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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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July 29th, 2012, 16:57 Posted By: wraggster
Sadly, today marks the last day of my summer vacation. The four weeks went by pretty fast again. During this week I have not worked much on DSx86 or DS2x86. I had planned some other things I wanted to do during my summer vacation, and of course I had not gotten around to those before it suddenly was the last vacation week and I really had to do them!
One interesting task I did was to replace the CMOS battery of my old Acer Travelmate 803 laptop. It had started to behave erratically with the system time, so I assumed that the CMOS battery was dead. Strangely the clock had not completely stopped working, instead after I set it to the correct time, it kept time for a little while (for a few hours), then suddenly jumped a couple of hours backwards and then stopped running.
I had purchased the laptop in May 2003, so it is over 9 years old. It just has been working so well that I have not had a need to replace it with a more modern machine. I have replaced the hard disk with a 32GB SSD disk, and I have also upgraded the RAM to 1.5GB, so the machine is reasonably fast (and what is more important to me, it is dead silent when running in Max Battery mode, regardless of CPU usage).
Anyways, I had found a blog post describing some important information about the CMOS battery, like the type (CR1220) and location (underneath the motherboard!) of it. Replacing it meant pretty much disassembling the whole thing, changing the battery, and then trying to put everything back together again. Surprisingly, no screws or other parts were left over after I had done this, and the machine even seems to work (and the clock keeps correct time)!
I was also given a heads up that NeoTeam is holding a Neo Coding Compo 2012, and it looks like also existing projects (like DSx86) are allowed to participate. Thus, I am thinking about possibly taking part in that competition. I would need to add a splash screen to DSx86, and I also would like to do some enhancements to it (I don't think the point of the competition is to simply add a splash screen and be done with it). I have not yet decided whether to take part, but I might.
Anyways, from now on I don't have all that much time to work on DSx86-related stuff, but I still try to continue working on the Windows 3.11 support for DS2x86. It would be fun to get that working, even though at the moment it seems very difficult and frustrating. But, the more difficult it is to achieve, the sweeter it feels when you finally get it working!
Thanks again for your interest in DSx86 (and for reading my blog!) :-)
http://dsx86.patrickaalto.com/DSblog.html
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July 29th, 2012, 16:56 Posted By: wraggster
Yet another week where I have been slowly trying to get Windows 3.11 to progress further. The progress just seems to get slower and slower, this time all the progress I have managed to get done fits within a few lines of ASM code! Here is the part of the code (in the KRNL386.EXE of Windows 3.11) I have been working on, with the problem locations numbered (1., 2. and 3.):
Here are the problems I have been having listed, with the numbers corresponding to the source code above: - The "system halted" problem I mentioned in the previous blog post happened within the call to the DPMI entry point. I finally found that the problem was caused by Windows 3.11 having the LDT (Local Descriptor Table) in virtual memory. When I some time ago fixed my IDT and GDT tables to support having their base address in virtual memory, I of course should have also fixed the LDT table at the same time, but for some reason I did not. So, what goes around comes around (and bites you!).
- After I implemented the LDT virtual memory support, I got a drop to debugger with an "IRET to lower priviledge!" error message. This was simply a sort of assertion in my protected mode IRET routine, as I had not yet encountered a program that would return from a higher priority level (ring 0) code to lower priority level (ring 3) code using an IRET operation. Windows 3.11 seems to do that, in the built-in DPMI mode change routine. Supporting that needed some coding into the IRET handler, and I also combined my 16-bit and 32-bit IRET handlers into a single routine while I did this. I have been wanting to do that for some time now, as both of those routines are practically the same, they just load either 16-bit or 32-bit values from the emulated x86 stack.
- The next (and current) problem is that Windows 3.11 exits with a message KERNEL: Inadequate DPMI Server. It took me a while to debug where this happens, but in the end I found that it is inside the call numbered 3. above. Windows manages to create an alias descriptor for CS (code segment), and after that it tries to get a vendor-specific DPMI entry point (in this case it wants to make sure it uses Windows' own DMPI code instead of 386Max or Borland 32RTM or some other possibly installed DPMI server). It gives a string "MS-DOS" as input to the DPMI call, but the call returns an error (call not supported). The DMPI server it calls is indeed Windows' own server, so at first I was pretty much at loss as to why it reports it does not support it's own server. After quite a bit of debugging I found out that even though KRNL386.EXE contains the "MS-DOS" string, and it gets loaded to RAM into a correct position, the DPMI server still does not find the string in RAM. For some so far unclear reason the virtual memory page mapping tables have an invalid address for the page where that RAM address should be. I have not yet been able to determine why the page tables change suddenly, as I have determined that initially the value is correct. This is the problem I am currently fighting with.
Rather discouraging seeing that I have only progressed about a dozen ASM opcodes within KRNL386.EXE during the whole week. But I guess I just need to keep debugging the code to see where the problem is, fix that, and then just continue to the next problem...
http://dsx86.patrickaalto.com/DSblog.html
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July 29th, 2012, 16:31 Posted By: wraggster
via http://gbatemp.net/
Swiss, the "swiss army knife of Gamecube homebrew" by emu_kidid has recently been updated to version 0.3 revision 174. See the change log for what's new, and be sure to check out the on-going discussion for more information about this project. Note that an IDE-EXI, or SD Gecko is needed to use this utility.
QUOTE: Change Log (07/24/12)
- Added 16:9 widescreen forcing for games (thx Extrems!)
- Added WiiRD Support for Games from all devices
- Added 576p video mode support to Swiss/Games (thx Extrems!)
- Added memory card emulation from SDGecko in slot A (WIP)
- Added Ocarina Cheat engine support (.gct files or .qch archive still supported)
- Added USBGecko PC browsing and game launch support (swissserver.exe)
- Added automatic device selection priority (wiikey fusion, sd gecko (if "default device"), dvd if medium up)
- Added Wiikey Fusion flashing support
- Added IPL and DVD disc dumping via BBA HTTP (point browser at GC IP addr)
- Added audio muting during reads if enabled (disabled by default)
- Added boot.dol launching from an SD Card if detected at startup
- Added GUI user friendly enhancements
- Fix IDE-EXI support
- Fix wiikey fusion and 32GB SD cards
- Fix input scanning blocking threads (BBA now works a lot better)
- Fix large files trying to get patched (Fifa 2004)
- Fix Linux compiling issue
- Removed GCARS cheat engine (in favour of Ocarina)!
http://code.google.com/p/swiss-gc/
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July 29th, 2012, 16:30 Posted By: wraggster
via http://gbatemp.net/
GBAtemp community member Prof. 9 has released a new patch for the Gameboy Advance Boktai series of titles that are noted for using a solar sensor as a key element of gameplay. See the release notes below for more information, and join the on-going discussion for the full scoop about this new game hack.
QUOTE: Release Notes (07/25/12)
All-new Boktai solar sensor patches written from scratch for every region and version of the game, with features not found in many other solar sensor patches. Also includes cleaner patches to revert any patched ROM back to its original, clean state.- Button activators chosen to interfere with button combinations used by the game as little as possible.
- Adjust sunlight by 1 bar per button press instead of a continuous increase/decrease as long as the button is held down.
- Does not affect save format or Real Time Clock.
- Boktai 1 patch does not have the sensor blocking bug.
- Boktai 3 patch affects all game elements that require sunlight.
http://filetrip.net/gba-downloads/tr...00-f30114.html
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July 29th, 2012, 14:58 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7443.0.html
Nickname: BassAceGold
Project Name: BAGASM RC2
From: Canada
Division: APP
Platform: Currently compiled for PC and Supercard DS2 for the nintendo DS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
I'm not entirely sure that this entry will be accepted or not based on its current platform ports, however, I will try entering anyway on the basis that it is open source, fairly portable, and retro in the sense it is based on an old programming language.
BAGASM is a portable interpreter for an assembly like scripting language in which
one can bind their own functions. The interpreter is written completely in C originally
for the Supercard DSTwo flashcard for the Nintendo DS, but can also be easily ported and compiled for other platforms.
Currently there is only a PC and Supercard DS2 port, the PC side uses SDL for graphics, timer and input functions which would make it really easy to port to the Wii or Dingoo if one wanted to.
The performance of this interpreter is not bad. Currently, a test program containing 843441 operations completes in
0.37 seconds on the 396mhz clock of the DS2.
Changes from first release:
BAGASM RC2
-added JMPBK function. This will jump back to the line after a previous jump, requires no arguments
-removed $VMX define for video memory access and added SETPIX screen,color. This results in better video access performance
-constant values and jumps are now stored in the virtual ram (4kb) to improve read performance
-new memory access routines for better performance
-pc interpreter will now count the number of operations executed within a programs run time
-added white space handling to code parsing, can now use tabs or spaces to indent lines, and new lines to organize code. Functions still must follow "FUNC ARG1,ARG2" format (white space sensitive)
-vastly improved general performance (test program took ~1.5 seconds to complete in RC1, now it takes ~0.36 seconds to complete)
-moved some data off stack declarations to dynamic allocations for better memory handling and reduced errors for portable environments.
-white space doesn't matter before and after lines
Downloads, Source, Documentation, and Example Programs:
can all be found at: https://github.com/BassAceGold/BAGASM
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July 29th, 2012, 14:54 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7436.0.html
My entry for Neo Compo 2012 comes here:
Nickname: NightFox
Project Name: Spirits DS
From: Spain
Division: GAME
Platform: NDS
Original Enter: YES
Support Motion: NO
In last NEO Compo this project have won in the top 10: NO
Spirits DS is a remake for the Nintendo DS game based on the popular game SPIRITS from TOPO SOFT who in 1987 make this game for MSX, Spectrum and Amstrad 8 bit computers . The project's goal is to make a remake and keep the spirit of the original, but adapted to the possibilities of the Nintendo console.
- The original game.
Spirits is an adventure game. In it, we play the role of a skilled sorcerer. The story begins when an evil sorcerer steals us our crystal ball, a book of spells and magic wand without which our powers are greatly reduced. Also, he curses the castle where we dwell, fill it with creatures of the night guarding our precious belongings. Not only that, it has also charmed the princess of the castle and one of the armors. These two characters are each one with one half of the only spell capable of defeating so evil sorcerer, which has been transformed into an eagle to chase us around the castle. We will disenchant these two characters to retrieve the spell and to defeat the cause of our problems.
- How to play.
The game is divided into two screens. The upper screen shows your character and is where the action is. At the bottom, we see where the next objective or purpose to be achieved. At first, we just see where is the crystal ball, main purpose and essential, without which the other objects and characters are hidden from our eyes. Having gained the crystal ball, these objects were no longer invisible in the castle and we can recover them. In addition with the crystal ball in our possession, we can locate the other goals. The ball will show us on the lower screen the exact location of the book of spells, magic wand, the Princess and armor, as well as the magician transformed into an eagle. With the corresponding buttons we can change the object or character that we want to see on the bottom screen. Next you'll get the book of spells and magic wand. Once we have these items in our possession, we will save the princess and disenchanting armor, which we provide half of each his spell to defeat the sorcerer.
Having done all this, we can only look for the eagle and defeat it, shooting the spell succeeded.
Remember that there are several enemies in the castle, of which only we can defend our dodging or throwing a stun spell of short duration, something which gives us time to escape from them. Shoot the eagle without the final spell is totally useless and contact with it, is certain death.
One last point. The location of the objects changed in each game, so you have game for awhile...
Download the lastest version: http://www.mediafire.com/?i7dmp3vbz45u8mt
Video of remake mode:
Link to game project page: http://www.nightfoxandco.com/index.p...ts-ds/?lang=en
ToDo:
Some graphics on remake mode.
Some soundtracks and sound effects.
How to play.
Credits.
Hope you like the game.
Regards!
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July 29th, 2012, 14:49 Posted By: wraggster
via http://www.play-asia.com/SOap-23-28-...-3kt-84-n.html
The ultra large package is finally here! Today's the day Nintendo 3DS's little brothers make their debut. Choose between three hot colours, Red, Silver and Silver.
The Nintendo 3DS LL has a 3D screen 90% larger than the Nintendo 3D, so the massive monsters and the special effects look even more impressive.
It show more powerful visuals, the batteries last much longer. A fully charged console lasts 3.5 to 6.5 hours when gamers make use of the 3D function, and 6 to 10 hours if they play DS games. The package comes with a 4GB SD Card but not the adaptor.
Gamers who already own the 3DS can use that adaptor to charge their LL console, however, customers who are making their first purchase in the 3DS family, please be sure to purchase their own
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July 29th, 2012, 14:43 Posted By: wraggster
GBAMusRiper is a brand new utility that allows you to rip music from many commercial GBA games into a combination of MIDI (.mid) and SoundFont (.sf2) formats.
Although a few rippers already exist, this is the most complete one as it allows you to replay music that sounds exactly like the original but without emulating the GBA.
RHDN Project Page
Relevant Link: (http://www.romhacking.net/utilities/881/)
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July 29th, 2012, 14:39 Posted By: wraggster
via http://www.scummvm.org/news/20120727/
Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.
We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.
Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:
- Backyard Baseball 2003
- Blue Force
- Darby the Dragon
- Dreamweb
- Geisha
- Gregory and the Hot Air Balloon
- Magic Tales: Liam Finds a Story
- Sleeping Cub's Test of Courage
- Soltys
- The Princess and the Crab
As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.
Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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July 29th, 2012, 14:39 Posted By: wraggster
via http://www.scummvm.org/news/20120727/
Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.
We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.
Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:
- Backyard Baseball 2003
- Blue Force
- Darby the Dragon
- Dreamweb
- Geisha
- Gregory and the Hot Air Balloon
- Magic Tales: Liam Finds a Story
- Sleeping Cub's Test of Courage
- Soltys
- The Princess and the Crab
As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.
Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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July 29th, 2012, 11:07 Posted By: wraggster
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress and updates will happen whenever I can find the spare time. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code.
Version 0.70 is now released - see Changelog You can download latest version from the link provided or just run an older version of the game and it will ask if you wish to update. The update feature is available in versions from 6.0 and above.
http://code.google.com/p/wii-bolt-thrower
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July 28th, 2012, 16:46 Posted By: wraggster
Its Now the 28th of july and Nintendo have finally released thier larger screened 3DS Console called the 3DS XL in Europe or 3DS LL in Japan. Our friends in the USA will have to wait till Mid August.
The 3DS XL features a 4.88 inch stereoscopic 3D top screen, which is quite a bit bigger than the 3DS's 3.53 inch screen. The bottom screen measures 4.18inch bottom screen, compared to 3.02 inches on the 3DS. Battery life will be anything from 3 and a half hours to 6 and a half hours. Also you now have a 4GB Memory Card instead of the 2GB card bundled with the 3DS:
The release colours are Blue/Black, Red/Black and Silver/Black, Nintendo also demoed a transparent 3DS XL :
The New 3DS XL also features the least reflective handheld screen in Nintendo history, and that's thanks to an additionalanti-glare treatment that's been applied to its LCD screens, Reflectivity on the Nintendo 3DS was about 12%, but its been decreased now to about 3%.
Those of you looking to buy a 3DS XL can see from the following sites theres already a battle for the lowest priced console:
Heres the UK Prices:
Heres the Euro Prices:
Amazon Germany its retailing for 199 Euros
Amazon France is selling the 3ds XL for 184 Euros
Amazon Spain the price is 188 Euros
Amazon Italy are selling it for 188 Euros
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July 27th, 2012, 16:46 Posted By: wraggster
The Nintendo 3DS XL releases in Europe this Saturday, July 28.
In our Nintendo 3DS XL review we said "friendlier 3D, improved battery life and a stylus you can actually reach, are worthwhile - if not quite essential - reasons for upgrading."
For those thinking about making the jump to the bigger, better version of Nintendo's handheld or picking one up for the first time we've done a little leg work and collected up all the best prices. Take a look below, your wallets will thank you for it.
As always if you find better deals elsewhere, let us know in the comments below.
http://www.computerandvideogames.com...nd-up-in-full/
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July 27th, 2012, 16:45 Posted By: wraggster
Nintendo has released a UK launch trailer for 3DS XL ahead of the system's European release tomorrow.
As Nintendo points out, 3DS XL has the biggest screen ever on a Nintendo handheld. The system's 4.88-inch upper screen is 90 percent larger than the size of the original 3DS's LCD.In our Nintendo 3DS XL review we praised the redesigned handheld's friendlier 3D presentation and improved battery life.
For those thinking about making the jump to the new handheld, we've done a little leg work and rounded up all the best 3DS XL deals.
http://www.computerandvideogames.com...er-than-yours/
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July 27th, 2012, 01:02 Posted By: wraggster
Once again, the 3DS eShop is rich with content, including the 8 Bit Summer releases of Wario Land and Mole Mania, the latter being a somewhat under-the-radar puzzle game designed by Shigeru Miyamoto and a small team. There's also the fascinating Dot Runner: Complete Edition, a new game that mashes up Pac-Man and first-person RPGs into some kind of psychedelic anime monster, and Planet Crashers, a top-down dungeon RPG with a cute sci-fi theme, developed by Renegade Kid.
Two games are on sale on 3DS at the same time(!): Super Mario Bros. and the versatile drawing app Colors! 3D.
There's even a new Virtual Console game on Wii in the form of World Heroes Perfect, one of the Neo Geo's many, many fighting games.
http://www.joystiq.com/2012/07/26/ni...anet-crashers/
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July 27th, 2012, 00:25 Posted By: wraggster
Alleged to have sold over 90,000 copied games
The Korean Customs Service has identified a ring of 25 software pirates, and passed on their details to prosecutors.
The Korea Herald reported that the suspects have sold over 90,000 illegally copied games in the form of Nintendo DS titles, as well as R4, DS TT devices.
15 of the 25 operated online, and the suspects earned around $35 to $87 per item.
"Considering that most of the game users are adolescents and children, such illegal purchases will make the kids less guilty in terms of illegal acts," said customs official Min Byeong-jo.
http://www.gamesindustry.biz/article...ntendo-pirates
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