except when recording movies due to determinicy issues)
Determincy fixes
Graphics Debugger - numerous new features, fixes
Fixes for audio popping/hiccups
Read region, so 50fps live viewing and video dumping now works (PAL).
Lag Counter fix, remove many false positives
Change the initial bootup frame size (on frame zero) to 256x224, it´s the most common game resolution, and also the smallest (so can avoid some instances of window size snapping down because too big)
Add SNES Graphics config to the Toolbox dialog
Add firmware support
Fix recording of soft and hard resets into movies
.lsmv and .zmv movie importing
SNES game database
NESHawk
Big improvements to sound
Fix Bill & Ted´s Excellent Video Game adventure
Fix bad Cobra Triangle sound
DMC fix, Fire Hawk (USA) no longer has graphical glitches on the intro screen.
Fix dmc sfx bug in Battletoads & Double Dragon making nonexistent sfx
Add emulation of empty databus, fixes freeze bug in bt&dd
Implement Mapper 163
Fix default patch set for VRC7
Game Genie Encoder/Decoder - pressing enter in the code box will add the cheat
Fix for frame buffer being generated before the ppu runs on a frame instead of after
GBHawk
Memory domains now work correctly immediately after a loadstate
.lsmv movie importing
Gameboy/GBC game databases
Some rom annotation status details
Add more intelligible error messages on bad mapper number load attempt
Fix loading of .gbc files from archives
GGHawk
Add Show Clipped Regions, and Highlight Active Display options
Show a GG menu to allow for Sprite Limit, and Graphics options menu items while the core is loaded
BizHawk 1.1.0a
Windows Binary
Hotfix for rerecording on SNESHawk and GBHawk
Released: September 23, 2012
Revision Range 3154 - 3169
SNESHawk, GBHawk: Fix how the frame counter is saved in savestates, fixes a number of potential issues with rerecording
SNESHawk
Lag counter now works
Ram Search/Ram Watch - Unfreeze All context menu item, show Unfreeze if selecting multiple frozen addresses
Ram Watch - show shortcut keys on context menu items
If changing the status of a cheat in Cheats,Hex Editor, Ram Watch, Ram Search, update the other dialogs too if they are open
New lua functions
gui.addmessage(), nes.setscanlines(), nes.getbottomscaneline(), nes.gettopscanline(), nes.getclipleftandright(), nes.setclipleftandright()
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October 10th, 2012, 14:55 Posted By: wraggster
news via http://www.aep-emu.de/PNphpBB2-file-...c-t-19328.html
A new version of sixtyforce, a N64 emulator for Mac OS X has been released.
Quote:
Latest News
sixtyforce 0.9.7 has been released!
Along with a ton of bug fixes, this version adds automatic update notifications so you´ll never miss an update again. Check out the release notes for more information.
This version fixes a ton of bugs that were reported, so if you find any more please send them in.
sixtyforce 0.9.7
This version requires Mac OS X 10.5 or later on an Intel Mac.
What´s new in this version:
* Added automatic version checking and update notifications.
* Implemented new dsp instructions.
* Fixed a bug that could prevent the graphics plugin from loading.
* Fixed a bug that could cause a crash when a usb device was unplugged.
* Fixed a bug that could cause sixtyforce to crash on startup.
* Fixed a bug that caused really old freeze states to not restore reliably.
* Fixed a bug that prevented the video window from being cleared when the emulator was reset.
* Fixed some bugs with Leopard compatibility.
* Fixed minor problems with window resizing on Lion and Mountain Lion.
* Fixed some dsp branching bugs.
* Other minor tweaks.
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