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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 18th, 2012, 16:07 Posted By: wraggster
via http://www.nintendomax.com/portal.php
New update for WinDS PRO , PC multi-emulator application including 3 for the Nintendo DS (No $ GBA / DeSmuME / iDeaS) and 2 for Game Boy Advance (VBA-M/VBA Link) and tools (customizable emulator / zoom / cheat / etc ...). Remember: completely remove the old version before installing the new.
Quote:
WinDS PRO 2012.2
- DeSmuME r4153 x86 & x64
- 2012/01/05 Kega Fusion Plugins
- VBA-M r1066
- USRCheat.dat 2012/01/15
- MSVC + 2010 SP1
http://windsprocentral.blogspot.com/
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January 18th, 2012, 16:06 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Kazuki offers " Explore Hyrule "in which you can explore the remake of the map Legend of Zelda Overworld.
Quote:
Explore Hyrule Unread postby Kazuki "December 29th, 2011, 7:15 am Explore a remake of the original Legend of Zelda's overworld map. No collision map Other than the first screen as it's just Something I Threw Together using my recreation of the map with LoZ A Link to the Past sprites. Updated with a full collision map. I Had to split up the map due to collision with backgrounds from memory. Some of the trees and stuff (Armos, rocks, tombstone, etc.). Do not have collision maps Since I plan on using objects and sprites for Actual em so the player Can interact with 'em. Also now you go slow When walking up and down stairs / ladders. And Something I forgot to mention: B button attacks, L / R buttons switch-through the different swords, and A button warps you back to the first screen.
http://dsgamemaker.com/dsgmforum/vie...php?f=8&t=2541
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January 18th, 2012, 16:03 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated.
Quote:
0.044 joystick test (1/9/2012) - - Added preliminary joystick support (thanks to Zlika) To use this, the
lib folder must be extracted in the same location as halfnes, and also the
program must be run from the "run.bat" file. The first detected gamepad
will be used as Controller 1, and the second will be Controller 2.
Currently the buttons used are not configurable.
- - Also improved the NTSC filter, color is perfect now and it looks
better than Blargg´s. (Sadly, the speed has taken another hit; I think
the problem is cache churn due to the order I operate in?)
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January 18th, 2012, 15:59 Posted By: wraggster
via http://www.aep-emu.de/
YoshiNES is a NES emulator written in Visual Basic and is based on basicNES.
Quote:
v0.4
- Rearranged the menus
- Added pallete viewer
- Added Pattern Table viewer
- Little fixes in mapper 228 (Action 52 still unplayable)
- Added mapper 47 (partial)
- Added mapper 212 (10000000 in 1 and other multicarts) partial
- Fixed mapper 146, now working perfect
- Some minor bugfixes
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January 18th, 2012, 15:58 Posted By: wraggster
via http://www.aep-emu.de/
The 1964 derivate 1964mod has been updated.
Quote:
Core Changes & Fixes
Re-write romlist window handling codes - fix missing or out of focus selection mark in certain scenarios
- launching rom from rom folder, recent game menulist and commandline
- switch between romlist listview and boxart
- fix item position shifts when focus is restored after selecting a menu option or popup menu
- save current item position on romlist window click
- fix auto restore of selection mark after selecting a menu option or popup menu
- item selection mark scrolled beyond visible romlist window
Re-write Speedup option - implement common codes handling
- option check status now correctly match the last saved speedup timing used upon emu startup
- minor bugfix / optimization
Re-write dockstatusbar codes and some emu window handling codes - proper handling and detection for dockstatusbar
- reduce ugly flickering during switch between fullscreen and windowed mode
Re-write Fullscreen status check algorithm - current logic a bit weird and confusing
- remove weird and confusing check
Implement missing romlist array matching codes for the following: - launching rom from rom folder, recent game menulist and commandline
- fix new romlist entry wrongly added when a matching romlist entry is found
Implement common codes for RomListCheckFocus and SetGeneralMsg function - replace use of SetFocus with improve check
- fix excessive self looping of setfocus with proper handle detection
Fix random ini gamename corruption - one known case still outstanding
Experimental change - pc should be checked within RDRAM region
- full SBCS search for Japanese roms
- unprotect blocks base on prevCC
- replace existing NTSC and PAL magic number with new ones
- re-write the error handling routine for PauseEmulator
Minor codes optimization
Plugin Changes & Fixes
MyGlide64: Fix MRC regression
Other Changes & Fixes
Update 1964mod_Readme & 1964mod_Instruction_Manual - add list of games that will benefit from using Speedup option
- how to customize emu window size on 1st startup
Languag translation update - implement language translation codes for Speedup menu
- update English.lgm (new & modified text)
- update Chinese Traditional.lgm, Deutsch.lgm, French.lgm, Spanish.lgm
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January 18th, 2012, 15:57 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Game Boy emulator zBoy has been released. zBoy is available for Windows and Linux.
Quote:
zBoy v0.51 [14 Jan 2012]
- Fixed a bug in the emulation of the "POP AF" CPU instruction (was wrongly setting the F register),
- Fixed a bug in the emulation of the "DAA" CPU instruction,
- Fixed a bug in the emulation of RR and RL CPU instructions (the flag Z must be set accordingly to the result),
- Fixed a bug in the emulation of "LD HL,SP+n" and "ADD SP,n" CPU instructions (wrong update of Carry and Half Carry flags),
- Fixed a bug in the command line parameters parser, that could lead to crash of the emulator in case of incorrect parameters passed to zBoy,
- Added a micro tile cache to the backgroung generation engine,
- Added the --nocpuidle option to make zBoy not idling the CPU when having some spare time (this option might give better results on hi-latency systems),
- Added EXPERIMENTAL support for serial link emulation (two player mode over network) - this feature is in early alpha stage, so not rock stable yet (it also requires a very good network connectivity between both peers), successfully tested on Tetris, Tetris 2, Tetris Blast, Kwirk and Dr. Mario,
- Replaced the --skipframes option by --limitfps (allows to limit the FPS emulation rendering in the range 1..60 FPS),
- General code optimizations - the emulation speed has increased about 15x (Super Mario Land passed from 80 to 1200 FPS on my laptop),
- Heavy code cleanup to make zBoy compiling without warnings in -pedantic mode.
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January 18th, 2012, 15:53 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Changelog 0.48
More accurate Zapper emulation (thx tepples). Right button of mouse emulates the pointing of the Zapper outside the TV screen. So, to make a shoot offscreen, you must press the left mouse button while holding down the right.
Added Bilinear filter.
Rearranged the menu filter (Hint: reselect the desired filter and then save the configuration).
Fixed many bugs in opengl codes (now, on fullscreen, aspect ratio is maintained properly).
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January 18th, 2012, 15:51 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11609
European and North American 3DS owners can get the Resident Evil Revelations demo on Nintendo's eshop tomorrow. While japanese users can already download 3DS demos since December, this marks the first demo release outside of Japan.
A demo for Cooking Mama 4: Kitchen Magic will also be downloadable tomorrow, future demo releases will include Metal Gear Solid: Snake Eater 3D, Rhythm Thief and the Emperor's Treasure and Mario and Sonic at the London 2012 Olympic Games. A Rayman: Origins demo has been teased for North America, too!
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January 18th, 2012, 15:47 Posted By: wraggster
via http://gbatemp.net/t318801-casper-v0-1
giantpune has released Casper version 0.1, a new program for the Wii designed to load bootmii from an SD card. You can use this application with the homebrew exploit of your choice to boot a variety of things, including NEEK, on an otherwise un-modded Wii. Check out the project page for the download, system requirements, and instructions, and be sure to join the on-going discussion linked below for more information about what can be done with this app.
QUOTE: Release Notes 01/16/12
Casper is a program written for the Wii. This program was created to load bootmii from an SD card. Now you can run those fun MINI programs on your little sister's Wii even if your mom doesn't want you to hack away on it.
http://giantpune.zzl.org/casper.html
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January 17th, 2012, 01:51 Posted By: wraggster
Okay, this version has various fixes to bugs introduced in the previous version. Sadly I did not have time to fix all the bugs in the SoundBlaster handling, as it took me many days to find the and fix a problem that made Supaplex lose digital sounds immediately when the game began. I managed to finally fix this problem, but it still loses the digital sounds occasionally for a little while. Anyways, here are the fixes in this version: - Improved the touchpad keyboard handling, now upper/lower case is handled properly and the keys flash when clicked, like in the original DSx86.
- Improved SoundBlaster audio handling, still not completely correct.
- Fixed a problem in syncing to VBlank, which caused jittery horizontal panning in Supaplex and other games using smooth pixel panning.
- Faster EGA 0x0D mode blitting when the logical screen width is larger than 320 pixels.
- Fixed EGA LineCompare pixel panning reset, using NDS hardware features.
- Fixed AdLib audio buffering problem.
- Fixed Warcraft BSOD crash in SoundBlaster detection.
I will try to continue improving the SoundBlaster features and other still missing features during the upcoming weeks. My time to work on DS2x86 has been somewhat limited recently, as it is winter and we get quite a lot of snow, which also sometimes causes electrical black-outs. So, I need to spend time shoveling snow and just waiting for the electricity to return instead of working on DS2x86! Hopefully things improve in a couple of months as spring comes. :-)
http://dsx86.patrickaalto.com/DSblog.html
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January 17th, 2012, 01:49 Posted By: wraggster
via http://gbatemp.net/index.php
postLoader3, made by GBAtemp member stfour, has been updated to version 3.54.1. This versatile Wii application can be used in conjunction with Priiloader or as a standard app, as an alternative to the Homebrew Channel and/or system menu, and also supports launching Wii games, GameCube games via DML, and VC/Wiiware titles from real or emulated NAND. See what's new in the change log below, and be sure to check out the on-going discussion for the latest (off-site) download and more information about this homebrew project.
QUOTE: Change Log 01/15/12- [*]
- [*]
- [*]
- [*]
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- [*]
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- [*]
- [*]
- [*]
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http://gbatemp.net/topic/299384-postloader3/
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January 17th, 2012, 01:48 Posted By: wraggster
via http://gbatemp.net/index.php
DS coder BassAceGold has released the first version of BAGASM, a new language interpreter for the Supercard DStwo and PC. This tool can be used for building your own DStwo games. Check out the discussion link below for a full run-down of how this application works.
QUOTE: Release Notes 01/13/12•"What is BAGASM?" you might ask. Well I can tell you what it's not! It's not a sandwhich, or an amazing massage. No, it is merely an interpreter for a language I have created similar to the general syntax that Assembly languages may follow.
•What does this allow? Well for one, you don't have to setup and deal with the finicky development environment,the DSTwo SDK, to create content for the DSTwo! All you need is a regular text editor and the PC or DS2 version of the interpreter to get started.
•PC Interpreter you say? Yes that's right! Due to the nature of the language, I was easily able to create a PC version of the same interpreter that runs on the DSTwo. This allows for the easy and fast testing of your amazing creations without the need of constantly transfering files to your DSTwo.
http://filetrip.net/file.php?id=27072
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January 17th, 2012, 01:47 Posted By: wraggster
via http://gbatemp.net/index.php
Mandelbrot Set Explorer is a new DS homebrew made by sverx. Use this application to view and navigate through generated Mandelbrot sets. Check out the author's blog page linked below for more information about this project.
QUOTE: Release Notes 01/09/12The program I made starts showing a small area around the origin: from (-2.5,-1.5) to (+1.5,+1.5)... this gives the first image. Clicking on any point of the touchscreen, it will start recalculating a new image, taking the touched point as a new center of the image and zooming in 2x. After 5 clicks you will see for instance what's shown on the second image. Not bad, right?
Then you can press any of the two shoulder buttons to zoom out, or click on the start button to reset the program to the initial setting.
http://adshomebrewersdiary.blogspot....-fractals.html
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January 17th, 2012, 01:43 Posted By: wraggster
The SMS4 & MD & N64 & SNES & PC-E Myth flash cart_ Pro programmer V1.30 [Jan.15 2012]
History:
* Fixed the 128M PC-E cart format issue, and add one "128M format" option also
* Supported the PC-E 20M Street Fighter game
* Updated some myth menu
* Revised the N64 default menu path
............
Click here for more info & downloads
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January 17th, 2012, 01:30 Posted By: wraggster
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.
Key features
Platform independent renderer
minimizes render state, buffer, light and texture changes
creates displaylists (Wii) from static meshes on the fly
supports 16/32 bit RGB(A) textures (incl. generation of mipmaps using a Gauss filter)
once render objects are bound, no further memory allocations occur at runtime
supports 3 ways of rendering
visible sets of objects from the scene graph
individual objects
low-level rendering by manually controlling render states, buffers, etc.
Scene graph
various nodes (discrete level of detail, billboard, light, switch, ...)
controller system
hierarchical render state, light and effect handling
hierarchical culler
sequential set of visible objects
sorted (by transparency, render state, material and depth) set of visible objects
Math supporting doubles and floats
vector3, matrix34 (Wii specific optimizations)
vector2, vector4, matrix2, matrix3, matrix4, quaternion (generic C++ code)
Object system
custom run-time type information (rtti)
smart pointers (reference linking)
Custom template containers
array, hash set, hash table, list, sorted map, queue, stack
http://wire3d.googlecode.com/files/Wire3D_1.0.zip
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January 17th, 2012, 01:29 Posted By: wraggster
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Features
Attractive libwiigui-based interface, designed with the Wii in mind
Picture viewer
Music player
On-line media support, including SHOUTcast, YouTube, and Navi-X
FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
Network playback via SMB, HTTP, and FTP
1.2.2 - January 14, 2012
Fixed YouTube search
1.2.1 - January 14, 2012
Synced to MPlayer r34540 and ffmpeg a9bd29e15e8d
Fixed HTTP bugs that made YouTube unstable
Added thumbnails for YouTube
Improved video resizing granularity (thanks eric!)
Translation updates
Other minor bug fixes
http://www.wiimc.org/downloads/
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January 17th, 2012, 01:27 Posted By: wraggster
FCE Ultra GX is a port of FCE Ultra. With it you can play NES games on your Wii/GameCube. The GUI is powered by libwiigui.
Features
Wiimote, Nunchuk, Classic, and Gamecube controller support
iNES, FDS, VS, UNIF, and NSF ROM support
1-4 Player Support
NES Zapper support
Custom controller configurations
SD, SDHC, USB, DVD, SMB, Zip, and 7z support
Cheat support (.CHT files)
IPS/UPS automatic patching support
NES Compatibility Based on FCEUX 2.1.4
Changelog
3.2.7 - January 14, 2012
Updated core to latest FCEUX (r2383)
More accurate pixel scaling (thanks eke-eke!)
Other minor changes
http://code.google.com/p/fceugc/downloads/list
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January 17th, 2012, 01:26 Posted By: wraggster
SNES9x GX is a Super Nintendo emulator for the Wii based on the PC emulator SNES9x 1.53. The GUI is powered by libwiigui.
Features
Based on SNES9x 1.53
Wiimote, Nunchuk, Classic, and Gamecube controller support
Multi-tap support, up to 4 players
SNES Superscope, Mouse, Justifier support
Cheat support
Auto Load/Save Game Snapshots and SRAM
Custom controller configurations
IPS/UPS patch support
SD, USB, DVD, SMB, Zip, and 7z support
Autodetect PAL/NTSC, 16:9 widescreen support, filtered/unfiltered video modes
Turbo Mode - up to 2x the normal speed
Zoom option to zoom in/out
Open Source!
History
4.2.9 - January 14, 2012
More accurate pixel scaling (thanks eke-eke!)
Other minor changes
http://code.google.com/p/snes9x-gx/downloads/list
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