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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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June 10th, 2012, 23:30 Posted By: wraggster
Tank! Tank! Tank! may not be what I would have shown off at E3 with innovative new hardware. It's fun in a profoundly goofy, vintage-arcadey way, but it's hardly pushing any new ideas or making any graphical leaps. In fact, it's not even a new game -- it was originally released as an arcade cabinet in 2009.
It doesn't make particularly interesting use of the WiiPad, either. In the demo shown in Nintendo's booth, one player saw the action from behind their own tank, while up to four other players could play on the TV with Wiimotes -- after everyone passed the WiiPad around to snap avatar portraits. The gameplay was the same -- even the view was the same -- just on another screen.
http://www.joystiq.com/2012/06/10/ta...owcase-is-fun/
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June 10th, 2012, 03:07 Posted By: wraggster
via http://www.aep-emu.de/
The Nintendo 64 Emulator 1964 has been updated.
Quote:
1964 r138 01.06.2012
- r138fixed MHz not updating properly 1964Video.ini updated
- r137ini update fixes crashes with Diddy Kong Racing and random resets with South Park Counter Factor re added for some games, fixes issue 74 games tested, comments added took settings from the official ini 1964Video.ini: enabled jigsaw effect for Banjo-Kazooie
- r136rearranged the status bar display ROM internal name in window
- r135Fixed my last commit
- r134VI/s and FPS counter: -fixed build warnings -removed unneeded code (check for regressions) -fixed FPS counter (it hasn´t displayed the correct value in some cases) About box: added more space
- r133more translation fixes...
- r1321964: I spoke too soon about the translations being perfect, now they should be Hopefully XD
- r1311964: Fix up translation completely this time, there should be no bugs at all. (Fingers crossed) I made some of the areas larger so the text fits a bit nicer. Added a French translation by The Siskoo
- r130 Added German translation removed separators: fixes broken save state menu while using translations
- r1291964Video: Very minor change to blender.cpp, please post if there is any improvement or regressions from this.
- r1281964: Fix loading of languages up, please note this does require all the other languages to be fixed up now :\, so if anyone can make a translation, please submit it as an issue and ill add it. It will be greatly appreciated. 1964Video ini: Fix up some issues with Conkers Bad Fur Day
- r127Quickly fix up some changes done by rapto46 fixes issue 81
- r126Implemented a switch which allows to display either FPS or VI/s refer to Issue 81
- r125Small minor changes based on ratop46´s idea and changes Fixes issue 78 Fixes issue 79
- r124 1964: Fix up the missing counter factor box for rom options dialog Fixes issue 77
- r1231964: Remove the last rom directory feature, a feature i really didn´t think was necessary at all
- r1221964: Just removing unneeded stuff...
- r121Quick build fix. Fixes issue 76
- r1201964: quickly fix up a small mistake of mine
- r119 1964: Rewrite the way we previously had implemented the overclock, the counter factor stuff is still in the code, however the overclock function will override the counter factor and forcing it to a CF of 1.
- r118 1964Video: More code cleaning up, going to try and clean out the source code as much as I can before I start trying to fix things up, should make it easier on me and for others new to the code
- r117 Re add the KailleraClient.dll to the repo
- r1161964: Revert majority of the code back, keep some of the clean ups I have done, still needs a fair bit of work, also needs the 60fps control to be rewritten properly XD
- r115 Fix xInput settings not being loaded thanks to meejvaj Fixes issue 71
- r114Replacing current 1964Video with a newer version Step Two: Add in the newer source code Note this source code is lacking features from the old one due to the fall back to use of DirectX8 since i have the lack of skill to fix the DX9 version. However, this version should run better and be more stable than the DX9 version, also to note this does re-add back in the Xbox code to help easier merger between Surreal64
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June 10th, 2012, 03:06 Posted By: wraggster
via http://www.aep-emu.de/
The experimental N64 emulator completely written in JavaScript 1964js has shown some new screenshots and progress.
For additional information and screens, just read more.
Quote:
This is the first N64 emulator written in JavaScript. It is loosely a port of our N64 emulator for Windows called 1964. 1964 was written in C and C++.
Compatible with Google Chrome and Firefox. Chrome is preferred because it will run 1964js faster.
This project is still in the early stages. The initial goal of this project was to see how well Google Chrome´s V8 JavaScript compiler performs.
I don´t have benchmarks yet but the results look good.
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June 10th, 2012, 03:00 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Russkie Gonki (Highway Star)(R)[!], Billiard (Side Pocket)(R)[!], Rockman (R)[!]. Thanks a lot to Киба, Rumata, andrey228 for valuable help in acuqiring all these wonderful carts with russian translated games from 199x! There are three more such carts today dumped. All these are from the same series like previously dumped "Tennis" and "Sky Hawk" (see the pictures on my collection page). All these are not so advanced translations mapper 2 games. Just one "Higway Star" translation has additional circuit for mirror switching. For this one I've added some trick code to the mapper 2 code to support this behaviour. See updated exe on the "FCEU mod project" page.
- Aladdin (Unl)(R)[p1][hM04][!]. In addition I've found another one russian translation on cart but produced very recently. There is one from series of newely produced russian translations. Strange that is appears just now, when may be more popular 5 or 10 years ago. Unsuprisingly, most of translations on these cart series are atranslations from internet, made by some russian translations goup. Probably they involved in production too, because of some of them are modified just a little to be more playable on the real hardware.
This one cart seems never appears on translation sites, but maybe I just overlooked something. BTW, version that was translated and written on this cart haven't music and bonus level bug, so can be played comfortly as against of the most pirate hacks.
- Gyruss (Kaiser)(FDS Conversion)(Unl)[!]. Here is the one of uncommon FDS conversions by Kaiser. I've got this PCB broken, repeired it and dumped succesfully. Now if works on new UNIF mapper added to the latest FCEUmm version.
- Bubble Bobble (FDS Conversion, Kaiser hacked)(Unl)[p1][!]. One more simple FDS conversion already known. Actually, I've dumped the same game a long time ago, but this vesion is a hacked version ok known Kaiser dump, without Kaiser copyrights and simplified mapper. You can play it on any other emulator.
News source: http://cah4e3.shedevr.org.ru
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June 10th, 2012, 02:59 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- UNIF FS304 - fixed, to support "Pet Evolve" dump;
- UNIF KS7057 - newmapper for "Gyruss (FDSConversion) dump;
- mapper 196 - little hack to support "Master Fighter II (UT1374 board)" dump;
- UNIF SSS-NROM - new board for "Famicom Box" support;
- fix input configuration bug.
File: Download
News source: http://cah4e3.shedevr.org.ru
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June 10th, 2012, 02:54 Posted By: wraggster
The FASMARM package is a free ARM cross-assembler add-on for FASM
Runs under Win32 (9x/NT/2K/XP/Vista/7) and LINUX.
Plus a linkable object file for UNIX/LibC.
FASMARM currently supports the full range of ARM processors and coprocessors.
If you want to compile FASMARM yourself you will also need to download FASM
Tested for the gba by krom, who also mentions:
FASMARM is much more stable than the goldroad ARM assembler...
FASMARM will not currently recognize any of the ARM pseudo-instructions like LDR Rd,=
You will need to set up the gba's literal pool yourself, or use a macro to load any 32-bit numeric value into a register:
macro imm32 reg,immediate {
mov reg,immediate and $FF
orr reg,immediate and $FF00
orr reg,immediate and $FF0000
orr reg,immediate and $FF000000
}
Use imm32 Rd,$12345678 in your code etc...
Everything else is perfect in this assembler which includes a full GUI for you to edit your source code. This is easily the best ARM assembler I have used, also the developer revolution has been updating it on a regular basis.
The download includes both the Windows & Linux binaries, including the full source code.
Download: FASMARM_full.ZIP
http://www.gbadev.org/
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June 10th, 2012, 02:53 Posted By: wraggster
This is a puzzle game where you are presented with different rail systems. Trains appear randomly in stations and must be guided to another station. It's up to you to play with junctions in order to safely drive trains to their goal. Sounds easy...
Download: Locomania.zip
http://www.gbadev.org/
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June 10th, 2012, 02:49 Posted By: wraggster
Developer and GBAtemp member Alekmaul has just released v1.0 of his SNES library. With this library Homebrew coders should have everything they need to get started with SNES development. For more information on this project please check the on-going discussion link below.
QUOTE: Change Log
- add padsUp function to know if key just released
- add bool typedef definition with true & false values
- add NULL definition
- add setPalette function
- add bgInitTileSetData function
- add test for bgInitMapSet & bgInitTileSetData to change or not bg tile/map adress
- add oamInitGfxAttr to init only sprites size & address
- add a flag (snes_50hz) to know if we are on a PAL snes (1=yes)
- add sound management through shiru "christmass craze" example (thanks to him for tools)
- add windows regions management
- change some functions to asm version (dma, vbl ...)
- change spc700 data to asm section, avoid burning too much ram
- fix bug in bgSetMapPtr, word access instead of byte, and register mapping not good (use if statement now)
- remove verbose mode for wlalink and wla-65816, not really usefull
- remove all signed variables for optmization purpose
- split pvsneslib.asm into multiple files to be more easy to understand
- add music and sfx via snesmod adaptation from mukunda (thanks also kung fu furby for help)
http://www.portabledev.com/wiki/doku...rentversion_en
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