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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.
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March 22nd, 2012, 00:14 Posted By: wraggster
A bipartisan bill has been introduced that would, if passed, require cigarette-esque warning labels on video games. Authored by house reps Frank Wolf (R-VA) and Joe Baca (D-CA), the Violence in Video Games Labeling Act (H.R. 4204) would require all games rated "E" or higher, regardless of actual content, to bare a label that reads "WARNING: Exposure to violent video games has been linked to aggressive behavior."
This isn't the first time Wolf and Baca have tried to introduce such legislation; "The Video Game Health Labeling Act of 2009" was essentially the same bill, although it only applied to games rated "T" and up. Its proposed warning label also made mention of "other violent media," which is absent from the dynamic duo's latest draft.
"Representative Baca's facially unconstitutional bill -- which has been introduced to no avail in each of six successive Congressional sessions, beginning in 2002 -- needlessly concerns parents with flawed research and junk science," says ESA representative Rich Taylor in a statement to Gamasutra.
Taylor goes on to say that the supporting evidence used by Baca in the past has been "exhaustively reviewed" by "numerous medical experts, research authorities, and courts across the country, including the United States Supreme Court," which collectively found the data "lacking and unpersuasive."
Baca's resolve, however, refuses to waiver. "The video game industry has a responsibility to parents, families and to consumers to inform them of the potentially damaging content that is often found in their products," Baca toldThe Hill. "They have repeatedly failed to live up to this responsibility."
When asked to comment, a fictional ESRB representative said "What am I, chopped liver?"
http://www.joystiq.com/2012/03/21/po...els-for-games/
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March 19th, 2012, 23:58 Posted By: wraggster
ill-popping puzzler Dr. Mario is out on the 3DS eShop this week. The version available is the Game Boy edition, first released in 1990.It can be yours, this Thursday, for £2.70/€3.Otherwise, it's a sparse week for the eShop.There's a free demo of Pyramids, an Egyptian-themed puzzler. Then there's Aahh! Spot the Difference, an observation game by Gamelion, available as DSiWare for £1.80/€2.http://www.eurogamer.net/articles/20...shop-this-week
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March 19th, 2012, 23:49 Posted By: wraggster
Gaijin Games has told Eurogamer that Runner2, which we recently played in a very early state, will be released in November of this year, despite originally being slated for "early 2012." As Eurogamer notes, that puts the PSN/XBLA game somewhere within the Wii U's release window. Accordingly, co-director Mike Roush told the site that a Wii U release is "definitely something we're thinking about."
Gaijin's plans for the PS3/Xbox releases were made before the announcement of the Wii U. "When we made these decisions we never knew about Wii U, he said. "So rather than us 'leaving Nintendo', it's that these decisions were made a year ago," Roush said. "We would never leave Nintendo, we love them to death."
http://www.joystiq.com/2012/03/19/ru...bout-wii-u-ve/
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March 19th, 2012, 23:48 Posted By: wraggster
To help players operate Kid Icarus: Uprising with its unconventional (and uncomfortable) circle-pad, L button, and stylus-based control scheme, Nintendo has packed a 3DS stand with every copy of the game. That way, you don't have to awkwardly support the whole weight of the system with your left hand while aiming with your right.
The motivation may be unfortunate, but the accessory itself is quite nice, securely holding the 3DS in place when in use -- with rubber pads to keep the system from sliding around -- and folding flat when not. See for yourself in our gallery. Kid Icarus: Uprising (and this stand) arrive in North America this Friday
http://www.joystiq.com/2012/03/19/ki...p-to-scrutiny/
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March 19th, 2012, 00:02 Posted By: wraggster
news via http://www.emucr.com/
GameBoy Online (2012/03/14) 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:
- LLE APU unstable branch.
http://www.grantgalitz.org/gameboy/
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March 18th, 2012, 23:48 Posted By: wraggster
news via http://www.emucr.com/
Fceux SVN r2467 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:
r2461
* Taseditor: fixed known WinXP bug with scrollbar arrows
* Taseditor: 2x faster scrolling
* Taseditor: branch description text size = size of edit fields
* Taseditor: observing Piano Roll with right button
r2462
* Taseditor: holding Shift when drawing lines
r2463
added sf# 3502658 to TODO list
r2464
sdl: doc typo fix
r2465
* Taseditor: set/pick Markers by doubleclick, throw Markers away
* Taseditor: clicks on Input don't change Selection
* Taseditor: selection by dragging from Frame#
* Taseditor: better way to check doubletap for Shift and Ctrl keys
* Taseditor: no more "allow keys in Piano Roll"; new accelerators: Ctrl + arrows, Shift + arrows, Home/End/Page Up/Page Down, Ctrl + Home/End, Shift + Home/End
* Taseditor: showing row_last_clicked when Shift or Alt is held
r2466
varous bugfixes, xstring trimming functions logic bugs, etc
some refactoring, some wtfs...
r2467
fix to previous
http://www.mediafire.com/?tw3a1tx2vbbr79e
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March 18th, 2012, 23:46 Posted By: wraggster
news via http://www.emucr.com/
Gekko SVN r129 is compiled. Gekko is an open source great Gamecube(NGC) emulator. Gekko is an experimental Nintendo GameCube (NGC) emulator started in 2006 by ShizZy and Lightning. It features a very advanced 32-bit dynamic recompiler and its own OpenGL graphics core, and is capable of booting many commercical titles.
Gekko SVN Changelog:
r126
Removed many fastcalls from CPU
r127
Fix Linux build.
r128
Fix a possible deadlock when CPU stepping is enabled.
r129
Implement call stack functionality in core debugger. Call stack view in gekko-qt already makes use of it.
http://www.mediafire.com/?z33qncrbq1k40ln
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March 18th, 2012, 23:43 Posted By: wraggster
news via http://www.emucr.com/
Dolphin Git 3.0-461 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 Pokepark 2! Maybe... Don't trust save states, although I think they are correct. File fd's were too large. Let me know if file related loading stops working in some games. fds are many to 1, not 1 to 1. ES has two instances available at a time. Sadly a clean up requires changing IWII_IPC_HLE_Device Constructor, as a deviceID doesn't make much sense per device. I won't do this until we have less branches :|
* Some code clean up. I am terrible at coding styles...
http://www.mediafire.com/?aou2kazw2pmag68
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March 18th, 2012, 23:42 Posted By: wraggster
news via http://www.emucr.com/
DeSmuME SVN r4214 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:
r4214
Fix compilation with gcc 4.7
Add missing headers
From Andrea Musuruane, #3507136
http://www.mediafire.com/?j8nuuiy0998kjky
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March 18th, 2012, 23:38 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...0d90ed5b047251
jyuka02 launches a first draft of " BITS - The Road to Victory "friendly Mini RPG for the Nintendo DS.
Quote:
Bit is a mini rpg .. It Has a turnbased battle system, can explore the map aussi .. this is not 100% finish .. im still working on it the story line is intended Already finish .. there 's aussi the hanging problem .. Hope you enjoy Any comments or suggestions to Improve the game Will Be Appreciate .. thanks ..
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March 18th, 2012, 23:36 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic.php?t=14254&f=54&sid=f9f60998c3e1d7dac00 d90ed5b047251
Tantric and rodries offering version 1.2.4 of " Wii ™ ", an excellent media player for the wii. Successor of MPlayer CE, it is recommended to install the IOS 58 in advance for use of the media who find USB. The update is automatic from the Wii ™ Wii if you have a wifi connection.
Quote:
Version 1.2.4 has-been released. Full changelog: Synced to MPlayer r34805 and ffmpeg 8fbf825ecc32 Fixed a bug with 4KB Sector Drives Added padding below subtitles Fixed display of non-Latin characters in 1.2.3 1.2.3 Fixed freezing issue in online media Fixed Issues in 1.2.3
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March 18th, 2012, 23:35 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...0d90ed5b047251
KnightFox proposes a new update of its library C / C + + for developing games / applications for the Nintendo DS, the " NightFox's Lib ".
Quote:
New release of the library with the Following changes: - Fixed alignment bug VRAM That Caused 8 × 8 Sprites Will not displaycorrectly In Some boxes. (Thanks to Frox to detect the fault). - Library recompiled with the devkitARM R37.
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March 18th, 2012, 23:31 Posted By: wraggster
news via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Changelog:
0.52
Added Dendy Emulation.
Implemented mappers 221, 225, 226, 227, 228, 229, 230, 231, 233, 234, 235.
Implemented a sort of "FCEUX Compatibility mode" and now many other FM2 works well (at least several of the most recent).
Bug Fixes.
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March 18th, 2012, 22:53 Posted By: wraggster
For the past week I have been working on getting Jazz Jackrabbit running. It uses Borland RTM DOS Extender instead of the more common dos4gw extender. It has been a while since I last worked on it, and it has never progressed very far, so I thought that it was about time that I really looked into supporting the Borland RTM extender properly. Thus, I began debugging the game. Here is a list of the changes and improvements I have so far needed to do for that game.
- Pretty soon after I began working on it, I noticed that it does not progress even as far as it did when I last worked on it a long time ago. It crashed with a "Page Fault in InitPage!" message when running a "repe stosw" opcode. The segment it tried to write to had a base address of 0xF0000004, which obviously was not within the 16MB of emulated memory. I spent some hours debugging it, comparing the behaviour to DOSBox, and finally I noticed that the game runs some memory allocation stuff twice in DS2x86, but only once in DOSBox. It seemed to enable various memory allocation handlers depending on the memory managers present on the system, and DS2x86 reported that both HIMEM.SYS and extended memory is available. I looked at DOSBox sources, and it reports that no extended memory is available if HIMEM.SYS features are enabled. I made DS2x86 also report that no extended memory is available, and then Jazz progressed up to the same crash location as it did a while ago. A bit silly that the game enables several memory managers at the same time, but of course on the real system only one method of handling extended memory is available at any one time.
- The next problem was that the DS segment got an invalid value 0x15B9 in a "mov ds,ax" opcode. The segment descriptor tables only had valid values in the range 0x0000..0x011F, so that value was far outside that range. This problem was a bit weird, as the code looked like this:
00E7:48C2 mov ax,15B9 inc bp push bp mov bp,sp push ds00E7:48CA mov ds,axThat is, the invalid value was loaded into AX register as an immediate value from the code segment! I spent a couple of days trying to debug this, but could not find the cause. Finally I decided to run the game in DOSBox, writing to a log file every single opcode and the resulting register values, up to the point where the game crashes in DS2x86. This log file was around 30 megabytes in size and had 483957 rows (for 161319 opcodes). Of course I did not need to check the result of every single opcode in DS2x86 and compare it with the log, but even checking the situation only after various function calls meant quite a lot of searching.
Pretty soon I discovered that the game allocates some DOS RAM using a "LAST FIT" memory allocation strategy, that is, it requests a block of memory from the end of the DOS 640KB memory area. DS2x86 has never supported this strategy, it always allocates the next sufficiently large free block. This has not caused problems before, but this was obviously a potential problem. I wanted to make sure that this was the cause, though, so I actually spent a couple of days comparing the behaviour of the game in DS2x86 to the DOSBox log file. Finally I found the problem. The game frees a block of memory that still contains a part of the RTM DOS extender data, then allocates the LAST FIT memory block, clears it, and then copies the already freed RTM DOS extender data to the extended memory. Since DS2x86 allocated the new block over the freed RTM DOS extender data, it was cleared when the game cleared the newly allocated memory block. This cleared block was then copied to the extended memory, and when it was later used to set up various segment selectors, the selectors got invalid values because the block did not contain the data it should have contained. I implemented the "LAST FIT" DOS memory allocation strategy into DS2x86, and this enabled Jazz Jackrabbit to progress further.
- The next problem was that the game crashed in a "les di,[bp+06]" opcode. This opcode loads both the ES segment selector and a DI register from memory. The selector was 0x01A7, which was in the correct range, but the corresponding descriptor had a base value of 0x545404AA! This was obviously again far outside of the supported 16MB emulated memory area. I also noticed that the descriptor did not have the "Present" bit on. This bit is used to cause a Page Fault when a segment selector is loaded, if the page is not present in memory. I checked in DOSBox, and indeed the game wants to cause a Page Fault at that point. I did not support Page Faults in that opcode in DS2x86 yet, and adding Page Fault handling to that opcode again allowed the game to progress further.
- After fixing the previous problem, the game simply exited to DOS with a message "Loader error (0000): unrecognized error". This seemed to mean that all the work I had done so far were only for the Borland RTM loader, and that the actual game had not even started to run yet. I again ran the game in DOSBOX and generated an even larger log, this time it was over 120 megabytes in size until I stopped it running. After some more searching in this file, I noticed that at some point it runs interrupt 0x2F with AX=0xFB42 and BX=0x1002. Looking at Ralf Brown's Interrupt List this interrupt was called "Borland RTM.EXE 1.0 - EXECUTE COMPILED PROGRAM", which looked like it might be the "loader" that the error message talks about. I tried to break the game execution in DS2x86 at this interrupt, but the game did not get that far before printing the error. The code in question looked like the following:
02E6:0710 push es mov ax,ds mov es,ax mov bx,0146 mov dx,0154 Pointer to "C:\GAMES\JJRABBIT\rtm.000" string mov ax,4B00 int 21 DOS 2+ - EXEC - LOAD AND EXECUTE PROGRAM jnc 0725 jmp 085802E6:0725 mov ax,4D00 int 21 DOS 2+ - GET RETURN CODE (ERRORLEVEL) cmp ax,0300 Is the return code == 0x0300 (terminate and stay recident, no errors)? je 0734 call 0805 jmp 076B02E6:0734 pop es mov ax,FB42 mov bx,1002 mov dx,[01E0] int 2F Borland RTM.EXE 1.0 - EXECUTE COMPILED PROGRAMI noticed that DS2x86 ran fine up to the 02E6:0725 address, but did not get to the 02E6:0734 address. So, it looked like the return code was not correct. And indeed, even though the "rtm.000" program stayed resident in memory, my INT 21 AX=4D00 handling never returned anything in the AX high byte! I fixed the INT 21 AX=4D00 handler to set the AX high byte properly, and then the game again progressed further in DS2x86.
- The next problem was similar to the "les di,[bp+06]" problem above, but this time the opcode was "mov es,[bp-02]". I added the Page Fault handling to this opcode as well, and then I got the actual game to start and print the welcome text strings!
- The problem was that after printing the welcome strings, nothing more happened. It looked like the whole MIPS side had hung, as I could not even drop into the debugger. So, I began hunting for the location where the hang occurred, by looking for returns from routines, and then tracing over the subroutines they called until I got to higher and higher level, and found the routine that made the system hang. After that I then burrowed deeper and deeper into the hanging routines, until I was at the lowest level, and found out that the system did hang immediately after the game gave a 0x1C (start 8bit auto-init DMA playing) command to the SoundBlaster DSP port. I checked the emulated SoundBlaster variables in DS2x86, and noticed that at that point (which actually begins the digitized audio playing) the length of the memory block to play was still zero! When using auto-init DMA, the length needs to be given using a separate DSP command 0x48, but the game never does that! Instead, it looks like there is a bug in the game code, as it has set the DMA block size to 0x7FF before starting the playing, but the DSP command 0x1C is given like this:
0417:25DE cmp word [22ED],0200 jbe 25F8 Jump if SoundBlaster DSP version <= 2.00 mov al,1C call 22F5 Send DSP command 0x1C (start 8-bit autoinit DMA) mov ax,[22F1] ax = 0x0800 dec ax ax = 0x07FF call 22F5 Send DSP command 0xFF (undocumented!) mov al,ah call 22F5 Send DSP command 0x07 (undocumented!)0417:25F7 retLooks like the game coders have mistakenly used the same system as when using the DSP command 0x14 for normal 8bit DMA playing, which needs the length of the playing buffer as parameters, first the low byte and then the high byte. DOSBox simply ignores the zero length, same as those 0xFF and 0x07 DSP commands, but all of these caused problems in DS2x86. I hacked the DSP command 0x1C handling in DS2x86 so that if the SB transfer length is zero, the DMA transfer length is used instead. This seemed to help, as the game dropped into debugger for those unsupported 0xFF and 0x07 SB DSP commands, but then started up properly, began to play music and then started up the demo game!
There are still some graphics problems in Jazz Jackrabbit, but it looks like it will be playable in the next DS2x86 version. These fixes will probably help with other games using Borland RTM DOS Extender as well, though I haven't tested other such games (I'm not even sure if I currently have any other game that uses it). I'll still need to silently ignore those invalid SB DSP commands, and look into the graphics problems. Also, it looks like the AdLib hardware detection fix I made for Warcraft 2 in the 0.35 version broke the detection method that Mortal Kombat uses! That was a bit annoying. It looks like I still need to work on that.
Thanks again for the debug logs and other information you have sent me! I have not yet had much time to look into those, as I have been focusing on Jazz Jackrabbit, but it looks like I should be able to look into some other problems during the next week as well.
http://dsx86.patrickaalto.com/DSblog.html
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March 18th, 2012, 22:51 Posted By: wraggster
via http://emu-russia.net/en/
ZX Spectrum emulator for Nintendo DS has been updated. Changes:
+ Proper save requester, including support for basic file management operations.
+ Alternate between two different directories by tapping the save/load file icon again.
+ Quickly switch models in load requester with various L/R+X combinations.
+ Risky operations now use confirmation requesters.
+ It is now possible to step the emulation frame by frame.
+ Added pouet.net and Tipshop pokes library to servers.cfg.
* Implemented HTTP redirects, required by some pouet.net sites.
+ Directly poke decimal, hexadecimal, or binary values in the data dump view.
* Switched to PNG for background and icon graphics. The BMP support remains,
but note that some names have changed - check skins/readme.txt for details.
* Augmented the 128k keyboard graphics with symbol characters. Thanks, Paddy.
* The selected keyboard is now saved to the config file.
* Distinguish the load and save slot screens with colored slot frames.
* Disable the keyboard matrix effect during multiplayer session.
It is often difficult enough to configure the controls even without it.
* Switching to maximum speed while loading tapes in fast mode now disables
the display updates entirely. Handy for slight speed boost if you feel desperate.
* Other subtle changes (nicer boot message, increased cheat poke limit).
* Fixed loading of Pentagon SZX files (ROM paging, step direction).
* Minor bugfixes (libfat mkdir and aliasing, ZIP long name skipping).
! Happy birthday, ZXDS.
File: Download
News source: http://zxds.raxoft.cz
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March 18th, 2012, 22:50 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated recently. Changes:
- Improved 640x480 stretched mode.
- Improved/fixed APU timing to match the behavior of the hardware. - Improved savestate code, old files are not compatible (must be version 4). - Tweaked mouse support for gameplay, now you can adjust the number of frames between mouse polls.
- Fixed mapper 4 (MMC3), IRQ code rewritten.
- Fixed mapper 5 (MMC5), added extended attribute mode (Koei games playable).
- Fixed mapper 7, now all 512 KB of ROM is accessible.
- Fixed mappers 9 and 10, Punch Out works with no glitches.
- Fixed mapper 90, plus support for 211 (Donkey Kong 4 works).
- Fixed mapper 232 (BF9096).
- Added WRAM control to the mapper 1 (MMC1).
- Added keyboard keys 1, 2, 3 to cycle between game screen blitters, but can be disabled in the config file.
- Added an option to setup the video resolution to match the desktop.
- Added an option to disable $4011 raw writes.
- Added Famicom Disk System header viewer, much like the NSF header viewer.
- Adjusted DMC sound decay and proper $4011 raw, no sound pops.
- Multiple instances of RockNES.exe are no more allowed.
- The disassembler now points to the line within the CPU PC value.
- The close button ("X" corner) now works while the GUI is active.
- There's a new menu item [!], called "Quick Menu".
- Added a new submenu, "Other options", to be improved. Currently, you can disable hotkeys 1,2,3, and setup quit to OS confirmation.
- Fixed CHR ROM bank masking.
- The config file rocknes.ini is now loaded from the application path.
- A few cosmetic changes and minor internal fixes.
- Documentation updated.
File: Download
News source: http://rocknes.net
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March 18th, 2012, 22:49 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Queen Bee V (Unl)[!]. Let's continue. One of my long standing undemped carts from my Japanese frined Pongbashi. Queen Bee V by Nitra finally dumped. So sad it took so many time for dumping, even if mapper for this cart very good known a long time ago and have at least one more game working on it: "Time Diver Avenger" by the same Nitra. I don't even understand why previous attempts in dumping it has failed, but this time it took about 15 minutes to write mapper 250 dumping sequence and runit on my new hardware. Enjoy finally. You can play this dump on any known emulator, though.
News source: http://cah4e3.shedevr.org.ru
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