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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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February 27th, 2012, 02:28 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
This version has the following changes and improvements: - Improved SoundBlaster emulation using the new transfer system. Now the transfer of the SoundBlaster digitized audio data from the MIPS side to the ARM side works properly, I believe. However, there are still problems and missing features in the actual SB emulation on the MIPS side, so not all games play SB audio correctly yet.
- Improved high-resolution (>= 350 rows) graphics modes scaling quality. The graphics data is now interlaced when it is sent from the MIPS side to the ARM side. Interlacing video signals is the traditional method of reducing the required bandwidth by a factor of two while keeping the same line count and frame rate. Since the low bandwidth of the card interface is the main problem with the MIPS/ARM communications, interlacing the graphics will minimize the effect of this low bandwidth.
- Implemented preliminary VESA SVGA support, for 640x400 and 640x480 256-color modes. The only games I have tested this with are LineWars II and Ascendancy. Other SVGA games might not work properly yet, but feel free to test them!
- Implemented a "scasb" opcode version that accesses EGA VRAM. This opcode is used by the game Titus the Fox.
- Fixed a bug in "shld r/m16,r16,imm8" and "shrd r/m16,r16,imm8" opcodes, when the shift count was larger than 16.
- Fixed a bug in "idiv r/m16" opcode which could destroy the high 16 bits of EAX register.
- Fixed the VideoParameterTable to have correct VGA Misc Register values in text modes. Before this fix the register reported that the attached monitor is a monochrome monitor. This might have caused some games to either show grayscale graphics, or hang in the vertical retrace detection (which uses a different register address in monochrome systems).
- Minor changes to mouse emulation, for better support of SVGA graphics modes.
In addition to the above fixes, I also tried to enhance the speed of the graphics transfer algorithms. I managed to make some of the routines faster, so that the transfer can now achieve 60 fps in all but the new SVGA and the weird Mode-X modes. I hope to be able to improve the SVGA mode handling (both the transfer speed and the quality of the scaled modes) in future versions. Here below is the revised frame rate table for the various graphics modes.
Mode |
Zoom |
Scale |
Notes |
80x25 Text |
>200 fps |
>200 fps |
(Varies by the number of changed characters) |
320x200 CGA |
229 fps |
229 fps |
|
640x200 CGA |
222 fps |
229 fps |
|
320x200 EGA |
128 fps |
128 fps |
(When logical screen width = 320 pixels) |
320x200 EGA |
119 fps |
119 fps |
(When logical screen width > 320 pixels) |
640x200 EGA |
178 fps |
77 fps |
|
640x350 EGA |
178 fps |
87 fps |
(In Scale mode 320x175 bytes per frame, interlaced) |
640x480 VGA |
178 fps |
64 fps |
(In Scale mode 320x240 bytes per frame, interlaced) |
320x200 MCGA |
77 fps |
77 fps |
|
360x240 Mode-X |
56 fps |
56 fps |
(Used in "Settlers") |
320x480 Mode-X |
64 fps |
64 fps |
(Used in "LineWars II", 320x240 bytes per frame, interlaced) |
640x480 SVGA |
100 fps |
59 fps |
(In Scale mode 320x240 bytes per frame, interlaced) |
I have now added various enhancements to DS2x86 which would be useful also in the original DSx86, and it has been several months since I released the most recent version of it. I think I will next spend a few weeks enhancing the original DSx86, to bring it up to the current level of DS2x86, regarding bug fixes and graphics quality improvements. After that, I think I will work on the SoundBlaster emulation and general game compatibility problems in DS2x86. I am finally happy with the new transfer system in DS2x86, so I can now move on to actually enhancing the programs with new features! Please send me again the debug logs and test reports about this new version!
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February 27th, 2012, 02:21 Posted By: wraggster
via http://gbatemp.net/index.php
postLoader3, made by GBAtemp member stfour, has been updated to version 3.67.0. This versatile Wii application is to be used in conjunction with Priiloader or as a standard app, as an alternative to the Homebrew Channel and/or system menu. It has support for launching Wii games, GameCube games via DML, and VC/Wiiware titles from real or emulated NAND. See what's new in this version in the spoiler below, and be sure to join in the on-going discussion for more information about this homebrew project and the latest off-site download.
Change Log 02/23/12 - dml: fixed the bug that could prevent displaying of games on more than one disc (from usb only)..
- when changing sort mode, cover cache weren't updated
- cover cache is now using mutex for thread locking
- now when emunand is changed, cover cache is correctly updated
- postloader forwarder channel updated to v4.
- postloader can now fully work under ciosx. This give some benefits, like better hdd compatibility and higher transfer speed (+200Kb/sec on dml game transfer). If you choose to use ios249 and you want to keep ahbprot for spawned homebrews, postloader channels V4 is required to be on system (both real and neek). ([home]->system options->Advanced options)
- added support for ntfs (but actually only first partition is used for homebrew/dml, also remember that emunand, neek and a lot of hb doesn't works with ntfs)
- postloader is now able to save some setting (like ios/onlyusb/etc...) directly in the boot.dol
- ploader.sd file is no more used. The flag for USB Init (yes/no) is now embedded in boot.dol ([home]->system options->Advanced options)
- added experimental gestures (enable in [home]->system options->Advanced options) [move wiimote left/right to change page)
- embed some configuration params (ios, sd only mode, hb execution mode...) on the executable
- priibooter_gui: can now boot neek2o without any SD inside (thank you obcd)
- priibooter_gui: support hdd with first ntfs partition
- priibooter_gui: now can store it's configuration file on usb device (before only on sd)
- neek2o: now is forced ios56
- updated libwiiuse library to support latest wiimotes
- a lot of code clean and various little fixes
- postloader forwarder channel is now in the distribution
http://code.google.com/p/postloader/
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February 27th, 2012, 02:17 Posted By: wraggster
via http://gbatemp.net/index.php
A few weeks ago a prototype build of Resident Evil for the GBC was released. This build has various issues that make it impossible to reach the final room without hacking. On the 14th a patch was released which fixes some of the more serious issues. Keep in mind that no final sequence was ever coded, so while this patch will allow you to reach the final areas it is impossible to win the game. Check the project post link below for more information and a download.
http://www.romhacking.net/hacks/891/
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February 27th, 2012, 02:14 Posted By: wraggster
via http://gbatemp.net/index.php
Assimilate from Nessylum Games is an original side-scrolling NES Homebrew influenced by the early NES arcade ports. The game is being released on an actual cart, the pre-sale for which has already started. The developer has promised that a ROM will be released precisely 6 months after the 1st cart has shipped. The ROM will lack 1 secret bonus stage and have different ending credits. Keep an eye on this project!
http://nessylum.wordpress.com/
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February 27th, 2012, 01:56 Posted By: wraggster
The development of Dios Mios Lite flared up since the return of Crediar in control. The updates are connected and a new version is available for several days now, a little better compatibility with Gamecube games. Changelog: R47 * Small fixed to the. elf loading code (crediar) * Removed logging in the sd IRQHandler function, Might Be unstable R46 * to include changes CheatCode.c Two versions of the code-handler (default is for only cheat, use a new debugger in global.h to define exchange it for debug version) R45 * Changed the debug output to write as much as possible, to the log file on sd card * Some debug output Added When loading. elf files ...
Note:
- The presence of a DVD into the console is mandatory (wii, gamecube or any DVD regardless, it's just that the reader is not empty). - The Gamecube games will be converted to format DiscEx and placed in a directory "Games" at the root of the SD card. This card should be fast enough under penalty of glitches audio and / or loadings too long. DML-Wad Creator is a small script allows generation, with ease, the cmIOS Dios Mios Lite for launching Gamecube games from an SD card Wii . Just unzip this archive into the same directory as DML, then start the file "create_wad.bat". WAD file will be created without any input from you, ready to install with WAD manager of your choice (Wad Manager, Channel File Manager, etc..) - It will NEVER be possible to run gamecube games from USB devices . It does not bother to hope anything about it, this is a limitation of the hardware console. - The GC games can be launched from the latest versions of WiiFlow, and Neogamma Postloader. DML Wad Creator 0.8 Dios Mios Lite R47 Official Website: http://code.google.com/p/dios-mios-lite-source-project/
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February 27th, 2012, 01:55 Posted By: wraggster
New beta version of the famous cIOS d2x, developed by davebaol from the last cIOS waninkoko. The changelog is quite big and fixes lots of bugs. Note also the support of the virtual sector size helps overcome the limitation of 500 games on the WBFS partition type (for loaders that do not support the function Fraglist) Installation requires unzip files d2x V8 R42 beta in the same directory as the d2x cIOS Installer 3.1. Being a beta, it may be buggy or less stable, install and use it knowingly. (even if no feedback no evidence that it is less stable than the final version 7) Changelog DATA: - Updated to support new bases ciosmaps.xml 60/70/80 d2x-through-cios-install. - Updated d2x-beta.bat bases to support new ModMii-through 60/70/80. - Added a patch to enable USB Gecko ciosmaps.xml to output as soon as the kernel starts. This feature is in development Really Useful When Everything is ****ed up. That is the patch notes Normally commented out. Also, it's Currently Not supported by ModMii. You have to use the d2x-cios-install. LIB: - Added support for virtual drives Sector size on WBFS game to bypass the 500 limit (thanks fig2k4). The optimal size is 4KB Sector, that 'allows up to 4084 games. That note this feature is only Useful for the loaders That Do not use the fraglist for WBFS partitions, for example NeoGamma, WiiFlow and CFG. - Added support for generic IOS patches. - Added Some string and debug utilities. - Code optimization and minor exchange. DIP: - Applied IOS patches are now the cios-through library. - Added Some debug info. EHCI: - Minor exchange. ES: - IOS patches are now Applied cios-through the library. - Increased 'exe' region size a bit. - Enabled AHBPROT During The init phase. - Minor exchange. FAT: - Implemented support for relative path nand emulation, see below. - Added a ioctl command to set the emu folder for nand relative paths. FS: - FAT files are now Opened-through Relative path to fix after 16. Now Disney Universe and all the games using long paths work Properly in nand emulation. - IOS patches are now Applied cios-through the library. - Minor clean up code and exchange. mload: - Completely rewritten USB Gecko functions. Now it's really plug and play and the works cios Even When debug mode is enabled and USB Gecko is only connected to the Wii (tnx to mini source). - Added patch to missing signature bases 36/37/38/53/55/56/57 / 58/61/70/80. - Added missing patch to decrypt 37/53/55/56/57/58/61/80 bases. - Fixed wrong size modules area. - IOS patches are now Applied cios-through the library. - Increased 'exe' region size a bit. - Removed AHBPROT syscall invocation since it Can Only Be Called from ES. - Minor clean up code and exchange. SDHC: - Minor exchange. USBS: - Minor exchange. d2x cIOS V8 beta (R42 ) d2x cIOS Installer 3.1 Fr (Unofficial) Official site: http://code.google.com/p/d2x-cios/
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February 27th, 2012, 01:54 Posted By: wraggster
dj_skual updates its backups manager dedicated to the Wii. Compiled with the latest versions of NTFS and UNEEKFS libraries, it also adds the management of virtual NAND (it will be launched from NAND real for that) and fixes several bugs reported by users.
Changelog:
* Added Emulated Nand Browser. Only if the app is running Under real Nand. You Can set your path in the emulated nand "custom settings menu path" and enabled / disabled in the browser the "settings menu features". At this stage, you-can only browse your files, and not manage ...
* Fixed problem to extract big files (Issue 151)
* Fixed problem if HomebrewBrowser meta.xml Had No tag, or if tag is empty (Issue 150)
* Changed a bit the StartUp process (Issue 152)
* Changed to detection NEEK running v4 Branches: * Updated to libntfs 2012-1-15 (rev11) * Updated to 1.0.7 libuneekfs
Official site: http://code.google.com/p/savegame-manager-gx/
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February 27th, 2012, 01:46 Posted By: wraggster
Good news for you homebrewers! Shortly after the release of v1.1 of Soviet Strike 2011, HorvatM has released the sound engine used in the game, complete with a demo program that shows how to utilize the engine.
This marks the first sound engine for the Virtual Boy that has been made available for other developers to use and easily add sound to their projects.
The engine has already been successfully incorporated into Insecticide shortly after it release. So, what are you waiting for?
http://www.planetvb.com/modules/news...hp?storyid=335
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February 27th, 2012, 01:46 Posted By: wraggster
HorvatM has released version 1.1 of his homebrew Shoot'Em Up "Soviet Union 2011". This release fixes the game to work better on hardware. It also fixes some gameplay bugs and adds new features.- Sound now works on hardware.
- The background on the right screen now displays correctly on hardware.
- You can now change the brightness level. If your Virtual Boy has a glitchy display, lowering the brightness may reduce the severity of the glitches. To change the brightness, press left or right on the right D-pad on the mode selection screen or when the game is paused.
- When the game is over, the difficulty setting and mode of play are displayed to assist in submitting high scores.
- The readme file has been updated to include the number of bullets received by picking up ammunition for each weapon.
- Fixed a bug that prevented new enemies from appearing if there were too many enemies on-screen. This usually occured in level 4 and could make the game impossible to finish.
- Fixed unexpected behavior that occured when the game was finished.
- Vertically flying projectiles fired by enemies are now slower to make them easier to see and dodge.
- In endless mode, you are now given some more time to dodge the first enemy that appears.
Detailed information about the game come bundled with the ROM. If you get a good score, be sure to submit it to the newly added highscore tables for the game!
Soviet Union 2011 v1.1 Download
http://www.planetvb.com/modules/news...hp?storyid=334
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February 26th, 2012, 22:51 Posted By: wraggster
Pokemon Black and White 2 has just been announced on Pokemon Smash, an official Pokemon television program in Japan. The sequel to Pokemon Black and White will launch for the DS in Japan this June. No further specifics are yet available regarding North American availability, new Pokemon or any battle-system changes that may occur.
This will be the first numbered sequel to a traditional Pokemon game; previous generations have consisted of two initial releases followed by a single, similarly-titled "enhanced" version: Pokemon Diamond and Pearl followed byPokemon Platinum, for instance. Now, however, we'll have Pokemon Black 2 andPokemon White 2. Whether this distinction is purely cosmetic or carries heavier gameplay implications, remains unclear. All we know for certain is that, by now, the PokeRap must be several hours long.
Update: A statement on the US Pokemon site calls the games "Pokemon Black Version 2" and "Pokemon White Version 2" and says that details will be sent out "throughout the year." Looks like the game is heading to the US as well -- surprise!
http://www.joystiq.com/2012/02/25/po...dses-this-jun/
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February 26th, 2012, 01:20 Posted By: wraggster
Nintendo president Satoru Iwata has hit out at Japanese news outlet Nikkei for employing what he describes as "gossip magazine techniques."
Earlier this week Nikkei's website ran a story which claimed Nintendo was looking to revive other publishers' back catalogues on 3DS, claiming oddball Dreamcast pet sim Seaman would be among the first.
However, it also apparently attributed to Iwata a quote saying that, unless Nintendo changed its ways as a matter of urgency, it would collapse. Iwata took umbrage at this part of the article, and vented his spleen on Twitter.
"On Monday there was an inaccurate report online," he wrote, according to Kotaku's translation. "This sort of thing has continued repeatedly, with no context, self-serving language, and the blurring of truth and fiction.
"I'm astonished to see gossip magazine techniques being used."
Kotaku points out, however, that Nintendo has a history of dismissing reports in the Japanese media that turn out to be broadly correct. And, given the obvious shifts in thinking at Nintendo following the poor launch of 3DS - a loss-making price cut and a reversed stance on DLC, to name but two - it's not impossible to imagine that Iwata might have said it, or something like it.
http://www.edge-online.com/news/iwat...ine-techniques
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February 23rd, 2012, 13:48 Posted By: wraggster
March 14 is the big day for Game Gear on Virtual Console, with a trio of titles headed to Japanese 3DS owners, Nintendo announced this morning. Unsurprisingly, Sega leads the lineup with three classics: Sonic (Sonic and Tails 2), Shinobi (GG Shinobi), and Dragon Crystal. The titles will cost ¥300 ($3.75) apiece, and no word was given as to when they'd head Stateside.
Of course, Sonic Triple Trouble and Shinobi were rated by the ESRB for 3DS back in February, and we were last told that Game Gear (as well as TurboGrafx-16) games would arrive on the handheld's Virtual Console store in "late May." So, uh, they're coming to North America, just not quite yet. We'll also venture a wild guess that Dragon Crystal will end up in the US as well. Sure, why not?
http://www.joystiq.com/2012/02/22/ga...or-300-apiece/
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February 23rd, 2012, 13:48 Posted By: wraggster
The Nintendo Direct presentation from Nintendo of Japan brought news ofMario Tennis Open for 3DS, the latest entry in, you know, that series of games about Mario playing tennis. We learned that the sports game will feature online play and Mii customization -- and, most importantly, that it'll be available May 24.
The European translation of the same video informed us that the game will be out on May 25. And now we wait for 9AM EST, and the American Nintendo Direct, for potential news of a stateside release.
Update: Nintendo of America says Mario Tennis Open will arrive in North America on May 20.
http://www.joystiq.com/2012/02/22/ma...europe-may-25/
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February 23rd, 2012, 13:46 Posted By: wraggster
According to Nintendo of America head Reggie Fils-Aime himself, Xenoblade Chronicles will finally arrive in North America on April 6. Wait, but didn't that game already come out, like, two other times? Yes, friend, it totally did. First, in Japan on June 10, 2010 as just "Xenoblade," then in Europe once more on August 19, 2011 with its current name. The April 6, 2012 North American launch will mark its third such launch. But hey, check out that incredible box art!
The game's tumultuous journey from Japanese exclusivity to worldwide release has been a point of contention for classic console JRPG fans. After a group formed online named "Operation Rainfall," various loud messages were voiced to Nintendo about a trio of JRPGs that were at the time unannounced for North America (The Last Story, Xenoblade Chronicles, and Pandora's Tower). All three titles have since been announced for release (or released) in other regions, though Pandora's Tower is still not planned for a US release.
Of course, you could've been playing Xenoblade Chronicles all along by using our handy guide to making the EU version work on your North American Wii. But then you already knew that, right?
http://www.joystiq.com/2012/02/22/xe...this-gorgeous/
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February 23rd, 2012, 13:45 Posted By: wraggster
As part of the Nintendo Direct event, Nintendo has announced the surprise release of Dillon's Rolling Western, a new download for the 3DS eShop (first revealed at Nintendo Direct last year). The game stars the armadillo cowboy -- a cowboy who is also an armadillo, not an armadillo herder -- named Dillon, who defends poor towns in traditional gunslinger style. Except he doesn't use a gun at all, actually, preferring to roll his way to victory. Rolling Western features tower defense gameplay, in which Dillon must collect resources and repel the invasion of evil rock monsters -- monsters who are also rocks, that is, not Osbournes -- the Grocks.
About that surprise release: it's today, a full day before the usual Thursday eShop update. You can snag Dillon's Rolling Western for $10. If you're still on the fence, we'll have a Portabliss on it later today.
http://www.joystiq.com/2012/02/22/di...the-3ds-eshop/
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