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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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June 25th, 2012, 17:21 Posted By: wraggster
The 3DS XL could yet be available to pre-order for just £149.99 before the machine arrives in the UK on July 28th.
GameStop is the current cheapest in the market with a pre-order price of just £167.97.
It is followed by ShopTo (£179.84) and HMV which has today unveiled a price of £179.99 for the handheld.
However, a retail source has told MCV that Nintendo’s trade price for the hardware is just £146, meaning that retail could yet look to hit the magic £149.99 price point – or possibly less.
Attention now turns to supermarkets, who could well be prepared to take a hit on the device to gain key market share and drive store footfall.
UPDATE: A second retail source has contacted MCV to point out that a trade price of £146 would incur an additional VAT bill of around £21.50 per unit, meaning the actual trade price would be around £167.50.
http://www.mcvuk.com/news/read/the-1...e-is-on/098466
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June 25th, 2012, 17:14 Posted By: wraggster
'Fan-base cannot differentiate between a phenomenon and something that is ho-hum' says Nintendo of America president
The gaming community is impossible to satisfy, Nintendo of America president Reggie Fils-Aime has claimed.
Speaking to Kotaku, said that consumers would never be pleased, despite Nintendo offering new information on its titles and Wii U console.
He said that although the console giant had unveiled a new Pikmin, Mario game and Nintendo Land, people were still asking for more.
“One of the things that, on one hand, I love and, on the other hand, that troubles me tremendously about not only our fanbase but about the gaming community at large is that, whenever you share information, the perspective is, 'Thank you, but I want more.' 'Thank you, but give me more,’” he said.
“I mean, it is insatiable.”
http://www.develop-online.net/news/4...ble-to-satisfy
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June 25th, 2012, 16:29 Posted By: wraggster
Dwedit completes another update of his excellent NES emulator for Game Boy Advance, " PocketNES ", who did not was updated for 1 year.
Quote:
Here is a new build of PocketNES. I refuse to let this project die. -> Download! <- Source code for programmers: Source Code Other stuff you need: Nespack PocketNES Menu Maker PogoShell (for oldschool flash cartridges) Awesome Features: * Seamless sound, no more crackling on square wave channels. * Correct triangle wave frequency sweeps and volume. * Completely automatic speedhacks That Just work, so there 's no menu for' em anymore. * FAST. Turn off VSYNC and watch the games zoom. * Many shares are are more accurate Than before. savestates * Working * Fixed many bugs * DMC IRQs! Play Fire Hawk and Mig 29 Soviet Fighter! * Dendy fashion Broken: (These Were in the previous branch, have-nots goal yet beens Reprogrammed) * Map # 9, # 17, # 33, # 40, # 64, 73, # 105
http://www.nintendomax.com/viewtopic...ca56a1c9fb7bf6
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June 25th, 2012, 16:28 Posted By: wraggster
GoldenSun2 offers version 1.0 of " SDBrew "PC Utility for managing homebrew on your SD card / USB stick.
For now, there is not much: - Watch this homebrew on the SD / USB. - Add homebrew. - And of course, send a report! SDBrew can be used anywhere, much on your card as a folder on your PC that contains the same folder tree and file on your SD / USB. But beware, it can: - Edit or add information. - Manage your files WAD. - Having another color interface. - A menu of options for the user. - And any possible proposal having been made by the user of course! Attention download. NET Framework 4.5 is REQUIRED: The very good. NET Framework 4.5
http://www.nintendomax.com/viewtopic...ca56a1c9fb7bf6
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June 25th, 2012, 16:26 Posted By: wraggster
via http://www.aep-emu.de/
M64Py is a Qt4 front-end (GUI) for Mupen64Plus 2.0, a cross-platform plugin-based Nintendo 64 emulator. Front-end is written in Python and it provides a user-friendly interface over Mupen64Plus shared library.
Quote:
Features
ROMs list with preview images
Input bindings configuration
Cheats support
Support gzip, bzip2, zip, rar and 7z archives
Video extension (experimental)
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June 25th, 2012, 16:21 Posted By: wraggster
The additional project I have been working on has still required some fixing and enhancing, so I have not been able to focus on DSx86-related work fully. However, I decided to get back to working on DSx86 by first porting the much-enhanced tester program I have coded for DS2x86 back to DSx86. This turned out to be a good idea, as I have found quite a few bugs in DSx86 code that I would not have found without the new enhanced tester program. Here is a list of the bugs I have found so far: - Opcodes 0x10 .. 0x13 use adc instead of add in address calculations.
- Opcode adc sometimes sets wrong overflow flag value.
- Opcode sbb sometimes sets wrong overflow flag value.
- BCD-opcodes daa, das etc do not work correctly.
- Opcode repne cmpsb swaps Carry flag if input CX = 0.
- Opcode repne scasb (direction=down) destroys all flags if input CX = 0.
- Opcode rep stosb does not handle segment wrap properly.
- Opcode popf mixes ARM and x86 flag bits, perhaps incorrectly.
- Protected mode opcode handlers use [bp+si+disp8] instead of [bp+di+disp8].
- Protected mode opcodes lgdt and lidt do not clear the highest address byte.
- Protected mode opcodes lar and lsl do not handle descriptor type 0 properly.
- Opcode handler push_EGA_r2 uses invalid stack address (Lords of Doom).
- IRQ handling might check the Interrupt Enabled flag incorrectly.
Looking at that list of issues, the first impression is that it is a wonder that DSx86 has worked at all! However, on closer inspection nearly all of those problems are things that are either very rare, or need some special situation to occur for them to cause any problems. Even so, I am currently fixing them, as they may cause problems in some games.
The overflow flag handling problem in the adc opcode is worth a special mention. The adc (add with carry) opcode works like the normal add opcode if the input carry flag is not set, but if the input carry is set, it will add one to the result. Since I am using the high 16 bits of the 32-bit ARM registers when emulating the x86 registers, I have not been able to use the ARM adc opcode directly. Instead, I first add one to one of the input values if carry is set, and then perform the addition. This works fine in all other cases except when the input value is 0xFFFF (which would became 0 after adding 1 to it). So, I used to have a special code to detect this situation, like this (where the input operands are in high 16 bits of registers r0 and r1, with the result put into high 16 bits of r0, and the ARM flags set):
addcss r1, #0x00010000 @ If input Carry is set, the right operand = (register value + 1). bcs adc_pass_carry_r0 @ If Carry is now set, it means the right operand was 0xFFFF and carry was set, so need special handling. adds r0, r1 @ Perform the actual addition, setting the resulting flags.If the input carry was set, and a carry is still set after adding 1 to the r1 value, it meant that the input register r1 value was 0xFFFF0000, and it is now 0. Adding zero to the r0 register does not change r0 value, so I had a special common handling for this situation:
adc_pass_carry_r0: ands r0, r0 @ Set Sign and Zero flags, keep Carry set, Overflow flag is not changed mrs r0,cpsr @ Put the flags into r0 bic r0, #0x10000000 @ Clear the Overflow flag b restore_flags_from_r0 @ Back to loop, setting the proper flags.In other words, I always cleared the overflow flag, which however is not the correct behaviour.
After some thought I figured out a way to let the ARM processor calculate the proper flags for me, so that I don't need to attempt to calculate the overflow flag myself. The new code looks like this:
addcs r0, #0x00010000 @ If input Carry is set, adjust the right operand so that ... subcs r0, #0x00000001 @ ... we can use the ARM ADC opcode for the actual operation. adcs r0, r1 @ Perform the actual addition, setting the resulting flags.It is much cleaner than the original code as there is no need for a special case handling. The idea is that if the input carry is set, instead of adding 1 (shifted to the high 16 bits) we set the low 16 bits of the input register, so that the ARM adc when adding 1 (the input carry) to the actual lowest bit, will automatically clear the lowest 16 bits and add one to the high 16 bits (the lowest bit of the x86 register value). This way all the resulting conditional flags, and the resulting r0 register, will get correct values in one go. The corresponding sbb handling is somewhat trickier. I could not figure out a way to use the ARM sbc opcode for that, so I decided to handle the subtraction using two code brances, one for a simple subtraction when the input carry is not set, and one for a situation where the input carry is set (where I then have to calculate the proper flags myself). A bit slower solution, but the end result has all the correct flags.
I hope to be able to do all these fixes during the next week, so that I can then release a fixed DSx86 version on the first of July. This depends a bit on how much work I still have to do for the additional project, but hopefully not a lot any more.
http://dsx86.patrickaalto.com/DSblog.html
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June 25th, 2012, 16:15 Posted By: wraggster
Crediar announced, video support, a few weeks earlier . It gives us today the fruits of his hard work, which therefore allows to run Gamecube games directly from a USB hard drive for Wii with the Gamecube retro-compatibility of course. It takes advantage of all the advances already integrated Dios Mios Lite (compatibility, video modes, emulation memory cards, etc..) while adding, therefore, loading from the HDD. This should always be formatted as FAT32 (or at least one of the partitions of HDD), with a cluster size of 32K maximum.
Please Note: DM 2.0 is available since an hour ago, the loaders (wiiflow, usbloader) are not yet compatible. Only the latest version of Boot DML (developed by FIX94) is adapted for the moment. Open wiiflow-mod (also developed by FIX94) should follow in time, the last SVN on googlecode Official adding this feature (not yet tested). DM is provided as a WAD file to install it with your manager WAD favorite (Wad Manager, Channel File Manager, etc..). This will overwrite the original Wii MIOS (IOS ensuring the retro-compatibility Gamecube). Dios Mios 2.0 Official Site: http://code.google.com/p/diosmios/
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June 25th, 2012, 16:10 Posted By: wraggster
New update for the kernel AC Wood M3Simply/R4 dedicated to original and R4iDSN Acekard RPG, developed and maintained by Yellow Wood Goblin . This corrects the freeze problems that might arise with microSD formatted with a small cluster size, and new games are now supported: 'Inazuma Eleven 2 - Feuersturm (Germany), 'Murder on the Titanic 'Inazuma Eleven 2 - Eissturm (Germany) ' 'Pokemon Conquest (USA, Australia)'
http://mobiles.gx-mod.com/modules/ne...p?storyid=9811
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June 25th, 2012, 15:52 Posted By: wraggster
New homebrew for Wii from Mr Reaper:
It's a Multi-Genre Platform/Reflex/Puzzle/Horror Survival Game. Though I admit there is very little "puzzle" to it, other than the fact that you have to figure out what to do in a few places. Don't worry, it's not that difficult to figure out -- but it may be very difficult to succeed
Version History 1 = Initial Release.
1.1 = Lots of behind-the-scenes code optimizations and small visual/animation tweaks/adjustments. Also, I thought level 3 was too easy compared to the other levels, so I MADE IT HARDER, Mwhahahaha! But the note placement on that level is better now, so maybe I need to make it harder still > I also tried to work around some random sound issues (it seems that gcmodplay and/or aesndlib have some problems...). Maybe at some point I'll try converting everything to use asndlib and see if it fixes the random sound glitches completely.
http://wiibrew.org/wiki/Harmony%27s_Nightmare
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June 25th, 2012, 15:51 Posted By: wraggster
Wire3D (Wii Independent Rendering Engine 3D) is an open source, object oriented, multiplatform 3D engine written in C++, supporting homebrew Wii and Windows (DirectX). It provides a framework to developers for writing platform agnostic 3D applications (including physics using the Bullet Physics library) that run on Wii and Windows out of the box.
v1.0.2 - Wire
- draw call batching of static and dynamic geometry
- text rendering
- skybox node
- VertexBuffer uses 32bit color (instead of 4 floats) now, so no more conversion at Bind() time. Note: Although interface changed, there are no changes for the user due to implicit conversion operators to/from ColorRGB(A).
- IndexBuffer only uses 16bit indices, as Wii does not support 32bit indices anyways. Note: Interface only changed on IndexBuffer::GetData(), if you are accessing index buffers via operator there are no changes necessary.
- (PC) fixed renderer statistics bug when ResetDevice()/DestroyAll() was issued.
- (PC) fixed NVIDIA PerfHUD getting stalled when pressing a key.
- (Wii) fixed anisotropic texture filtering
- Importer
- leaking vertex data fixed
- support for "Static" flagged transformations
- fixed missing Spotlight parameters
- Tools
- freetype2 font engine added
- Samples
- updated Sample3, Sample10 and Demo to showcase new features
- http://wire3d.googlecode.com/
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June 25th, 2012, 12:32 Posted By: wraggster
Well the Summer has arrived and its time to take a look at whats Hot in the Console, Mobile, Gadget and Gaming Worlds.
Today its the turn of the Nintendo 3DS, the only 3D handheld that you dont even need glasses to see the 3D an awesome console, heres our pick of whats hot on the 3DS:
The 3DS XL
Say hello to the Nintendo 3DS XL - a new version of the Nintendo 3DS with a screen that is 90 percent larger. Delivering a wealth of games and video content that can be enjoyed on the go, the new system provides an even more immersive entertainment experience for users.
Nintendo 3DS XL features an updated form factor and improved battery life which outperforms that of the original Nintendo 3DS. The handheld console comes bundled with a 4GB SD card, which can be used to store content such as downloadable games and videos from the Nintendo eShop.
An AC adapter is not included with the Nintendo 3DS, but can be purchased separately.
http://www.amazon.co.uk/Nintendo-Han...0619803&sr=1-1
Kingdom Hearts 3D [Dream Drop Distance]
King Mickey and Yen Sid prepare for an impending threat by putting Sora and Riku through the Mark of Mastery exam. Sora and Riku are sent into the Sleeping Worlds, where they will face enemies and allies that have never been seen before. If they can successfully complete the task they are given, they will be deemed true Keyblade Masters.
Features:
- Dual protagonists – Play as the two most popular characters of the franchise, Sora and Riku.
- “Free-flow” action – Enjoy fast and effortless movements while interacting with the environment and performing acrobatic attacks.
- Brand-new creatures – Dream Eaters inhabit the Sleeping Worlds, and are split into two categories: Spirits and Nightmares. Recruit over 50 different types of Spirits as allies to fight alongside Sora and Riku.
- New Disney worlds – Beloved Disney worlds and characters, such as La Cité des Cloches (The Hunchback of Notre Dame), make their series debut.
- Story progression – With updated looks for Sora and Riku, and the impending conflict made clear, this title is a big step forward in the series.
http://www.amazon.co.uk/Kingdom-Hear...K5M8GC3WMZB096
[h=1]Harvest Moon: The Tale Of Two Towns
[/h]
Long ago the towns of Bluebell and Konohana were friendly neighbours, joined together by a tunnel underneath the mountain that separates the towns. Eventually the towns started to disagree with each other on whose town had the best cooking cuisine. As the villagers became more obnoxious with each other, the Harvest Goddess became more annoyed with them. One day she finally put her foot down and collapsed the tunnel between the towns, cutting them off from each other. Now the only interaction the towns have with each other is at their cooking festival, where their cooking conflict continues four times per season.
As a new farmer, you are eager to start your new life at one of the towns but a freak travel accident makes you to forget what town you originally were going to live in! Listen to each mayor‘s story, hear about each town, and then decide where you want to start your new farm life.
http://www.amazon.co.uk/Harvest-Moon...CERGSJW0E60KSR
New Super Mario Bros. 2
Feel the rush of discovering tons of coins in brand new coin-rich worlds with the new Gold Mario, gold pipes, gold Fire Flowers, new block head Mario that transforms enemies into coins, and while challenging your friends in the new Coin Rush Mode. Can you get one million coins?
http://www.amazon.com/gp/product/B00...d_i=2622269011
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June 25th, 2012, 00:58 Posted By: wraggster
New Super Mario Bros. 2 will have special post-launch "Coin Rush" stages available as downloads, Nintendo president Satoru Iwata has announced. In keeping with the theme of the game, these stages will be paid DLC.The "Coin Rush" mode is a series of three-stage courses, during which you have only one life. Records are saved and shared through StreetPass.http://www.joystiq.com/2012/06/21/ne...id-dlc-stages/
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June 25th, 2012, 00:57 Posted By: wraggster
The demo for Kingdom Hearts 3D: Dream Drop Distance is available right this very second in North America on the 3DS eshop, Nintendo announced during its US livestream.Dream Drop Distance is scheduled to hit North America in full form on July 31.Update: We originally referred to a digital release, as evidenced by the slide discussed here. Nintendo has since updated the information with that slide to specify first-party releases only, leading us to question what all those logos were doing there. Kingdom Hearts 3D is currently confirmed only for a retail release.
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June 25th, 2012, 00:54 Posted By: wraggster
The next chapter in super sleuth Professor Layton's life debuts on the 3DS later this year. Professor Layton and the Miracle Mask will launch on the 3DS in November. And to support the game following launch, Nintendo will release one downloadable puzzle every day, for a full year. These puzzles will be available as free downloads.
http://www.joystiq.com/2012/06/22/pr...s-in-november/
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June 25th, 2012, 00:52 Posted By: wraggster
Bomb Monkey, the next project from Mutant Mudds developer Renegade Kid, will be landing on the 3DS eShop next Thursday in North America. Lest you haven't been following Bomb Monkey, it's a puzzle game about a monkey ... with bombs. Watch the trailer, it's pretty self explanatory.
What's not quite as self-explanatory is Bomb Monkey's multiplayer mode, which allows two players to play simultaneously on a single 3DS. Holding the 3DS sideways (like a book), one player controls the actions on one screen with the D-pad, while the other player controls the opposite screen with the face buttons.Madness. Also madness: Bomb Monkey will cost $5.
http://www.joystiq.com/2012/06/22/re...xt-week-for-5/
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June 25th, 2012, 00:43 Posted By: wraggster
Kirby's Dream Collection will dreamily collect several classic Kirby games starting September 16 in North America. The Wii set includes emulated versions of Kirby's Dream Land 1, 2, and 3, Kirby's Adventure, Kirby Super Star, and Kirby 64.
Unlike the Super Mario All-Stars special edition, which was just an SNES ROM on a disc, this also comes with exclusive new material, like challenge stages in the Kirby's Return to Dream Land engine and a virtual museum/timeline. The collection also includes a soundtrack and a booklet.
http://www.joystiq.com/2012/06/22/ki...merica-sept-1/
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