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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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THE LATEST NEWS BELOW
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February 13th, 2012, 01:21 Posted By: wraggster
Xcution has released version 0.2 of Project CiTRUS, a PC application to design/output 3DS banner and icon files.
Changelog (08/02/12)
•Fix: "Polish" changed "Portuguese"
•Fix: Can now Set region to Taiwan
•Fix: Can now Set rating to true
•Add: Colour scheme of menu items to match colour scheme menu bar
•Add: ComboBox for regions and ratings
•Add: Checkboxes instead of true/false typing
•Add: Automatic saving before building
•Add: Banner writing progress bar/notification of finishing
•Add: Help box incorporated into each tab
•Add: Name now reflects what's on here (CiTRUS) and version number (v0.2)
http://www.ds-scene.net/?s=viewtopic&nid=11725
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February 13th, 2012, 01:20 Posted By: wraggster
elisherer has updated his level editor for the 3DS title Pyramids to version 1.5. This tool allows you to place any of the game's objects on the five backgrounds and export your level to a QR Code/Card for you to share online. Also check out the card pack, which has a bunch of cool levels included, such as a Space Invaders-themed one.
Changelog (08/02/12)
•New improved GUI
•Can now draw by dragging on the board
•New QR Card with Level's name & Creator's name
•New organized toolbox
http://www.ds-scene.net/?s=viewtopic&nid=11726
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February 13th, 2012, 01:19 Posted By: wraggster
elisherer has updated his level editor for the 3DS title Pushmo/Pullblox to version 1.3.1. This tool allows you to import an image or create your own pixel art and export your level to a QR Code/Card for you to share online.
Changelog (08/02/12)
•fixed check for updates on startup
•fixed new file saving bug
http://www.ds-scene.net/?s=viewtopic&nid=11727
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February 13th, 2012, 01:17 Posted By: wraggster
The latest issue of gaming magazine EDGE features an article in which a small sentence not only hints at a western release for Monster Hunter Tri G, but also at the added inclusion of an online play mode.
Note that there is no official statement from Capcom concerning the addition of an online feature or even a localisation as of now, so this is still to be treated merely as rumours. Still: Let the speculation begin!
http://www.ds-scene.net/?s=viewtopic&nid=11735
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February 13th, 2012, 00:36 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
This version has the following changes and improvements: - Fixed a real-mode FS and GS segment handling bug introduced in version 0.23. This bug caused Elder Scrolls: Arena to drop back to DOS with a "Memory list blown" error message, and caused severe screen corruption in Chaos Engine. Other games might have been affected as well.
- Improved graphics blitting speed in all standard graphics modes.
- Added new "Zoom/2" scaling mode for 640-pixel wide graphics modes. This mode first scales the screen horizontally to half resolution (320 horizontal pixels), and if the vertical resolution is >200, also vertically down to 200 or 240 rows. You can then scroll around this 320x240 (or smaller) area. The idea is to have most of the screen visible at once, but with better readability than what scaling all the way down to 256x192 resolution would achieve.
I did not have enough time to work on the SoundBlaster emulation rewrite, so I plan to focus on that during the next two-week period. After that I have plans to at least experiment with adding some VESA SVGA graphics modes, mainly 640x400 and 640x480 with 256 colors. Many games seem to require the presence of a VESA BIOS, and if the game would otherwise work, there is no reason to not support those graphics modes. Playability might suffer due to the small physical screen resolution, but I hope the new Zoom/2 scaling mode helps with this potential problem.
I have also studied a few misbehaving games, but did not yet manage to find out why they don't work. I plan to continue debugging them also while rewriting the SB code, hoping to make a few more games playable in the next version. Please send me the debug logs again from this version, those will help me in finding out the problems in the code!
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February 13th, 2012, 00:35 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
During the past week I have finally had some time to work on DS2x86, I have spent an hour or two almost every day on it. My goal was to improve the graphics transfer and blitting code so that also the high resolution modes reach at least 30fps screen refresh rate. I managed to reach speeds of over 60fps in Zoom mode in all the standard graphics modes, but in 640x480 scaled mode and in the weird Mode-X resolutions the blitting speed will sadly still not reach 60fps. But in any case all graphics transfer is now faster than what it was in the original DSTwo transfer system. Below is a table showing the current graphics refresh rates in the various resolutions, in both Zoom and Scaled 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 pixel
320x200 EGA 119 fps 119 fps When logical screen width > 320 pixels
640x200 EGA 156 fps 70 fps
640x350 EGA 156 fps 80 fps In Scale mode 320x175 bytes transferred
640x480 VGA 156 fps 58 fps In Scale mode 320x240 bytes transferred
320x200 MCGA 70 fps 70 fps
360x240 Mode-X 56 fps 56 fps Used in "Settlers"
320x480 Mode-X 58 fps 58 fps Used in "LineWars II", 320x240 bytes transferred
To reach these speeds in the >=350 scanline Scale modes, I had to combine two adjacent scanlines on the MIPS side before sending them as a single scanline. This will cause the graphics quality to suffer (since I don't want to go to 16-bit color mode where I could do some palette averaging, but which would again drop the refresh rate down to around 40 fps). In the Mode-X 320x400 and 320x480 modes this joining of two scanlines is done also in the Zoom mode, to improved the aspect ratio, so those modes will suffer the most. Luckily, those are rather uncommon screen modes, so not many games are affected. In the 640x??? Zoom modes I only transfer the 256x192 pixels of the visible screen area, so those will run much faster than the corresponding Scale modes.
Serious FS and GS segment register bug fixed
While testing various games with the new graphics transfer routines, I noticed a problem in Chaos Engine. It went into the game fine, but then immediately the screen got filled with seemingly random multicolour pixels. I tested the game with the previous 0.23 version, but the problem was present in there as well! So, it was not caused by the new transfer system, but something more serious. I tested also with DS2x86 version 0.22, in which the game worked fine, so the problem was obviously caused by the "major internal rewrite" that I did for version 0.23.
Next I tried to stop the game into the debugger immediately after the problem began to occur, and almost by chance I managed to get inside some graphics drawing routine, where I immediately noticed that the game uses the FS segment register. It is rather uncommon for real-mode games to use the FS and GS segment registers, and since in version 0.23 I had changed the FS and GS registers to be handled differently, this immediately made me suspect the new handling for those segment registers. The FS register had a value 0x03D2, and the graphics code tested whether a byte in that segment was 0xFF. When I looked at the address of that byte, I noticed that it actually seems to point to code and not data! This was very suspicious, so I checked what the FS register value was in DS2x86 version 0.22 when running that code, and there the FS register value was 0x3D2F!
So, now it was just a matter of determining which of my opcode handlers cause the FS segment register to shift 4 bit positions to the right. Pretty soon I found that the problem was in the software interrupt (INT opcode) handler. It was supposed to shift both FS and GS registers 4 bit positions right (to adjust from effective to actual segment register value when calling the interrupt), but due to a copy-paste bug I shifted FS register two times and did not shift the GS register at all! So, whenever a software interrupt was called, both FS and GS registers got invalid values!
Since those registers are rarely used in real mode, and the protected mode handling for those registers was not broken, this only caused problems in a few games, Chaos Engine being one of them. After I fixed that, I tested also Elder Scrolls: Arena, which had also started to misbehave during the same time, dropping back to DOS with a "Memory list blown" error message. This FS and GS segment register fix did seem to fix that game also, so in the next 0.33 version Arena should again be playable.
Future work
I haven't yet had time to recode the SoundBlaster support, so that is what I plan to work on next. I would like to be able to implement all the ADPCM digitized audio modes, and fix the timing and skipping problems in the current system. This will be rather lot of work, so I am not sure if I have time to do all of that during the next week, but we shall see. I would also like to soon have time to work on the game compatibility again, but it looks like that will have to wait for a little while longer. In any case, thanks for your test reports for the previous 0.32 version, I will eventually get around to fixing the problems!
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February 13th, 2012, 00:32 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- 100-in-1 (D-CAT8 8bit Console, v5.01.11-frd, BL 20041217)(Unl)[U][!]. Thanks again to taizou for providing a couple of unusual carts to dump. These carts are incompatible with regular Famicom console, and intended to work with special hardware based on the OneBus system, which is in other way can play normal carts too. All these carts are the same pinout and mostly the same form-factor, but system its running may be different.
But first, dumped another one TV game console, small portable "D-CAT8" console with 100 games inside. There is no games with extended PPU support, have some unknown or known hacks or the regular games, and some original simple games already dumped with DreamGear 75-in-1 TV P&P console. All the CONTRA fans, first one game - another one hack of Super Contra.
- Power Joy Supermax 30-in-1 (Unl)[U][!], Power Joy Supermax 60-in-1 (Unl)[U][!]. Two next carts are from Power Joy TV system, with it's own plastic cases and games are incompatible with regular OneBus sistem due to some registers swapping. I've added some checksum recognition for these dumps to have it working on the normal OneBus mapper. Games are mostly original games, some of them are known already, some are new.
- Power Joy Navigator 50-in-1 (Unl)[U][!]. The rest of bunch, the same Power Joy compatible cart, but system itself is a normal OneBus system, so they works fine on normal mapper. There is no extended PPU games on all of these three carts.
- 4-in-1 (BS-8088)[p1][!], 4-in-1 (FK23C8021)[p1][!], 4-in-1 (FK23C8033)[p1][!], 4-in-1 (FK23C8043)[p1][!], 4-in-1 (FK23C8052)[p1][!], 4-in-1 (FK-8008)[p1][!], 4-in-1 (FK-8050)[p1][!], 4-in-1 (KT-3445AB)[p1], 6-in-1 (FK-3004)[p1][!]. Some people helped me to find another bunch of multicarts with graphical menus requested by me recently, so there is much more of them dumped. The next to last dump is not mine ("4-in-1 (KT-3445AB)[p1]"), it was dumped by our chinese friends and can be found in nongoodnes packs. The last one ("6-in-1 (FK-3004)[p1][!]") isn't the regular "4in1" but with the same font, so must be from the same authors.
- 15-in-1 (GA23C8003 PCB)[p1][!], 15-in-1 (GA23C8003 PCB)[p2][!], 2-in-1 Super 808 (Unl)[p1][!], 3-in-1 (8096 PCB)[p1][!], 4-in-1 (K4303)[p1][!], 9-in-1 (860824 PCB)[p1][!], Gold 7-in-1 HIK (AK456, 8195 PCB)[p1][!], Golden 7-in-1 (ML-600)[p1][!], King Series Super 4-in-1 (K4M03)[p1][!], Super 1998 3-in-1 (NT-008 PCB)[p1][!], Super 1998 3-in-1 (VT-850, NT-008 PCB)[p1][!], Super 4-in-1 (KG899A PCB)[p1][!], Super 4-in-1 (KG899A PCB)[p2][!], Super TV Game 2-in-1 (VT-414 PCB)[p1][!], Super TV Game 3-in-1 (VT-414 PCB)[p1][!]. Just for fun dumped most of my own multicarts wich have known mappers, like 45, 52, 176 or 215. There is two dozens of dumps left unemulated, but using two or three same mappers, which I planned to emulate and release later.
While dumping, I found that old mapper 52 info just a little incorrect. So some recently dumped directly from EPROMS multicarts doesn't working properly. Now, I've fixed mapper 52 code and redumped all my carts for it. There is just one old mapper 52 game left in goodnes - 7-in-1 Mario games. New fixed version of that dump is working fine too.
All today games are can be played on the latest version of fceumm, released today
News source: http://cah4e3.shedevr.org.ru
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February 13th, 2012, 00:26 Posted By: wraggster
via http://gbatemp.net/index.php
AppleAssault, a platformer styled homebrew for the DS made by PypeBros, has been updated to version 1.5, and dubbed as BerryBat Things. See the authors release notes below for a full description of the game, and check out the project's page for more information.
QUOTE: Release Notes 02/04/12
Hey, there! Cleaning up and tuning in are done. If you enjoyed once AppleAssault, but then stopped playing it because you didn't feel the challenge anymore, here's an update that you might love: AppleAssault -- BerryBat Things. The idea is simple: you've got limited time to clear up a level. As long as you punch applemen out of the arena, nothing bad will happen... But if you get lazy and that the applemen count remains the same for too long, a berry bat will come and tease you. You could manage to get rid of it, of course, but then another one will come soon, and then again another and another, again and again until you surrender (or focus on punching Applemen, after all).
http://sylvainhb.blogspot.com/
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February 13th, 2012, 00:24 Posted By: wraggster
via http://gbatemp.net/index.php
FlashcartHelper, by GBAtemp member Punyman, has been updated to version 0.9. This Windows application is a utility to be used for setting up and updating your flashcart's firmware with ease. It supports a wide variety of popular carts, including Acekard, Cyclo, DSTT, iSmartMM, R4 and clones, M3, and Supercard DStwo. For instructions and more information about this project, please join the on-going discussion linked below.
QUOTE: Change Log 02/10/12- Fixed tons of bugs
- Added a Download Queue feature, includes download queue saving
- Basic CMDline support
- Improved Update code
- Updated all Hard-Coded DSi fixes
- Added the ds2skin plugin to be downloaded with the DSTWO plugins
- You can now decompile the program from the main menu
- Some flashcart installs now log to a log file, as well as other functions (start, frec)
- Frec is a custom replacement for del and is licensed under GPL v3. It replaces many delete functions, and instead of deleting, it moves files to a "Trashes" folder.
- A link to the Ds2Skin packs at WikiTemp is at the main menu
- Other new features that I may forget to mention
http://filetrip.net/f27206-FlashcartHelper-0-9.html
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February 13th, 2012, 00:18 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com.
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x and Dingoo:
Heres whats new;
r3669 | utunnels | 2012-02-06 22:52:57 -0500 (Mon, 06 Feb 2012) | 1 line
Changed paths:
M /engine/openbor.c
Removed charge fix, it didn't seem to be a bug
. http://lavalit.com:8080/OpenBOR/download.php
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February 13th, 2012, 00:05 Posted By: wraggster
After about a year and a half of hard work, Chrono Trigger has finally been fully translated into Romanian. This could not have been possible without the effort and dedication of my fellow team mates over at Dynamic-Designs who helped make this possible. The release of this translation also signifies the start of D-D international. So you can continue to expect great quality releases from D-D in both English, and now other languages as well! Keep posted and check out the news!
RHDN Project Page
Relevant Link: (http://www.dynamic-de...signs.us/chrono.shtml)
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February 13th, 2012, 00:01 Posted By: wraggster
BlacksDash released by blackwhiteeagle
Black´s Dash by BlackWhiteEagle is a Boulder Dash Clone
Up to 4 Players can play this game. Gamemodes are SINGLEPLAYER/VS,COOP,SPEEDRUN and RACE Rewritten, extremly enhanced and ported to the WII by BlackWhiteEagle (Matz3)
Thanks to everyone, who made this programming possible mingw-team, sdl, an a big thanks goes to Michal B. with his source code inspiration. And a really big thanks goes to my big beta tester BlackCat!
DOWNLOAD HERE: htt p:// ul.to/8xdp0wg4
http://www.file-upload.net/download-...ash186.7z.html
http://www.filedropper.com/blacksdash186
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February 12th, 2012, 23:08 Posted By: wraggster
Super Mario 3D Land director Koichi Hayashida will present a postmortem talk at GDC entitled "Thinking in 3D: The Development of Super Mario 3D Land." Attendees will be required to cross a pit of moving blocks while being chased by evil purple versions of themselves in order to attend.
Or, what will actually happen is that Hayashida will discuss developing for 3D devices, and "share development philosophies learned from Mario creator and legendary Nintendo designer, Shigeru Miyamoto."
Another 3DS-centric talk is "Revealing the Truth About Resident Evil Revelations," presented by producer Masachika Kawata. And Cave COO Mikio Watanabe will discuss "Retro and Japanese Social Games on Smartphones," bringing attention to the company's recent endeavors in porting crazy shmups to iOS.
http://www.joystiq.com/2012/02/11/su...-talks-at-gdc/
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February 12th, 2012, 23:04 Posted By: wraggster
Los Angeles' iam8bit gallery played host to Nintendo last night, as the two companies launched Rhythm Heaven Fever with a full scale party. There were plenty of demos of the game on display, live painting by artists Yoskay Yamamoto and Mari Inukai, a live DJ spinning tunes, and a few photo booths where players could dress up and pose, or even dance for a video running onNintendo's own site.
The event was a lot of fun, and you can pretend you were able to be there by browsing through the gallery below. iam8bit always does a great job with these events, and co-founder Jon Gibson promised us there's lots more on the way: He's currently working hard on the leetUP event that iam8bit is co-hosting at the beginning of next month, and says VIP tickets for that one have sold out already. We'll be in attendance, so stay tuned for more.
http://www.joystiq.com/2012/02/11/ni...ty-at-iam8bit/
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February 12th, 2012, 23:03 Posted By: wraggster
It's funny how good news for JRPG fans is also often bad news for eBay moguls.Radiant Historia, a DS-exclusive time-travel JPRG from Atlus (which routinely auctions for $60 plus) is being reprinted and redistributed in North America, although this reprint will not include the soundtrack bundled with the original run.
Pre-orders are starting to pop up at various retailers, and Atlus is urging interested parties to take advantage of the opportunity before the new batch hits store shelves in late March. Considering that Atlus has not released specifics regarding how limited of a reprint this is, if limited at all, we recommend erring on the side of caution (and a $35.00 price tag) rather than taking your chances on an uncertain, seller-feedback-oriented future.
http://www.joystiq.com/2012/02/11/ne...oria-en-route/
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