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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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April 2nd, 2012, 01:50 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4228 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:
r4220
core:
- fix swi 0x03 (CRC16) R3 contains the last processed halfword;
r4221
re-time LCD state machine to conform more closely to reality. also, delay IRQ for vmatch and vblank by 1 dot from their flag settings to act very crudely like a pipeline and fix games with race conditions between flag-read and irq by allowing the flag-read to win sometimes (e.g. egokoro kyoushitsu). check for regressions in any raster fx.
r4222
core-switch some hardcoded PROCNUM checks in opcode handlers to checks against the arm architecture version, which is what they really were
r4223
Cocoa Port:
- Disable SSE4.1 and SSE4.2 in build settings.
- Disable SSSE3 in build settings for 32-bit builds (remains enabled for 64-bit).
r4224
fix regression from r4111 in store/restore matrix operations regarding stack size and overflow. also fix regression from other time in the handling of push/pop commands regarding stack size and overflow (fixes sims games and spiderman games). also a bunch of unrelated license cleanup i foolishly mixed in here
r4225
other license cleanup
r4226
win32-did not mean to check in this hack
r4227
gpu-backtrack a little bit from r4073, which introduced bugs involved with flashing colors during fully-faded transitions between game modes. i left insufficient records at the time to know what i was trying to fix by r4073, so I can't double check it, but I think this checkin is even better than before while fixing the noted regressions.
r4228
license cleanup (but none of the linux port files yet)
http://www.mediafire.com/?9r11ig22572i1qi
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April 2nd, 2012, 01:47 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2012/03/29) 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:
- Thanks to Exophase for noticing the x-coord resolving for DMG sprite priority was more inefficient than it should have been.
- Prevent buffer overrun.
- Minor update
http://www.grantgalitz.org/gameboy/
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April 2nd, 2012, 01:40 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 3.0-583 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:
* small fix to writing memorycards, open as r+b so the file is not cleared when opening. should eliminate the 0byte memory card files reported
http://www.mediafire.com/?9615hs0wwdmjv7w
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April 2nd, 2012, 00:29 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
[h=4]DS2x86 runs Windows 95![/h]Well, not really, but that was too good a title to pass by on April Fool's Day. :-) What I am actually working on, is support for Windows 3.11. The problem with it in the current DS2x86 was that it crashed immediately when switching to protected mode. This was caused by it storing the Global Descriptor Table into virtual memory before switching to protected mode. I did not have support for that in DS2x86. It is actually a bit of a chicken and egg situation, as virtual memory needs the GDT table to be correct for page fault handling. Windows 3.11 actually accesses virtual memory using the page tables from real mode before going to protected mode and activating paging! Adding support for such allowed it to continue to protected mode correctly.
After fixing that problem, I needed to improve pushad opcode behaviour, add better support for accessing CPU debug registers, add support for reading secondary DMA controller ports, etc. All of these were pretty easy and straghtforward, so it was nice to see some real progress without having to hunt for bugs for a change. After those I did run into a bigger unsupported issue, namely Virtual 8086 mode. Windows 3.11 seems to use VM86 mode when calling some real-mode interrupt vectors from protected mode, and until now I have not had any support for VM86. Or to be more precise, I have checked that if the processor is supposed to be in VM86 mode, I simply drop into the debugger. However, to support Windows 3.11, I need to add proper support for VM86 mode.
So, for the last couple of days I have been working on adding the VM86 mode handling into DS2x86. Many opcodes need only minor changes, but the actual going into VM86 mode and back using the IRET opcode is a bit complex, so adding support for that will still take some time. I have also found some weird behaviour in Windows 3.11 on DS2x86, so there seem to be something else besides the VM86 mode also missing on broken. So, I don't expect Windows 3.11 working in the next version yet, but we shall see.
I have also checked Alien Legacy, which seems to loop displaying the sound selection menu. I originally thought the problem is in the key input routine, but it seems that the keyboard interrupt INT 16 is never even called by Alien Legacy in DS2x86, even though it is called in DOSBox, so this needs some further studying and debugging. I hope to get that at least working in the next version.
Thanks for the debug logs and error reports again, I plan to fix some issues in those as well for the next version.
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April 2nd, 2012, 00:28 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:
Implement individual rom setting for NICE64 "Audio Sync" option
auto-detect user setting for each game when rom starts(read post on our forum)
Refactor and/or re-write and/or re-design many parts of the source codes :
audio thread handling, events & related functions
pause, stop & resume handling, events & related functions
gui window & handling codes
further reduce flickering during resize and switch between window mode etc
initial game bootup handling codes, events & its related functions
implement new timer event type & remove invalid from list
trim audio when there is no display, speedup transition etc e.g. Goldeneye dam scene
VI interrupt handling codes
fix high interrupt VI/s etc e.g. NBA Live 99
Fix language switching bug - working again
you need to do your own translation because we don't have contributor
Fix tooltips bug
Fix setting wrong cpucore compiler bug
Fix auto repeat message being sent
Fix out-of-focus romlist / boxart items when emu window state changes
restore items visibility from an out-of-focus state
Fix Micromachines spurious exception looping, still doesn't go in-game
Replace Kill with new ForceRomClose option
Clear gamename and alternate title
fix Nushi Tsuri 64 - Shiokaze ni Notte wrong name display on statusbar when it crash
fix wrong name captured during debugging
Major codes cleanup
Re-write some of my previous codes because I know a bit more now
Switching between window and fullscreen mode works fine after several games and switching, then the next game will not boot and hang.
seems to originate from official Glide64 and/or 1964 source (can reproduce)
users are advised to use window mode and exercise discretion if you do multiple switching over several games in a single emu session
Some others that I forgot
Audio:
Plugin Changes & Fixes
MyGlide64:
Fix Namco Museum regression
Fix VI/s slowdown after playing several games e.g. Super Robot Taisen
Fix Spiderman freeze at the end of 2nd comic cutscene
remove previous tempfix which reduce VI/s by 1/4 of max VI/s
use Speedup option +3 or +4 to get pass the freeze point and enjoy max Vi/s
NICE64 Audio:
Minor fix to audio ucode detect state
Other Changes & Fixes
Update and merge Nice64_Instruction_Manual into Nice64_Readme
File: Download
News source: http://sites.google.com
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April 2nd, 2012, 00:26 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
- Improved PSX emulation.
- PSX emulation works on big-endian platforms now.
- PSF1 playback now uses an idle loop detection hack, for much less host CPU usage.
- Minor optimizations to NGP, VB, and GBA emulation when compiled for PowerPC platforms.
- Preliminary support for SNSF playback.
- Updated internal copy of libmpcdec; SV8 Musepack files are now supported.
File: Download
News source: http://forum.fobby.net
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April 2nd, 2012, 00:11 Posted By: wraggster
Advance Wars 2 - Black Hole rising was the second of the quirky turn based strategy wargames that got released outside of Japan on the Gameboy Advance. While not as well recognised as its partner series Fire Emblem, it has a cult following of some extremely skilled players.
The War Room challenge is actually the second attempt at a full challenge mode for the game, with the first attempted in the very early days when the map format wasn’t even known so it was mostly substitutions and new goals for maps. This hack is a much fuller implementation of what was aimed at a good six years ago, aided by a huge understanding of how the game works and all the hacking advancements that have happened over that period.
The original intention for the project was to develop a new War Room challenge for Advance Wars 2 in about two months with some fun maps and a few new challenge. Instead, it has turned into something that’s taken over a year to put together, complete with a large amount of refinements and gameplay additions. Lots of music, graphics, maps and assembly code were generated solely for the hack. The more enthusiastic members of the Advance Wars community were also involved - helping with graphics, map design, utilities and playtesting.
Complete with new COs from the AW series, plenty of challenging maps and a bundle of hand-coded new features, this is a definitive hack to play for Advance Wars fans (or people who like turn based strategy games!). All the challenges present are hand-crafted by Xenesis and many, many members of the Advance Wars community with over a year’s worth of refinement.
Game Features:
- 30 New War Room Maps to play on - Some remixes of existing maps, most brand new from the AW Community.
- Tutorial map with summary of game rules, scoring and new hack features.
- Each map has an info dossier with the par time and author of the map.
- Each CO has unique combat abilities in the War Room setting. Some COs from Advance Wars Dual Strike and Days of Ruin make an appearance as well!
- Improved high score support - The game records S-ranks achieved on each map with each CO.
- Improved status screens - The unit status screen now shows CO abilities more accurately and with more stats.
- Pre-deployed maps provide unique army compositions depending on your CO selection - a feature returning from Advance Wars 1!
- New deterministic weather rules for fairer scoring!
- Extended Status Screen - Shows your rank in progress and whether you have S-Ranked this map with the current CO.
- Improved Enemy AI - Enemy COs no longer use CO powers when they’d have no reason to use them and use them more intelligently!
- Unlockables - Earn more COs by scoring S Ranks on maps!
- Play against or as the series’ evil villains - Caulder, Sturm and Von Bolt
RHDN Project Page
Relevant Link: (http://forums.warsworldnew....com/viewtopic.php?t=13051)
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April 1st, 2012, 23:57 Posted By: wraggster
Bermuda Syndrome Wii is a port of the Bermuda Syndrome game engine.
0.2 - March 28, 2012- Better usb support(ios58).
- Use BMP instead of PNG for background menu(libpng issue with latest SDL-Wii).
[h=3]0.1 - March 23, 2012[/h]
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April 1st, 2012, 19:58 Posted By: wraggster
Partners to be provided with MULTI integrated development environment
Nintendo has entered into a global licence agreement that will enable Wii U developers to use tech that is promised can produce high-performance, efficient code.
Developers making Wii U software can now employ Green Hills' MULTI integrated development environment middleware.
It was not stated whether Nintendo's development partners will have to pay for the licence.
"We selected the Green Hills Software solution because it generates highly optimised code, and Green Hills provides excellent global support," said Nintendo’s R&D managing director Genyo Takeda.
Green Hills said its middleware offers “maximum reliability, maximum performance, and minimum code size”.
http://www.develop-online.net/news/4...-to-Wii-U-devs
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March 30th, 2012, 01:07 Posted By: wraggster
The most noteworthy digital release this week on Nintendo systems is a demo of a game that came out in February. Yes, that means it's a really slow week, but to be fair Mutant Mudds is veryworth trying.
DSiWare's sole release is '90s Pool, which, as far as we can tell, is "'90s" only because the words "'90s Pool" are on the top screen at all times. Where's Luke Perry? Where's the Ace of Base cover music?
http://www.joystiq.com/2012/03/29/ni...nt-mudds-demo/
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March 30th, 2012, 00:08 Posted By: wraggster
Sales of the Nintendo 3DS leapt to almost 100,000 units in Japan last week, spurred by the release of Kid Icarus: Uprising.
Unit sales rose 40 per cent from 64,017 to 94,011 during the week ending March 25th, according to data published on Neogaf, as reported by Gamasutra.
3DS console bundles also helped lift sales, including new Monster Hunter Tri-G and Super Mario 3DS Land bundles.
The second and third best-selling consoles of the week were the PS3 and PSP, with sales of 25,750 and 19,875 respectively.
Kid Icarus was the top-selling game of the week with 132,526 units. Other new releases included Devil May Cry HD Collection at No.4 with 43,791 unit sales, and Ninja Giaden 3 at No.5 with sales of 29,797.
http://www.mcvuk.com/news/read/japan...jump-40/093572
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March 29th, 2012, 00:40 Posted By: wraggster
Aliens: Colonial Marines on Wii U will be the definitive version of the game by virtue of the system's innovative new controller, so says Gearbox boss Randy Pitchford.Speaking in an interview with Vox Games, Pitchford seemed hugely enthusiastic for Nintendo's forthcoming touch screen-enabled home console."The Wii U version has so much more to offer... no other platform can do what the Wii U can do," he said."If you love [Xbox] 360 games, you are not used to being in a world where you have this new interface. But once you get used to that, you imagine the possibilities. There are some opportunities that are just not possible on any platform that does not have that device."He confirmed that the Wii U version of Gearbox's forthcoming shooter will feature a number of unique features, though didn't offer specifics."I don't want to give spoilers away on some of the things we are thinking of or things we have actually implemented already, but there are a lot of cool opportunities with that device that are going to make a very unique and compelling experience on that platform."We have given it a lot of attention. I think it will not be too long [before] Nintendo opens up their kimono a little bit more about that platform and where it is going, and we will be there right with them talking about how Aliens is using it."Pitchford isn't the only developer to wax lyrical about Nintendo's new machine this month. Epic Games co-founder Mark Rein told Eurogamer "I think E3 will be a big eye-opener for people," when we asked him about the platform at GDC.Nintendo still hasn't set a release date for the hardware, though it is expected on shelves this year.
http://www.eurogamer.net/articles/20...-more-to-offer
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March 29th, 2012, 00:33 Posted By: wraggster
Over the weekend, we reported that XSEED was localizing Unchained Blades as a 3DS download. The publisher officially announced the title today, revealing that it's actually localizing both the 3DS and PSP versions of FuRyu's dungeon RPG, for digital release. It's an oddly fruitful day for first-person dungeon RPGs!
XSEED talked up the old-school Game Arts cred of the game, which is directed by Lunar writer Toshio Akashi and features a story by Grandia's Takashi Hino. That story involves a group of monster people ("cowardly golem prince," "medusa priestess," etc., all designed by different artists) questing to win back the transformative power of a "dragon emperor."
http://www.joystiq.com/2012/03/28/un...gital-release/
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March 28th, 2012, 02:03 Posted By: wraggster
The 3DS is one year old in North America today, and Nintendo's North American emissary, Reggie Fils-Aime, has embarked on a journey to give each and every 3DS owner some special gifts. Or, rather, his Mii is. North American 3DS owners who check out their Mii Plaza today will find a new guest has arrived: none other than Reggie himself. Surprise! He's been playing Kid Icarus: Uprising lately.
In addition to bringing his imposing mug to your Mii Plaza, Reggie also has a puzzle piece for Puzzle Swap and can be used as a level 5 hero in Find Mii. This probably goes without saying, but his character kicks ass. See him in action after the break.
http://www.joystiq.com/2012/03/27/a-...irst-birthday/
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March 28th, 2012, 01:47 Posted By: wraggster
Ubisoft is ready to take advantage of Nintendo's Wii U digital strategy - and will use the lessons learned from the PS Vita to do so.Ubisoft supported Sony with a number of PS Vita launch games, including Lumines and Rayman Origins. But with Vita being the first console to offer every game digitally as well as boxed, Ubisoft was required by Sony to make digital versions of its titles.Now, with Nintendo set to reveal the inner workings of its Wii successor at E3 in June before a launch in time for Christmas, Ubisoft is once again sorting out its digital strategy for new hardware, and preparing for the possibility of making its games available to download as well as buy in shops."We'll absolutely take advantage of whatever the policies will let us do with the platform from the standpoint of providing digital content," Ubisoft's digital boss Chris Early told Eurogamer."Nintendo has not announced a lot of their digital programs at this point of time. Our key is, as you see from us from a content perspective in supporting the platform, is we're going to be there like we were with the Vita, and support the policy side of it as well. With the Vita all of our games are available digitally, and they're even optimised from that standpoint because that was a policy in place we were able to design to."So from the same standpoint, I expect when the Wii U comes out and there are digital policies that are there, we will be in support of them as well."While Nintendo has remained quiet on its digital strategy for Wii U, it has revealed snippets of information on the matter.In June last year Nintendo told Eurogamer the Wii U will offer a significantly improved online experience to that of its predecessor, pointing to the 3DS's refined online set-up as an indication of where Nintendo's aspirations lie for Wii U.Then, in January this year, Nintendo unveiled its Nintendo Network, which covers both the Wii U and 3DS. This includes a number of features Xbox 360 and PlayStation 3 gamers will be familiar with, including add-on content sales, the digital distribution of boxed games, and the introduction of personal accounts.
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On the digital distribution of boxed games, Nintendo boss Satoru Iwata said: "This concept was built into the design of the Nintendo 3DS, and we already have the necessary infrastructure. We will prepare the same infrastructure for the Wii U. However, we have not decided the concrete timing of when we will start it. The decision must be made by taking into consideration such factors as the relationship with the wholesalers and retailers, and the best way to be embraced by consumers, as well as the environment surrounding the market and consumers, such as the required memory capacity on consumers' SD memory cards."However, as an option for the future, the significance of this business field will increase."Ubisoft has a number of Wii U titles in the works, including Assassin's Creed 3 and Ghost Recon Online, and Early said Ubisoft's goal was to make sure gamers can buy content wherever and however they wish."I just want you as a player to be able to get our content however you want to," he said. "I don't really want to penalise you for wanting to get it digitally, or penalise you for wanting to get it physically. Whatever your choice happens to be. Because I know retailers will get a certain type of customer that maybe can't pay online. So there's always going to be a reason there, right?"And the discoverability process is one we're still struggling with on the digital market. You have a long tail where there are all kinds of products you can get to, if you can figure out which one you want. But the flip side is the problem with the retail level, which is, you can walk in and see all kinds of products for a brief period of time, because then shelf space has to change and turnover and the product I wanted from last month might not be there anymore."So each channel has its challenge. Our challenge as a publisher of content is, how do we make sure you as a player can get it wherever. We will see an on-going evolution of content available digitally. I don't think that will be to the exclusion of other ways of giving the content."Earlier this month Microsoft was reported to be working on a disc-less next Xbox. Early said Ubisoft would adapt should Microsoft go down such a route, using its experience gained making all its Vita games downloadable to help."Well, as you can see with the Vita, we're also subject to the policies and constraints of the manufacturers," he said. "So if somebody makes a disc-less console, then we're going to be adapting to what that is."In the case of the Vita, it was not difficult to adapt to having the content available day and date. It was just a policy decision on Sony's part to do that. And then understanding that we have to think about who has what size of memory card added in there, how are we going to fit within that, what's the ease of download/re-download acquisition? So there are other thinghttp://www.eurogamer.net/articles/20...gital-strategys we have to consider based on the hardware platform itself and the policies around it."
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March 27th, 2012, 23:27 Posted By: wraggster
Reports suggest that the forthcoming Epic Mickey game for 3DS,Disney Epic Mickey: Power of Illusion, will be a sequel to the Megadrive Sega classic, Castle Of Illusion Starring Mickey Mouse.
According to a preview in Nintendo Power the game, developed by DreamRift, is a side-scrolling platformer that uses the stylus to paint objects into existence. Each level is based on a Disney film, including Sleeping Beauty and Tangled.
DreamRift was founded by Peter Ong and Ryan Pijai, previously lead designer and lead programmer of EA's excellent DS puzzle-platformer Henry Hatsworth In The Puzzling Adventure. Its first game was 2011 DS platformer Monster Tale for Majesco.
Power Of Illusion joins Junction Point's Epic Mickey 2: The Power Of Two for PS3, 360 and Wii, which is due for release in autumn.
http://www.edge-online.com/news/epic...astle-illusion
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March 27th, 2012, 01:35 Posted By: wraggster
20 years ago, Nintendo and Sega kids punched each other in the face for liking rival consoles. Now you can download Game Gear games on Nintendo's handheld.
The first Game Gear games hit the 3DS eShop this week in Europe, with Sonic the Hedgehog: Triple Trouble (£4.50) and Shinobi (£3.60) kicking things off to a good start. Those are joined by Dragon Crystal (£2.70).Elsewhere, Hints Hunter (£1.80, 200 DSi Points) has arrived for DSiWare (and 3DS eShop), while the Wii Virtual Console gets the awesome Mega Man 5 for 500 Wii Points.
Game Gear emulation arrived on the US 3DS eShop earlier this month.
http://www.computerandvideogames.com...-gear-arrives/
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