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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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May 11th, 2012, 13:12 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-631 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Fixed texture encoding in DX11. Thanks to wordmanwords for the patch.
http://www.mediafire.com/?192pwd5bgz2z61f
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May 11th, 2012, 13:05 Posted By: wraggster
via http://www.emucr.com/
CuteMupen v0.1.1 is released. CuteMupen is a frontend for the Nintendo 64 emulator Mupen64Plus and runs under Windows, Linux and Mac OS X.
Features:
- ROM browser
- Fullscreen, resolution and OSD settings
- Settings save and restore across runs
- Zipped ROMs support
- Plugin detection and selection
- Changing plugins settings (those are not saved nor restored yet)
Not supported yet:
- Cheats
- Input configuration (keyboard, gamepad, etc.)
CuteMupen v0.1.1 Changelog:
- Fixed compatibility with Mupen64Plus 1.99.5+.
http://www.mediafire.com/?5atn5yn2syga2dn
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May 11th, 2012, 13:01 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2509 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:
r2508
Taseditor: yet another "lost_position" logic change
r2509
Taseditor: one more time
http://www.mediafire.com/?wrmft6098u5w7ha
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May 11th, 2012, 12:53 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4278 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4276
Update GPL 2.0 License #1
Update references to GPL outside src/
See bug #3521565
r4278
Cocoa OpenEmu Plug-in:
- Reorder NDS input enum to match the latest revision of the OpenEmu NDS system plug-in.
http://www.mediafire.com/?250137d4d35mtn3
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May 11th, 2012, 12:52 Posted By: wraggster
via http://www.emucr.com/
DeSmuME JIT SVN r4280 is compiled. DeSmuME JIT is a branch of DeSmuME. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME JIT SVN Changelog:
r4275
JIT: - fix compilation in x64 vs2010, which you shouldnt be using, and add /MP flags
r4277
JIT:
- Fix a regression introduced in r4272 that broke some games.
r4279
Cocoa OpenEmu Plug-in (JIT):
- Merge changes from r4278 to JIT branch.
r4280
JIT:
- fix crash some games (MarioKart DS, Pokemon Platinum etc.);
r4281
JIT:
-fix x64 build;
http://www.mediafire.com/?vqqcc43uu7ajakw
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May 11th, 2012, 12:51 Posted By: wraggster
via http://www.emucr.com/
DeSmuME Wii SVN r240 is released. DeSmuME Wii is a port of the Nintendo DS emulator DeSmuME to Wii homebrew. This project aims to port DeSmuME to Wii homebrew so that we can have a fully fledged, working, Nintendo DS emulator on Wii. It is being built with DeSmuME 0.95 and the latest available devkitPPC and libogc releases.
DeSmuME Wii SVN Changelog:
r239
Big update time!
- Updated a lot of macros and little things
- Dramatically changed some MMU code
- Actually updated some of the code to 0.9.8 version! Huzzah!
r240
- Added some comments from gbatek.
- Changed the MMU to be more in line with 0.9.8
http://www.mediafire.com/?yxw6ee7ya54ujgd
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May 11th, 2012, 12:46 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/05/10) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Software scalar update.
- Software scaling lib update.
http://www.grantgalitz.org/gameboy/
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May 11th, 2012, 01:40 Posted By: wraggster
Where Nintendo leads, others often follow.
Sure, the finer points of Virtual Boy, N64 and 3DS pulled in directions others didn’t want to go.
But they are exceptions to the rule. Broadly, when the Kyoto HQ’s bright ideas cause the market to jump, everyone jumps. Platform games, motion control, shoulder buttons, analogue sticks, gaming touch screens… the legacy of ideas Nintendo has put back into the games business is rich.
I think its new approach to digital sales is in the same ilk, and will actually make its partners at retail rich, too.
Read more about it here, but in short: the firm will allow retailers to buy codes for online games wholesale and then mark them up as they see fit, just like physical.
It’s a move to understanding what possible combination exists between physical and digital, it has the potential to solve issues around discovering and marketing digital content, and could redress the balance around download prices.
Other format holders and publishers have tried one or two incremental attempts at this, but really these were just token gestures to either appease retail or experiment.
And in truth, the time to experiment here has run out. It’s do or die time. So Nintendo’s all or nothing approach is refreshing, and if it works will likely be widely copied.
http://www.mcvuk.com/news/read/opini...-clever/095823
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May 11th, 2012, 01:35 Posted By: wraggster
A sequel to recent 3DS release Kid Icarus: Uprising looks incredibly unlikely.
The 3DS game itself is 25 years in the making, with the original release of the NES game dating back to December 1986.
However, after a prolonged development period for Uprising – which was initially presumed to be a 3DS launch title – then game’s lead developer Masahiro Sakurai has told IGN that a sequel is unlikely.
“If by ‘lasting universe’ you mean to ask if there's a sequel, the answer is no,” he confirmed.
“[This is] because we pushed a lot into the game in order to let people have this short yet deep experience, but the novelty of that would likely grow thin in the next game. For now, my thought is that perhaps we'll see someone else besides me make another Kid Icarus in another 25 years.”.
http://www.mcvuk.com/news/read/kid-i...nlikely/095834
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May 10th, 2012, 13:50 Posted By: wraggster
New update for WinDS PRO , PC application including 3 multi-emulators for the Nintendo DS ( No $ GBA / DeSmuME / iDeaS ) and 2 for the Gameboy Advance ( VBA-M / VBA Link) as well as various tools (customizable emulator / zoom / cheat / etc ...). Reminder: Uninstall the old version completely before installing the new.
Quote:
WinDS PRO 2012.6.1 Changelog:
- Fix verificador of actualizaciones
- VBA-M r1092
http://www.nintendomax.com/viewtopic...7f301b09526d30
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May 10th, 2012, 13:49 Posted By: wraggster
NightFox 20120507 Beta version offers of Spirits DS , a remake for the Nintendo DS adventure game of the same name released in 1987 on the Sinclair ZX Spectrum, MSX and Amstrad CPC.
Quote:
Good morning!
New Version of Spirits Those with DS News: * You Can now choose Between the original gold remake fashion game at home. * Graphics of the backgrounds in the first half of the castle Completed. * New algorithm for calculation of random positions of Some objects and corrected positions. * Fixed bug That Allowed to record the spell shot at the top of the stairs issue, causing errors in the control of the character. * Fixed bug if Where The Last Life Was Lost in the trap of the three switches in the next game THEY Appeared Displaced. (Thanks to the araubi from CEZ forum for the warning.)
http://www.nintendomax.com/viewtopic...7f301b09526d30
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May 10th, 2012, 13:43 Posted By: wraggster
via http://www.aep-emu.de/
Nocash have a SNES/SFC emulator/debugger for windows released.
Changelog:
- emu: fixed APU-BIOS-clone (jump to FFC9) (thanks mic_)
- emu: fixed World Cup Striker APU wrap RAM:FFBF to ROM:FFC0 (thanks mic_)
- emu: fixed crash on loading US version of Exhaust Heat2 (thanks Karl-Heinz)
- emu: fixed spc700 flags upon rcl/rcr opcodes (axelay volume) (creaothceann)
- emu: fixed NMI (accidently triggered NMI twice in snestest) (creaothceann)
- emu: draws mode7/bg2 only if extbg=1 (Secret of Mana intro) (creaothceann)
- emu: emulates voice-kun, plus remote control (but CD player isn´t emulated)
- emu: emulates sfcbox (with complete HD64180/DSP/GSU/OSD/RTC chipset)
- debug: prevents further apu-code execution (upon events) after breakpoints
- debug: added hd64180 disassembler (for sfcbox ATROM with BIOSKROM1.BIN)
- loader: add support for now-reversed little-endian dsp/seta roms
- video: matched window-size to PAL/NTSC resolution (239 or 224 lines)
- video: rendering supports 8bpp,16bpp,24bpp,32bpp (instead 15bpp only)
- video: faster master-brighness changes (eg. cworld demo, donkey kong country)
- video: softzoom (instead StretchDIBits) (faster on hires-to-normal view)
- video: optional draw/stretching via opengl/directdraw (experimental/unstable)
- controls: emulates 5/8 player modes (multiplay5 aka multitap)
- controls: supports PC-joystick/gamepads, keyb/button redef for 8 players
- controls: removed automatic-mouse emulation (was more annoying than useful)
- controls: Backspace BS-key=Whoosh on notebooks (except XBAND and NTTDATA)
- controls: F10-key re-enables all sound/video layers (thanks road for idea)
- xboo: added "TEST" mode (requires jmp 7Exxxxh) (maps CART after short delay)
- cartlist: added progress-bar and cancel-button to the allcarts.log function
- help: fixed typo (changed "2130h.Bit6-7" to "Bit4-5") (thanks mic_)
- help: added note on ST018 being dumped and being ARM cpu
- help: added note on APU jump to FFC9 and RAM-to-ROM opcode wrap
- help: added notes on different sgb icd2 chip versions (thanks d4s)
- help: added some note on EXTBG in Mode7 (and EXTBG garbage in Mode0-6)
- help: added more or less complete sfcbox specs
- help: added controller mods chapter (snespad, shift-regs, 1mm pins)
- help: updated list of hires/interlace and offset-per-tile games (creaothceann)
- help: updated multitap & superscope game lists (thanks KungFuFurby)
- tested: donkey kong country PAL on 200MHz pentium: 230% speed at 5 fps
- tested: donkey kong country PAL on 200MHz pentium: 100% speed at 20 fps
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May 10th, 2012, 13:28 Posted By: wraggster
[source: emu_kidid @ gc-forever.com] Swiss as a bootloader on the Wiikey Fusion can be implemented as two different methods: Skip the IPL, boot directly to Swiss (custom "apploader"). Appear as a disc in the IPL just like the current menu. Currently, I've written (ported from the official flasher) some code to do the flashing and it seems to work well as it's giving me back valid responses but I believe the file I'm flashing may be in the wrong format (layout). This is what I've done so far: I took a known "flash" file and injected my own DOL into it. I then flashed the entire file. The IPL with the wiikey was telling me "Please insert a GC disc" and the Wiikey was generally unresponsive. Luckily the next time I tried to flash, the recovery kicked in and took over, resulting in a working chip again (or I could've just run the official updater again).
Note: These bootloader methods are developed with GameCube in mind as target console, using this impressive hack to load game ISO files from SD card. Thanks goes to emu_kidid for the heads up.
http://www.eurasia.nu/modules.php?na...ticle&sid=3001
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