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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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April 10th, 2012, 00:25 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/04/08) 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:
- Modifying the audio buffering levels to work against the 2048 limit in web audio and flash slightly better.
http://www.grantgalitz.org/gameboy/
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April 10th, 2012, 00:22 Posted By: wraggster
via http://www.emucr.com/
Bsnes-SX2 v008 is released. Bsnes-SX2 (originally called Bsnes-Bsx) is a modified version of bsnes 0082 to improve the use of BS-X files, programs used by the X-Satellaview.
Bsnes-SX2 v008 Changelog:
- New format of BSX data files supported.
- Added Year data to Time Channel.
- Fixed Day data to Time Channel.
- Fixed Crash when erasing full Flash data.
http://www.mediafire.com/?jxeu2a7u8vsbt4o
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April 10th, 2012, 00:12 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...8d27e969933336
Nobody offers version 1.4 of " The Living Dead ", shooting game for the Nintendo DS in which you must survive as long as possible against hordes of zombies that break.
Quote:
V.1.4
EXCHANGE AND FIXED-
Many bug fixes. Changes to currency system and weapon system. Prices Have Changed, max cash is now 30.000 to Avoid Some glitching. Weapon balancing WAS done by rats Altering fire, bullet speeds, and ammo amounts.
NEW THINGS-
Background music has-been added to menus. There are five more rounds total to 15 rounds of zombie horror (good luck making it past round nine, there 'sa badge for you if you do . Pistols shoot Improvements. You Cdn now tap the fire button Repeatedly to fire pistols INSTEAD of using the Slower auto fire. added four new weapons, RPG-7 (replaces grenade). Added Ak-47, SPAS-12, and Dragunov (the more of the bullet hits the zombie, the more damage it DOES). WARNING: RPG-7 HAS a huge blast range; get as far away from enemies as you go Cdn Before Launching Because It Has a bigger and Higher Than the ranks Concentrated blast frag grenade. Also, take it easy on the MAC-11 trig. When the bullets fired from it start getting really glitchy then stop firing for a FEW frames. The MAC-11 is the buggiest weapon in the game so keep that in mind. If the sprites crash in the room, try a new weapon Purchasing Which Will Force a delete of the old glitchy weapon. Also The Other zombie map is not supported.
http://dsgamemaker.com/dsgmforum/vie...hp?f=13&t=1582
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April 10th, 2012, 00:07 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.046 (4/7/2012)
-VRC7 audio (Lagrange Point) sounds much closer to the real thing
-Fixed several UI bugs:
-menu bar is no longer visible in fullscreen on some systems
-no longer possible to load a ROM or open the preferences window in
fullscreen as this could sometimes cause hangs
-Full screen now defaults to maintain aspect ratio
(doesn´t stretch and look terrible on widescreen displays)
-Now handles mising JInput library more gracefully
-NTSC filter is somewhat faster (still not really real time) and disables
dot crawl in Battletoads as it should.
-Changed audio core so it shouldn´t clip with sound filtering on any more
-Found a solution to the packaging problem! Library folder is no longer necessary.
Next version I will be switching to LWJGL for the interface as it should add
a decent speed improvement and the NTSC filter will be MUCH faster if written
as a shader.
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April 10th, 2012, 00:07 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Current version : 0.58
Changelog:
0.58 (bugfix relase)
Correct a crash with some fds roms (thx Gokun for reporting).
Help Request:
Any volunteers who wants draw a new icon? You will be rewarded with a nice cold beer Smile.
If anyone is interested can contact me at this address
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April 9th, 2012, 22:51 Posted By: wraggster
Sorry, no new version released today. I have been working on Windows 3.11 support so extensively, that I have not had time to do any other improvements. I did check Alien Legacy, and found out that it uses CON device (stdin) input when selecting the sound support (in the beginning of the game). It reads the user selection with a C-language equivalent of fscanf(stdin, "%d", &value). I do not have proper support for stdin buffered input via file handle yet in DS2x86 (nor in DSx86). I tried to quickly code a hack for that, but it did not help with the problem, so I moved back to working on Windows 3.11.
The Windows 3.11 work has progressed slowly, as I keep running into various difficult problems that take several days to solve. The first weird problem was that after going to VM86 mode and executing a real-mode interrupt call in VM mode, the code returned to inside a string in emulated BIOS area! That is, the IRET opcode that pops the return address from stack, popped a real-mode address F4E4:1637, which was inside the BIOS ROM area.
I began looking for a problem in my code, tracing backwards for code that sets those invalid values to variables later used as the return address, until I found code that begins scanning from the end of the BIOS area downwards, until it finds a lower case 'c' letter, and then it stores the address of this letter as the return address for all DOS interrupt calls! I didn't think this made any sense whatsoever, so I began debugging the Windows 3.11 behaviour in DOSBox. After a while I realized that it behaves exactly the same way also in DOSBox! It still took me a while to believe that this was indeed the correct behaviour. Windows 3.11 returns from VM mode back to proper protected mode using a General Protection Fault exception. This fault is generated by trying to execute a protected mode ARPL opcode in VM mode. This opcode has a hex value of 0x63, the same as the ASCII letter 'c'. So, Windows just saves some code space by executing the faulting opcode directly from BIOS. I added a GPF generation code to that opcode, and then finally managed to progress a bit further.
The next problem was that I got a BSOD exception in DS2x86, and the exception adderss pointed to within my emulated file routines. After some thinking it occurred to me that with paging on, the page tables I use in my file routines might not have been properly set up. I haven't had to check this before adding VM mode, as the DOS file routines could only be used in real mode with paging off. Now Windows wants to call them with paging on in VM mode, so I needed to add a much more complex page table address calculation to every DOS routine that needs a memory address (which is pretty much all of them). This will cause a slight slowdown to every DOS operation, but since those are very slow compared to the actual CPU emulation in any case, this is probably pretty much unnoticeable. It is a major architectural change, though, so it is possible that some game will get broken because of this change.
After fixing the BSOD problem, I again felt I managed to get good progress done, as I ran into several opcodes that needed VM mode enhancements, like GPF generation for PUSHF and STI opcodes when the current I/O protection level did not allow the VM-mode program to access the CPU flags without the protected mode monitor intervening. This work progressed nicely, until Windows simply dropped back to DOS with a message "Video initialization failed".
This problem was again somewhat more difficult to track down. Windows 3.11 reads all the VGA register values into it's memory during the logo screen display (which is in 640x480 16-color mode). It then goes to the EGA-compatible 640x350 16-color mode, and then to the normal text mode. What was weird, was that after going to the text mode it checked that the register values it had saved when in 640x480 graphics mode were for a text mode! This again seemed to make no sense, so again I needed to debug the behaviour in DOSBox. In DOSBox the values saved to memory were indeed for text mode. I then added a watch for the memory address that seemed to change somewhere between storing and later reading the value. I noticed that the memory values changed when DOSBox was executing the INT 10 mode change routine (the C-language routine within the DOSBox sources, not in the emulated machine code)! This was pretty strange, but I finally found out that DOSBox detects if the INT 10 code is running in VM mode, and actually launches a separate emulation core (called IOFaultCore) for every port access (of which there are several dozen when changing the video mode)! This separate core then causes a GPF and calls the Windows 3.11 trap routine, which then checks that the VGA registers are getting changed and stores the new values into memory areas.
In DS2x86 and DSx86 I have not paid much attention to the VGA registers when changing the modes. My mode change C routine simply copied the new mode-specific register values to the memory addresses that the emulated I/O port routines used, in case a program wants to read the VGA ports after the mode change. I had used simple memcpy() calls, which obviously will not work at all for the Windows needs.
So, I spent a day changing the DS2x86 mode change routine and INT 10 emulation so that after calling the mode change C routine, I execute within the emulated BIOS area a x86 routine that outputs the proper mode-specific VGA CRTC and Graphics register values, so that Windows can trap each of these access and handle them as it wishes. I actually first thought that I could simply read the port value and then write it back, so that I don't need to actually access the VideoParameterTable, but that did not work. Windows traps also the VGA port read routines, and replaces the actually read value with the value from it's memory table! I believe this is how it virtualizes the screen access so that it can prohibit a game from changing the graphics mode for real, but still make the game think that the graphics mode has been changed. When running such code within DS2x86, there is sort of two layers of emulation on top of each other!
After I finally got Windows to think that it is running on 100% VGA compatible display adapter, I had a simple "Unsupported INT 15 call!" problem (Windows tried to detect the BIOS mouse device type), but after implementing that, Windows startup simply drops back to DOS with no messages. This is again a bit more difficult to find and fix, and this is what I am currently doing. I still have various missing features in the VM mode support, which may be the cause, but I still need to spend some time debugging this problem and comparing the behaviour of DS2x86 with that of DOSBox.
Have a Happy Easter, and I hope you can wait for a while longer for the next version. It has been interesting learning about Windows internals while attempting to make it run in DS2x86, so I plan to continue with that for a while longer, at least.
http://dsx86.patrickaalto.com/DSblog.html
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April 9th, 2012, 22:33 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo DS emulator for Windows has been updated recently. Changes:
General/Core:
bug: fix more IPC FIFO errors
bug: import more save files correctly
bug: don't autopatch already-patched roms
bug: fix bugs in piano and guitar grip
bug: fix ARM7's VRAMSTAT register
bug: fix memory leaks on compact flash emulation
bug: fix reading of rom from low header area
bug: spu: fix some poppy interpolation audio quality issues
bug: improve timing of dma operations by running through normal mem cycle accounting; fixes an annoying number of games and graphical glitches
bug: fix opcode MRC and fake bios CRC16
enh: jitter some related register and irq events to simulate pipeline effects and stimulate some race conditions to other outcomes
enh: fake (deterministic) some tiny jitter from human's hand holding stylus; some games were accidentally depending on this
enh: support nocash-stylep rints from arm
enh: add lua apis for accessing vram
enh: platforms other than windows receive threading optimizations
enh: provide diagnostics when system powers off (useful for homebrewers returning from main())
enh: clarify handling of different console types within the family (ds,dslite,debug)
enh: vfat support for slot-1 devices
enh: emulate temperature register
enh: add paddle emulation
Graphics:
bug: fix occasional crash from uninitialized blending table
bug: fix some 2d alpha blending cases resulting in white screens
bug: fix VRAM_I B_OBJ mirroring and fix sprites rendering across the end of vram
bug: fix rotoscaled sprites wrapping around screen
bug: dont fix rotscaled bitmap sprites with alpha==0
bug: opengl: fix degradation of toon rendering during loadstate
bug: opengl: alpha blending fixes
bug: many refinements to opengl renderer
bug: opengl: support rear-plane/ClearImage emulation (fixes many graphics)
bug: rasterizer: fix some rare alpha blending cases
bug: fix bug in environment mapping introduced after 0.9.6
bug: fix totally glitched out 3d graphics with several improvements involving matrix stack
bug: fix memory overflows in epx filter
bug: prevent backdrop from blending with ???
enh: opengl: better depth buffering emulation
enh: better support for line segment "polys" by detection and special rendering logic
enh: opengl: support quad primitives directly
enh: add hq4x filter
Windows:
bug: fix a long-standing loadstate crash
bug: fix lag frame accounting
bug: fix glitches in cheat entry menu
bug: stop compact flash emulation from accidentally scanning c:\ sometimes
enh: add support for game database for improved save type detection
enh: hotkey for limit framerate toggle
enh: remove stop and reset toolbar buttons which were accidentally getting used
enh: additional complexification to desmume's behaviour run from a console prompt. whether it's better is uncertain.
enh: add support for cheats databases
enh: improvements to ram search tool
enh: preliminary support for varying stylus pressure
enh: add [Display] Show Console=1 to ini file
enh: more graceful cheat parsing and add some hotkeys
enh: add 5x window size
enh: add big endian and 20.12 toggle to memview and ramwatch
enh: improve FPS throttle feedback and granularity
enh: add lua menu API
enh: hud font switching
enh: add optional file association for .nds to path config dialog
Cocoa:
enh: Big update to cocoa frontend. Pretty much entirely new. (rogerman)
Linux:
bug: gtk: glitches in rom and recent rom loading
bug: glade: normalize savestate slot to hotkey mapping
enh: support soundtouch for use by metaspu
enh: gtk: add SPU mode selection (Tobias Jakobi)
enh: cli: better fps limiting (Thomas Jones)
Wx:
bug: some small fixes here and there (Jan Bьcken)
enh: lot of code cleanup (Jan Bьcken)
File: Download
News source: http://sourceforge.net
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April 9th, 2012, 22:32 Posted By: wraggster
via http://emu-russia.net/en/
Nintendo 64 emulator based on 1964mod v1.5.2(Final) codebase has been updated. Changes:
Core:
- Remove a well hidden bug from dialog
- maybe it is the cause of some weird issue
- remove combo preload, so far no issue
- major update to MyROM_Properties.ini (must read forum post before upgrade)
- Minor update to class style
- Change audio length spec, Mario Tennis seems to violate it (experimental change)
- so far, no issue with re-spec
- Re-write looping check handling during VI interrupt
- lower the check limits base on timing control
- appropriate reset base on timing control
- reset exception counter
- help timing sensitive games e.g. Turok Dinosaur Hunter, Re-Volt etc
- Re-design and re-write core audio handling
- fix TGR music audio skipping (read gamenote in NICE64_Readme)
- fix In-Fisherman SP DMA Read error
- fix South Park Rally no audio and slowdown
- remove tempfix for above 3 games
- Implement new ini read / write logic
- reduce unnecessary write to ini by > 50%
- Fix Nushi Zuri 64 - Shiokaze ni Notte for the following issues:
- game start in interpreter mode if run after emu startup
- game crash immediately if it is the same as previous game
- game pickup previous game rom settings instead of its own rom settings
- remove buggy tempfix
- Fix NFL QBC 2000 settings (read gamenote in NICE64_Readme)
- Use CF=2 & Speedup=2X for Forsaken
- Fix Fighting Force 64 lost audio during gameplay - finally
Other Changes & Fixes
- Add DO & DONT for multiple emu window switching in NICE64_Readme
- Add Top Gear Rally gamenote in NICE64_Readme
- Add NFL QBC 2000 gamenote in NICE64_Readme
- Update MyROM_Properties.ini
File: Download
News source: http://sites.google.com
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April 9th, 2012, 21:45 Posted By: wraggster
Quake Rev PAK is a collection of gaming engines, related to the Quake series of games by id Software, modified to run on the Nintendo Wii, using the popular devkitPPC toolchain for homebrew development.
Release 3a is out!
This release introduces the first GX-accelerated builds of Q1Rev and QWRev. They run at 60fps (instead of the 30fps of the software-rendered ones), and look really gorgeous!
To load them, be sure to check the new "Use GX-accelerated builds if available" option on the Quake Rev PAK launcher.
IMPORTANT: Release 3a is a fix to Release 3, compiled using libogc 1.8.9 . The previous release had many problems loading game data; this fix should solve most of them.
The provided launcher will start the following games (provided that their respective game data files were copied into the installation folder):
Quake (using the Q1Rev engine)
QuakeWorld (using the QWRev engine)
Quake II (using the Q2Rev engine)
Quake II Threewave Capture The Flag (using the Q2CTFRev engine)
Visit each page in order to learn to set-up and play the games.
http://wiibrew.org/wiki/QRevPAK
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April 9th, 2012, 21:30 Posted By: wraggster
Funcom, the studio behind upcoming MMO Secret World, has suggested that the Wii U system with its unique controller would be perfect for an MMO.
"Wii U could be the first real console on which running an MMORPG without compromise is plausible," Funcom's lead content designer Joel Bylos told Official Nintendo Magazine.
"The controller is perfect for lining up those rows of hotbars that are essential in most MMOs. A customizable touchscreen interface combined with the 3D spatial movement of a console controller could be a winner."
Bylos seemed to just be speculating on the prospect, with no confirmation that the developer/publisher would actually consider putting the hardware to the test in such a manner.
That said, with most attempts at console MMOs falling flat on their faces, the thought is certainly intriguing.
http://www.mcvuk.com/news/read/funco...o-genre/094121
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April 9th, 2012, 00:07 Posted By: wraggster
Camelot's Mario Tennis franchise debuts on Nintendo's 3DS handheld withMario Tennis Open. But this isn't another RPG-fueled handheld installment that have veers from the groundwork laid by console games. Mario Tennis Open is designed to be a console-quality experience for the 3DS.
That made for an ultimately unsurprising gameplay experience in the recent preview build I was able to sample -- it felt just like you'd expect a Mario Tennisgame to feel. But hiding under the surface was something far more interesting and exciting. Super Mario Tennis is an inventive mini-game that reimagines Nintendo's classic platformer.
http://www.joystiq.com/2012/04/07/ma...n-old-classic/
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April 6th, 2012, 22:51 Posted By: wraggster
Colors! 3D is the heartwarming story of how an unofficial, homebrew DS app "graduated" into a for-real downloadable 3DS eShop game. It's also an app that allows you to draw and paint on your 3DS, and share your drawings online with the Colors! 3D gallery.
Other new content on 3DS this week includes a video interview with Warren Spector about the two new Epic Mickey games, and "The Rifle's Spiral" by The Shins (available tomorrow).
http://www.joystiq.com/2012/04/05/ni...kly-colors-3d/
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April 6th, 2012, 22:42 Posted By: wraggster
Xenoblade Chronicles executive director Tetsuya Takahashi should probably have a lot to say given his latest project's tumultuous journey to worldwide launch, but his extremely concise interview answers to us indicate otherwise. When we asked Takahashi how Xenoblade Chronicles' development scaled comparatively with past projects, he simply told us, "There's no doubt that the scale of this project was large compared to past projects." O ... okay then!
He got a bit more verbose on other subjects, however. How different is the NA/EU version of Xenoblade Chronicles from the original Japanese release last year, for instance? "We made some minor bug adjustments and revised some of the written content for localization. There were also some places where we made minor adjustments to the game balance, but none of the changes resulted in significant differences from the original (Japanese) version," Takahashi said.
Takahashi also spoke to his approach to development of modern RPGs. "I like Western game design a lot, so there were places where I referred to it without thinking about it." But that's not to say Xenoblade Chronicles is a product of a Japanese dev looking solely at Western design philosophy. "Xenoblade is not just influenced by Western game design; it has also undeniably inherited the DNA of Japanese RPGs." Find out for yourself just how that plays out whenXenoblade Chronicles arrives on US retail shelves tomorrow.
http://www.joystiq.com/2012/04/06/xe...by-western-de/
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April 6th, 2012, 22:39 Posted By: wraggster
Despite Assassin's Creed 3 creative lead Alex Hutchinson's recent fighting words with the internet over its "boring" ideas for potential AC settings, he told us this morning that he still loves you. Or something like that. "It's part of a bigger discussion. Obviously any setting is potentially awesome," he said in a brief PAX East show floor followup. "The point we were making was that some settings are more familiar in video games than other settings. And the two particular ones that were mentioned are very familiar video game settings."
Hutchinson is referring to both the World War II and Feudal Japan ideas brought up during an interview with OXM recently. "The exciting thing is that the game can go anywhere," Hutchinson said. "We've had versions of the assassin ... people have thrown ideas around for probably literally any setting that people would think of. But when you get right down to it – when we're doing the actual nitty gritty of spending the time on it, spending a couple years making something – we wanna go to a setting that other games haven't gone to." As for the aforementioned pair of settings? "We're trying to find places that will surprise people."
And Hutchinson doesn't want you to hate him, internet. He also spoke to his statements regarding net denizens coming up with "the most boring settings" for future AC games. "If people think they have the worst ideas, I apologize for that," he told us. "But really, they're very predictable. The internet is not the place for insight, unfortunately," Hutchinson added with a laugh.
As for recent news that AC3 will be Desmond's biggest outing yet, Hutchinson said, "There's a big opportunity when the real timeline crosses the fictional timeline. Like, this is a fun idea. So there's stuff that we have to deal with. We feel like it's about time to pay off the people who've been sticking with the franchise for a long time." When asked if this would be Desmond's last appearance in the series, Ubisoft PR assassins jumped in and said, "I think people are gonna be entertained by it." We're not sure what that means either, but we'll be sure to keep asking.
http://www.joystiq.com/2012/04/06/as...ke-your-ideas/
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April 6th, 2012, 22:37 Posted By: wraggster
We still have no official word on the aftermath of Sega's restructuring -- how many employees were laid off, or which games have been canceled. However, we obtained confirmation from a Sega rep on the PAX East show floor of one upcoming packaged game that has not been canceled: Rhythm Thief and the Emperor's Treasure.
The representative told us explicitly that the 3DS rhythm action game is "still happening." Good news, because we've enjoyed our brief time with it so far. It seemed like a relative lock, given that it's done, and out in Europe, but given Sega's recent issues no packaged game seemed safe. We're glad to have confirmation of that one.
We were also assured that Aliens: Colonial Marines was still going to make it to retail, but the recent media blitz, explicit mention as a profitable franchise in Sega's restructuring plan, and giant, separate booth were already clues to that.
http://www.joystiq.com/2012/04/06/se...ill-happening/
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