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THE LATEST NEWS BELOW
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March 12th, 2012, 13:35 Posted By: wraggster
news via http://www.aep-emu.de/
MacFCEU is a Mac OS X port of FCE Ultra.
Quote:
0.7.6
Fixed throttle timing with new precision.
Fixed wave overflow case (if it exceeds disk space).
0.7.4-0.7.5
Implemented NSFe and Open Recent.
Increased throttle precision from 2MHz to 16MHz. It may require some toggling.
0.7a3, from 0.7a2, fixes:
Sound latency issues (throttle´s always on, w/ callback method).
A few movie bugs.
Numerous little bug fixes.
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March 12th, 2012, 13:31 Posted By: wraggster
news via http://www.aep-emu.de/
A new version of the Game Boy and Game Boy Color Emulator Gambatte has been released.
Quote:
Note: wip2v2 merely fixes a typo causing a build error on *nix with GCC 4.6 or newer.
Rough changelog since wip1:
- XvBlitter: Try grabbing all adapter ports before giving up. Fixes XVideo
engine unnecessarily unavailable while mplayer running.
- Don´t call glTexSubImage2D in blit() because that tends to block on OS X (and
quite possibly other implementations), use paged-flipped sw double buffer.
This should fix OS X being less audio underrun-resistant than other platforms.
- Add GBC DMG palettes. Wasn´t able to use the .pal-files by nitro322, but
thanks nonetheless.
- Use mapped GBC palette by default for recognized DMG game titles.
- libgambatte: Add ROM title getter.
- Add Turbo A/B input mapping with configurable number of frames per press.
- Add Quit input mapping.
- Support Game Genie codes.
- Support 01xxxxxx Game Shark codes.
- Support .gz files.
- Avoid using magic header values to detect file type to avoid potential conflicts
with ROM content.
- Gambatte Qt: Support command line parameters.
- Gambatte Qt: Work around WMs messing up if full screen is set too early.
- InputDialog: Protect against Qt signaling redundant inputbox focusIn events
causing joystick mutex relock, which could basically break joystick input.
- Always pause on file dialog for all platforms. Too much screwiness with
the way native dialogs work in Qt, and I think this may be overall nicer either
way.
- AlsaEngine: Limit number of iterations of snd_pcm_writei loop to make sure we
don´t get an infinite loop in weird cases.
- Allow loading HuC1 ROM images.
- Provide option to use heuristics to support certain multicart MBCs disguised as
MBC1 (Bomberman Collection, Mortal Combat I & II, Super Chinese Land 1,2,3 Dash,
maybe others)
- Default fast-forward speed 8.
- libgambatte: compilation and warning fixes for clang.
- Better facilitate overriding CC and CXX from the command line.
- Mac OS X build fixes for newer SDKs.
- Redirect some error printing from stdout to stderr
- Minor fixes, refactoring and clean-ups.
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March 12th, 2012, 13:30 Posted By: wraggster
news via http://www.aep-emu.de/
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
DSP 0.12b3 03/06/12
**********
-General
+ Delphi
- Added a project to compile in Delphi XE2 (and in then future 64-bit)
- Fixed problems when you pushed a button on the main window, it loose the focus of the game window
+ Lazarus/Free Pascal
- Added the ZlibEx libraries in Windows and Linux (32bit) eliminated the problems of compression/decompression in Spectrum (DSP and SZX formats) and Coleco snapshots
- Fixed a bug finding out the length of a file
- Added the NES driver, now all drivers are equally in Delphi and Lazarus
- Changes to the code to begin the compilation on 64bits. It works on linux (except Zlib libraries), but not in Windows yet.
- Fixed bug when displaying the preview image of the drivers in the selection menu
- Added choice of base directories in the configuration menu
- Fixed problems with window focus in games like Delphi, but only on Windows not Linux
+ MB88XX: New CPU, missing some opcodes
+ Namco IO: Added Namco IO 53XX (some bugs on MB88XX)
+ Fixed bug, the driver was working was not marked in the main menu
+ N2A03 Sound: Added sound chip (missing DPCM)
+ Timers: Improved response for very fast timers
+ Cleaning/improving the code in the load ROMS/Snapshots/Tapes to enhance stability
+ Fixed bug which showed twice the error message when the ZIP file is missing
+ Added redefine keys to ´insert coin´/´start player´ in main menu
+ Samples
- Improved playback system
- Added possibility to repeat the sample immediately or only when it ends
- Added automatic loop function
- Added a function to stop all the samples
+ Fixed when not showing anything on the screen if the screen was inverted and the video was not 1X
+ Fixed a bug that did not properly cleaned and audio samples sounded strange noises
-Spectrum
+ Fixed aestetic bugs
+ Lazarus/Free Pascal: Fixed the button to enable/disable fast load, not working
+ Corrected PZX tape loading
-Coleco
+ Fixed the background color when loading a snapshot
-NES
+ Added sound (N2A03)
+ Fixed sprites
-GameBoy / GameBoy Color
+ Fixed startup of the GameBoy Color when the BIOS file is not present
+ No longer displays error message when unable to load the BIOS
-Donkey Kong Hardware
+ Fixed sprites (displaced 1 pixel)
+ Added invert screen
- Donkey Kong: Added full sound with samples
- Donkey Kong Jr.: Added driver with full sample sounds
- Donkey Kong 3: Added driver with sound (2xN2A03)
-Asteroids
+ Fixed audio did not work without samples
-Super Basketball
+ Fixed scroll 1 pixel
+ ROMs updated to version I
+ Added invert screen
-Exed Exes
+ Fixed audio CPU IRQ generation
+ Fixed cuts on sprites
-Irem M62
+ Simplified video system and initiated video screens
-Burger Time
+ Updated audio NMI generation
+ Fixed loading audio ROM
-Green Beret
+ Fixed video rate to 60.60fps
+ Fixed generation of IRQ´s and NMI´s
-Ghost´n Goblins
+ Fixed a stupid bug in the video cache
-Galaga Hardware
+ Digdug: Added driver with sound. Some errors in reading the IO´s (dipswitches)
-Mario Bros.
+ Added full sound with samples
+ Added invert screen
-Capcom System 1 (CPS1)
+ Fixed vertical scroll
-Sega System 16A
+ Fixed a bug initializing the palette
-Arabian
+ Added driver with sound
-Pirate Ship Higemaru
+ Added driver with sound
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March 12th, 2012, 13:30 Posted By: wraggster
news via http://www.aep-emu.de/
The NES emulator HalfNES has been updated.
Quote:
halfnes-0.045 (3/8/2012) - Fixed some undocumented opcodes to allow homebrew game Driar to run
- Fixed bug with special characters in ROM filenames causing a crash
- Added gamma correction to NTSC filter and changed filter parameters yet again
(still not sure what looks best, and there are a few artifacts here that don´t
show up on the real thing unless you´re using a cheap capture card.
If you want to experiment, the brightness, contrast, and gamma correction is at
the top of the NTSCFilter file in the code.
Please use it with smoothing on or it´ll look bad no matter what.
- now change the aspect ratio when ntsc filter is used.
- Added mapper 85 (VRC7) (Lagrange Point and Japanese Tiny Toons 2)
- Partially implemented VRC7 sound (envelopes and vibrato are still missing)
- Small speed improvements (except in the ntsc filter, that´s just as slow).
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March 12th, 2012, 13:24 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the multi plattform Nintendo 64 emulator Mupen64Plus has been released.
Quote:
Mupen64Plus v1.99.5 - March 10, 2012
Audio-SDL Plugin
added version number to SDL-audio plugin config parameters, to support future changes
updated audio plugin for new Mupen64plus 2.0 API versioning scheme
makefile fixes and improvements
Console-UI Front End Application
New option to disable internal core speed limiter (for benchmarking)
Updated Console-UI front-end for new Mupen64plus 2.0 API versioning
Added config version number for UI-Console section
makefile fixes and improvements
Core Emulator Library
New feature: support for N64 internal real-time clock
use X-Scale´s PIF-CIC algorithm instead of the hard-coded challenge-response pairs
New config parameter for path to save SRAM/EEPROM/MPK files, so they can be separated from emulator snapshots
updated core for new Mupen64plus 2.0 API versioning scheme
split core configuration data into 2 sections: Core and CoreEvents. Added version numbers and upgrade handling to both
Accurately emulate the RSP DMA operation (from Bobby Smiles)
bugfix: #290 - OnScreenDisplay text is sometimes captured in screenshots
bugfix: when the front-end specifies an override for the configuration directory, always use this path, so that we don´t load the config from there and then save it back to the default user path
bugfix: #468 - On-screen-display problem under OSX
bugfix: Use option SaveStatePath from config file
bugfix: don´t call SDL_Quit() until the core library is being unloaded. fixes some front-end use cases
bugfix: #410 - segfault in dma_pi_write()-->strlen() if /home/username/.local/share/mupen64plus/ owned by root
bugfix: for Interpreter cores, use proper math functions for ceil/floor/round/trunc instead of x87 rounding modes
many makefile fixes and improvements
Input-SDL Plugin
Improved input setup behavior (auto-config) to make some use cases more friendly
Updated input plugin for new Mupen64plus 2.0 API versioning scheme
Added version number to SDL Input plugin parameters
Add new parameter for mouse sensitivity, handle mouse movement differently so mouse is easier to use as controller
New auto-configuration for controllers:
- raphnet technologies GC/N64 usb converter
- Logitech Chillstream Controller
- Jess Tech Colour Rumble
- Xbox 360 linux userspace driver
- Generic X-Box pad
- Saitek P2900 Wireless Pad
- Jess Tech USB 4-Axis 12-Button Gamepad
bugfix: #392 - when switching between rumble pak and memory pak, simulate removing the pack, waiting 1 second, then inserting the new one
bugfix: #424 - problem with USB devices supporting multiple controllers per device
bugfix: #409 - PS3 controller not auto-detected in Gentoo when connected via bluetooth
bugfix: correctly handle USB devices with multiple game pads, from Peter Helbing
makefile fixes and improvements ´
Rice Video Plugin
Hires texture loading: support for 8-bit PNG images
New config option for forcing vertical sync
Check OpenGL attributes after creating video window and report any that failed to set
Updated video plugin for new Mupen64plus 2.0 API versioning scheme
Update to Video API version 2.1.0.
Bugfix: hi-res textures: Scale highres textures by precalculated scaleShift exponent
Bugfix: dont call CoreVideo_Init() inside of the !InitializeGFX() function. This will fix some front-end use cases
Bugfix: Fix z coordinate in 3d line rendering
Bugfix: double infinite loop in GetValidTmemInfoIndex
Bugfix: Perfect Dark randomly crashes due to divide-by-zero error
Bugfix: crash in loading Celda 2009 hi-res texture pack for Zelda Ocarina of Time
makefile fixes, improvements, and code cleanups
RSP-HLE Plugin
Handle JPEG decompression, used in Ogre Battle 64 and Pokemon Stadium
updated RSP plugin for new Mupen64plus 2.0 API versioning scheme
bugfix: #102 - Missing backgrounds in Ogre Battle 64
many makefile fixes and improvements
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March 12th, 2012, 13:17 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
This version has the following fixes and improvements: - Improved keyboard emulation (fixes Little Big Adventure hang after key press).
- Improved SVGA mode scaling quality.
- Fixed SoundBlaster DMA channel masking (fixes Mortal Kombat sound effects).
- Implemented opcode AAM in protected mode (Warcraft 2 Setup - System info).
- Fixed a BSOD problem when moving mouse in Warcraft 2 and Command & Conquer.
- Improved BSOD error reporting, no more partial exception messages.
- Implemented support for 80x50 text mode (Little Big Adventure Setup).
- Implemented mouse function INT 33 AX=00A1 (Knights of Xentar).
- Fixed a problem in AdLib hardware detection (Warcraft 2).
After I got the DSx86 version 0.41 released last weekend, I continued improving DS2x86. I had already managed to fix the keyboard emulation for LBA and the SB effects for Mortal Kombat, so I focused on the weird partial BSOD error message that happened in Warcraft 2 after moving a mouse. Before I could test that, I needed to use the setup program to disable audio, and while doing that I noticed that the setup program crashed due to an unsupported AAM opcode. This opcode behaves the same in real and protected mode, I had just forgotten to add it to the protected mode opcode pointer table, so that was an easy fix. However, finding the cause for the BSOD was considerably harder.
It took me three days to work on the BSOD problem. It seemed I got nowhere during the first two days, so on Wednesday I then decided to rewrite the whole BSOD system. Ever since I originally coded the BSOD system it has been the MIPS side that generates the full exception string and sends the whole screen back to the NDS side. Now I thought that perhaps with the new transfer system it would be better to transfer just the raw data from the MIPS side, and then build the string on the NDS side. After I did that, I got some proper-looking addresses on the BSOD screen. However, the exception cause was weird, it was 0x1F which is not mentioned in any MIPS reference material I have. Also, the crash address was in the middle of a page table clearing routine, which did not make much sense. If there was something wrong at that point, the code should have crashed on the first of the 16 similar opcodes, not on the 10th!
My exception handler walks the stack and looks for values that are in the range 0x80000000 .. 0x801DAFD0 (or where ever the first symbol from the library file is located). These numbers are between -2147483648 and -2145538096 in decimal notation, and such values are rarely used as parameters to functions, so this will usually give a proper list of function return addresses. The first eight of these values have been shown in the BSOD crash dump ever since I originally coded it, but this time the values it printed did not make much sense in relation to the crash location. Thus, the next step was that I added full register dump into my BSOD crash printout, hoping that that would give some more info about what exactly caused the crash. This is what the new BSOD crash dump displayed:
Now I finally had enough information to help me find the crash cause. The registers could not possibly have such values at the crash location 0x801B5C14, so it seemed that the crash location was reported wrong. However, the stack and register values very clearly pointed to my MouseEvent() routine which was called from the MouseMoved() routine. Since the crash happened after moving a mouse, these seemed to be correct values. But the crash address still pointed to within the PageTable clearing routine... And at that point I finally figured out the cause of the crash! The MouseEvent() routine gets called inside an interrupt generated originally from the NDS side data transfer request. The crash location points inside the PageTable clearing routine, probably because that was what the code was doing when the interrupt occurred! And my MouseEvent() routine uses the PageTable and does not expect it to be clear!
I changed the MouseEvent() routine not to use the PageTable (as it did not actually need to use it, it was just a convenient way to determine the location of some memory variables), and that got rid of the BSOD crash! I also some time later found out why the original message was cut after 4 characters: I overwrote the string in the new transfer system. This also caused the exception cause to show 0x1F instead the correct 0x03 "TLB miss on store" it should have displayed in the rewritten BSOD handling. This is also fixed now.
After that fix I then did some other minor fixes, for example I added a 80x50 character text mode handling, which was used by the Little Big Adventure setup program. I also found that WarCraft 2 sometimes detected AdLib hardware and sometimes not, so I spent some time debugging that problem and noticed that my handling of the detection routine was very poor and unreliable. I improved that routine so that now both WarCraft 2 and Little Big Adventure seem to play both FM music and SoundBlaster digital effects fine. There is still a potential problem where some SB IRQs might get missed when paging is on, which may cause SB digital audio to stop working after a while. This needs some better IRQ handling in general, so fixing this is on hold until I can figure out some improved ideas for that.
Anyways, this version should now have some worthwhile improvements, let me know of the problems you encounter, and again crash logs and BSOD error info is very welcome! Thanks again for your interest in DS2x86 and DSx86!
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March 12th, 2012, 13:16 Posted By: wraggster
via http://emu-russia.net/en/
SNES, GB & GBC emulator has been updated recently. Changes:
- emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2;
- fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2;
- fixed saving and loading of Super Game Boy save RAM;
- NEC uPD7725,96050 ROMs now stored in little-endian format for consistency;
- cartridge folder concept has been reworked to use fixed file names
added emulation of serial USART interface (replaces asynchronous UART support previously).
File: Download
News source: http://byuu.org
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March 12th, 2012, 13:10 Posted By: wraggster
via http://gbatemp.net/index.php
Pogo Cats is a new NES Homebrew. The goal of the game is to make it as far as possible while collecting items along the way. Please see below for more information.
QUOTE: Object/Item Information- Spring coil: Jumping with the spring coil will give you about 400 points
- Coin: Gives 500 points
- Flying Heart: If you collect this item, your jump speed and jump size will get increased for a short time.
- Tornado: If you come to close to it, it will blow you away. Jumping onto a tornado will make you jump several screens high (gives about 1000 points)
- Black Hole: If you come to close to it, it will suck you inside. If you touch it, you will loose lots of points.
http://nesdev.parodius.com/bbs/viewtopic.php?t=8676
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March 12th, 2012, 13:09 Posted By: wraggster
via http://gbatemp.net/t322375-bsnes-v08...cessor-project
BSNES has always reached for a near perfect experience, thanks to its low-level approach to the entire aspect of emulation. The project has also aimed to support all of the co-processor games. As of today, the final co-processor is now supported (ST018). BSNES is now the only SNES EMU to support a 100% compatibility of all known officially released games, and it accomplishes this without any hacks!
The source news thread has a reply which links back to the ROM files, and thus we can not link to it here. Google is your friend!
QUOTE: Change Log- emulated the 21.47MHz ST018 (ARMv3) coprocessor used by Hayazashi Nidan Morita Shougi 2
- fixed PPU TM/TS edge case; fixes bottom scanline of text boxes in Moryo Senki Madara 2
- fixed saving and loading of Super Game Boy save RAM
- NEC uPD7725,96050 ROMs now stored in little-endian format for consistency
- cartridge folder concept has been reworked to use fixed file names
- added emulation of serial USART interface (replaces asynchronous UART support previously)
- [*]
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March 12th, 2012, 13:03 Posted By: wraggster
Wire3D 1.0.1 released by antibyte
Wire3D (Wii Independent Rendering Engine 3D) is an open source, object oriented, multiplatform 3D engine written in C++, supporting homebrew Wii and Windows (DirectX). It provides a framework to developers for writing platform agnostic 3D applications (including physics using the Bullet Physics library) that run on Wii and Windows out of the box.
v1.0.1 - Wire
- debug build uses custom operator new/delete
- unified handling of platform dependent index buffers
- fixed ResetDevice issue when D3DPOOL_DEFAULT objects are used
- Importer
- turned importer into lib
- handle render states that are defined per material (additionally to per node/leaf defined render states)
- handle vertex and index buffer access usage types
- keep record of number of imported materials, textures, nodes, geometries, vertex buffers, index buffers
- fixed memory leak
- Tools
- added Bullet Physics lib to solution for wii and win
- added Unity3D exporter
- fixed 3rd party lib gcc warnings
- http://wiibrew.org/wiki/Wire3D
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March 12th, 2012, 00:58 Posted By: wraggster
just to make available the final version 8 of its popular cIOS d2x. This incorporates all corrections made over the beta versions, and is therefore more transparent with respect to games (stealth mode), while improving its compatibility (supports sizes of virtual sectors to override certain limits WBFS format, by example) Changelog: [d2x v8] - Enhanced stealth mode to Prevent cios detection. - Added ioctl command to enable / disable Stealth Mode When a game is not running. Stealth Mode is enabled by default. - IOS reload block is now enabled by default. - Fixed reload IOS block failure When The original IOS required by the game is not installed. It works for real and emu nand. - Fixed return to channel failure When The menu system is not installed on nand emu. - Fixed missing Cache flush When Removing error 002 After IOS reload block. Syscall is now kernel_set_version Used INSTEAD. - Added direct access to syscalls. This allows you to invoke a syscall from inside Another syscall. - Added support for paths starting with '# `which are Used To open files is real Even If nand nand emu is on. Also, access to paths thesis is protected by stealth mode. - FAT files are now on Opened-through path to fix after 16. Now Disney Universe and all the games using long paths work Properly in nand emulation. - Disabled in FAT file sharing control unit to Overcome a stupid conclusion made by developers in The Beatles Rock Band. See issue 11. - Fixed black screen in partial emulation When starting a game we never Launched Before real nand. See issue 14. - Added support for virtual drives WBFS Sector size is to bypass the 500 limit game (thanks fig2k4). The optimal size is 4KB Sector, that 'allows up to 4084 games. Note That this feature is only Useful for the loaders That Do not use the fraglist for WBFS partitions, for example NeoGamma, WiiFlow and CFG. - AHBPROT now is really enabled. - USB Gecko rewritten completely Call functions. Now it's really plug and play and the cios works Even When debug mode is enabled and USB Gecko is connected only to the Wii (tnx to mini source). - Removed the unused method 1 for IOS reload block. - Minor exchange and code clean up. This new version still does not seem to integrate the last module EHCI (including avoiding the lag in music games) promised for some time, but the version 9 beta looks set to benefit. The coming weeks we will reveal more about it probably. Warning, this is compiled files, which require treatment (batch file) to be encapsulated in a WAD file. You can also install it using the d2x cIOS Installer 3.1. This will decompress the archive of cIOS d2x V8, verbatim, in the same directory as the executable installer . cIOS V8 Final d2x d2x cIOS Installer 3.2 Fr (Unofficial) Official site: http://code. google.com/p/d2x-cios /
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March 12th, 2012, 00:57 Posted By: wraggster
tueidj , GBAtemp forum member, has an initial overview of what is now developing and the least we can say if this proves true (and it is not a vulgar fake) is that it promises enormously and will represent a major advance in the hack of the Wii. This is indeed a loader for Gamecube games, as Dios Mios Lite, but that could exploit the full capabilities of the Wii . It speaks well of devices specific to the Wii, normally completely unavailable when it is in Gamecube mode (wiimotes, additional RAM and CPU among others). The trick is setting up the most ingenious and from a simple observation (and a lot of "Nintendo haters" rabachent all the time): the Wii is, anatomically speaking, a GC which was boosted memory and processors (CPU and GPU). Technically, it can run applications Wii Gamecube mode, the moment she found her little (RAM, CPU, etc.. The Gamecube). It would therefore be in the presence of a GC loader running in native Wii mode , including extra! That even Nintendo has failed (or willing) to do what no loader launched in GC mode can never do. USB ports, SD, wiimotes ... and why not wifi online mode and then returned to the GC games (although tueidj remained fairly skeptical about it, it would require an enormous amount of work) Here is an overview of the thing, a video worth much more than just words:
You will find below my translation of the orginal subject, which reveals the intentions, promises and limitations on this project: SO WHAT: Devolution is a loader designed to launch GC games on Wii. Dolphin was the codename for the Gamecube, the Wii's Revolution, mix everything and you get "Devolution". WHY: To ensure that the way "official" can not do. I hate the Gamecube and mini-discs. And buying a wii slim, you can not even play Gamecube games. FUNCTIONS: Devolution has the following objectives: - Use alternative means to run games GC (SD and USB) - Use of alternative controllers (wiimote + classic controller instead of joysticks GC) - Use alternative means of backup (SD, USB and NAND) - Supporting the actual games using streaming audio. It is theoretically possible but remains unproven (eg is it that the hardware will be fast enough to achieve what I have in mind). Alternative means of launch are already implemented (that's right, GC functional USB loader! ). The emulation memory cards is half done (read but not write support yet). Support for wiimotes and audio streaming has not yet been started. RESTRICTIONS: This is not a warez loader. You will need to have the games you want to launch. I do not plan to ask for donations, however, if a game is inconsistent and very special that you want this to be corrected, you will provide me with the game OR the money for its purchase, I not spend my money to buy For example, a copy of MGS. HOW: It's complicated (but not impossible). Simply, the Wii is a Gamecube with a few extra, as GC games are the hardware they wait, do not count extra. One big advantage of Devolution is that it requires no software modification of the console, and no substitution of MIOS or cIOS or chain, just an application that starts from HBC or the feat of your choice. WHO: Me only. This is a solo project, started from zero. No borrowing of source code or use the libogc. It could be that things change in the future when I need a bluetooth stack. This has nothing to do with any other project (of my own or other developers) and not any code subject to the GPL is used so do not even try to ask sources. OF other information were accurate more slowly unveiled by tueidj over the (many) questions raised about it. We will follow over the water of new ads to complete the topic. Official site: gbatemp.net (tueidj is a developer who has already participated actively in projects Wii, and its reputation is really not to question . Time will tell, however if the dream will come true one day or another.)
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March 11th, 2012, 23:21 Posted By: wraggster
When a new platform hits the market, designers inevitably start thinking about how to exploit all of the new possibilities at their disposal. For producer Masachika Kawata, it was a chance to take Resident Evil back to its roots.
"We all agreed that, this time around, we wanted to make a scary Resident Evilsimilar to the original," Kawata said during a GDC talk that broke down the development of the recent 3DS survival horror game.
That might bring a slightly rueful smile to the faces of longtime fans. Resident Evil 4 gets a lot of love among mainstream gamers and critics; but by admitting that he wanted to make a "scary" game, Kawata seems to be tacitly admitting what many older fans have felt for a while now -- Resident Evil had become an action series.
http://www.joystiq.com/2012/03/09/ca...ts-roots-on-3/
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March 11th, 2012, 23:14 Posted By: wraggster
Yasuhiro Wada has been engaged in the games industry for over 20 years, but lately he's been more into management than actual game production. With the formation of Toybox Inc, however, he joins the ranks of Japanese developers like Yuji Naka and Keiji Inafune – developers who left top management positions at major companies to pursue more active creative roles at smaller startups. While his name might not be the biggest in the biz, he's responsible for one of the most quietly influential games in the industry: Bokujou Monogatari, known outside of Japan as Harvest Moon.
Wada grew up in the countryside, where he dreamed of eventually making his way to the big city. When he finally did get to Tokyo, however, he learned that there are some elements to good ol' country living that deserve appreciation. It was this experience that served as the inspiration for a game idea: A non-combative game that conveyed the simple pleasures of country life. It wasn't an easy pitch, and Wada had to build rapport at his company first with a portfolio of small successes. It took about 2 years to build both the record and the budget necessary to propose Harvest Moon to his higher-ups, but his patience paid off in both development and marketing experience.
http://www.joystiq.com/2012/03/10/ya...-harvest-moon/
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March 11th, 2012, 23:12 Posted By: wraggster
It's been over ten years since the first Toki Tori came out (though it has been remade and ported in the interim). We're guessing, then, that longtime fans of Two Tribes' birdy puzzle platformer are really ready to get a look at Toki Tori 2.The readiest. Please enjoy the above trailer immediately, in that case.
Two Tribes plans to release Toki Tori 2 first on Steam, later in 2012. Versions for iOS and Wii U will follow, suggesting the company had a good experience on the original Wii -- Toki Tori was one of the first WiiWare releases, back in 2008.
http://www.joystiq.com/2012/03/10/to...-chick-it-out/
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March 11th, 2012, 23:07 Posted By: wraggster
Engine Software is porting the classic arcade laserdisc game Mad Dog McCreeto 3DS, for release on eShop. That merits at least a reserved "Yee-haw." Engine's VP of development Ruud van de Moosdijk told Nintendo World Report that the downloadable six-shooter shooter will be released "very soon." Engine tracked down publisher Digital Leisure and asked for the rights to create a 3DS version.
You might be thinking that it seems prohibitively expensive to remaster a random arcade game like that, full of real recorded video, in 3D. You're probably right. Whatever the reason, Engine is opting not to use stereoscopic 3D for the port. " "There's really no 3D in the 3DS version," van de Moosdijk said, "because how were you gonna do that?"
http://www.joystiq.com/2012/03/10/fm...coming-to-3ds/
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March 11th, 2012, 21:56 Posted By: wraggster
The third episode of Nintendo TV, Future Publishing's Mario pyjama-wearing video show, has been released.
The game of the month is Namco Bandai's 3DS fighter Tekken 3D Prime Edition, and there's also a tour of Aardman Animation's offices to look at the making of the 15 Shaun The Sheep episodes that are headed to 3DS.
The team also interviews Nicholas Cage, asking which of his films would make a good Nintendo game. Nintendo TV episode three is also available on the 3DS eShop.
http://www.edge-online.com/news/new-...isode-released
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