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January 9th, 2012, 00:12 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Jeff Lait offers the 117th version of the Rogue like " Powder "for the Game Boy Advance .
Quote:
Sunny Saturnalia to one and all! Hopefully I Have the Linux version right this time! Some good news, I found a 32-bit linux box so it Should Be a 32-bit linux build as well. True Aim is now in the book of blades, so you-can-learn Without it year extra skill book. (Robert Barber) Forgetting a spell while wielding a staff imbued That It Will Properly fail now. (Paul Strickland) Failing to forget No Longer uses a turn. Unenchanted weapons and armor Which You Have found the enchantment of now report 0. (Mike Ratzlaff) collapsing Into Objects Properly meatballs now state the result if multiple IS meatballs. (Nathan Bug) Tutorial for signpost for kiwis now mentions the hostile look on the tag description. (Claudio) Signpost added to Surace world. (SilverAnalyst) Someone to greet you on the world surface area. (Andrew Walker) say Unequippable item slots slot Item No. Rather Than Empty slot. Empty slots carry the body appendage name (left hand, radula, etc.) + * and by the reports When praying god lets you know how THEY Much like your fashion sense. (Hotpoo) Frogs Have a bonus to attack vs insects. (Robert Barber) Silver and gold Will Weapons Used Against occasionally dull if non-vulnerable targets. Finally added the cute and cuddly triceratops! If you id the year of enchantment item by throwing it, now the stack from you Threw it wil Also Be ISED . (Mike Ratzlaff) Sleeping creatures Have a visual indication. (Mike Ratzlaff) Swapping worn armor with sword wielded No Longer causes you to wear the sword. (Mike Ratzlaff) Rolling boulder Some works are monsters. Fix minor spelling errors (Gurkan Sengün) Full AI WAS STATE WAS Being cleared When nothing edible Rather Than Just the single bit edible. (Don Collins) Dipping Into nothing crashes along a potion no, you figured a way Provided to Do That in the first place. (Richard Quirk) Two or more items Equipped with extra attacks Properly stack now Invoking the chance of the attacks, Rather Than jumping straight to a 99% chance. (Richard Quirk) One new room type. Mountain and Hills in Ibson The Grey's tileset are now in Their proper positions. The artpack for this version Can Be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You May replace this version with the latest version. POWDER to comply with section 3 of the LGPL: You Can download a tarball of the SDL code here or Directly From http://www.libsdl.org . The WinCE and GP2X Both versions use SDL aims are hosted by parts Other than myself. Note: While the highscore IS Kept, save games are never Preserved Between versions. Please Wait Until your current character dies Before upgrading.
http://www.zincland.com/powder/index...gename=release
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January 9th, 2012, 00:09 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Jeff Lait offers the 117 version of the Rogue like " Powder "for the Nintendo DS.
Quote:
Sunny Saturnalia to one and all! Hopefully I Have the Linux version right this time! Some good news, I found a 32-bit linux box so it Should Be a 32-bit linux build as well. True Aim is now in the book of blades, so you-can-learn Without it year extra skill book. (Robert Barber) Forgetting a spell while wielding a staff imbued That It Will Properly fail now. (Paul Strickland) Failing to forget No Longer uses a turn. Unenchanted weapons and armor Which You Have found the enchantment of now report 0. (Mike Ratzlaff) collapsing Into Objects Properly meatballs now state the result if multiple IS meatballs. (Nathan Bug) Tutorial for signpost for kiwis now mentions the hostile look on the tag description. (Claudio) Signpost added to Surace world. (SilverAnalyst) Someone to greet you on the world surface area. (Andrew Walker) say Unequippable item slots slot Item No. Rather Than Empty slot. Empty slots carry the body appendage name (left hand, radula, etc.) + * and by the reports When praying god lets you know how THEY Much like your fashion sense. (Hotpoo) Frogs Have a bonus to attack vs insects. (Robert Barber) Silver and gold Will Weapons Used Against occasionally dull if non-vulnerable targets. Finally added the cute and cuddly triceratops! If you id the year of enchantment item by throwing it, now the stack from you Threw it wil Also Be ISED . (Mike Ratzlaff) Sleeping creatures Have a visual indication. (Mike Ratzlaff) Swapping worn armor with sword wielded No Longer causes you to wear the sword. (Mike Ratzlaff) Rolling boulder Some works are monsters. Fix minor spelling errors (Gurkan Sengün) Full AI WAS STATE WAS Being cleared When nothing edible Rather Than Just the single bit edible. (Don Collins) Dipping Into nothing crashes along a potion no, you figured a way Provided to Do That in the first place. (Richard Quirk) Two or more items Equipped with extra attacks Properly stack now Invoking the chance of the attacks, Rather Than jumping straight to a 99% chance. (Richard Quirk) One new room type. Mountain and Hills in Ibson The Grey's tileset are now in Their proper positions. The artpack for this version Can Be grabbed here. The Windows and Mac versions are shipped with the SDL, the PSP version compiled with the SDL. You May replace this version with the latest version. POWDER to comply with section 3 of the LGPL: You Can download a tarball of the SDL code here or Directly From http://www.libsdl.org . The WinCE and GP2X Both versions use SDL aims are hosted by parts Other than myself. Note: While the highscore IS Kept, save games are never Preserved Between versions. Please Wait Until your current character dies Before upgrading.
http://www.zincland.com/powder/index...gename=release
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January 9th, 2012, 00:08 Posted By: wraggster
via http://www.nintendomax.com/portal.php
Dark Master offers version 1.0 of " Darkster "fighting game for the Nintendo DS, in line with the Smash Bros..
google translation wrote:
This game is unusual characters for the load from FAT files installed on the card, so we can add as many characters in it and we want them to fight in the scenario you want, because very soon they will be also customizable.
About Character: As for now there is no interface to create info files the only way to add characters is to copy the file character (x) (x the number of characters you selected) and change the icon.gif character.gif and movements according to the character, when you have finished editing to change the name of the character of copy (x) character (y) (y is the line number to the last number on the back), if you have a good job and the new character will be fully playable. Controls: In the menu: Left or right of the pad: Change the character of the selected player. Pad up or down: Changing the player. Start button: Start the fight. In a battle: Pad left or right, move to the sides. Pad up or down: Look up or bending. Button: Perform attack button or set of buttons may vary depending on the attack and the character info file. B Button: Jump, the button may vary depending on the file information of the character. L Button: Drag to the side. R Button: activate the shield reduces the damage you take. Note: Some of these actions will have MS, if not performed.
http://mastersite.forosactivos.com/f5-darkster
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January 9th, 2012, 00:02 Posted By: wraggster
via http://www.aep-emu.de/
The 1964 derivate 1964mod has been updated.
Quote:
Core Changes & Fixes
Core:
Implement new "Speedup" menu option
WIP - please read "1964mod_Readme.pdf" Q.2
recommend to use in conjunction with existing speed hacks
need to smoothen out audio clipping
it is NOT 60fps but should help in games with long delay
fix GoldenEye damn scene long delay (1x3 for me)
fix Perfect Dark intro video long delay (1x3 for me)
fix Quake II long delay getting in-game (1x3 for me)
fix Quake 64 long delay getting in-game (1x3 for me)
Experimental change
implement full SBCS search on valid internal name for Japanese rom
correct non-english dialog name - probably a misspelling / typo
fix bug in ProtectBlock
Plugin Changes & Fixes
MyGlide64:
Fix Duck Dodgers(E) regression
Other Changes & Fixes
Fix duplicate lang ID assignment from previous language file layout re-mapping
Remove unused variables definition in language support data structures
Fix missing accelerator definition for Close Rom and map into language file
Minor fix on romlist window handling
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January 8th, 2012, 23:54 Posted By: wraggster
Since the release of 0.30 last week, I have been working on the remaining problems in the new transfer system. These are the problems that I have now managed to fix, and which will be included in the 0.31 version. The current plan is to release DS2x86 version 0.31 next Sunday. I hope to still add some additional fixes and improvements during the next week.
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.
The new EGA mode 0x0D blitting code now has two working modes. If the logical screen layout is 320 pixels wide (so no horizontal scrolling or additional trickery is used), the blitting speed is 6.7 ms (149 fps), and if the logical screen width is more than 320, a separate transfer code is used on the MIPS side. This code only sends 8 extra pixels per screen row (to handle possible smooth pixel panning function), and thus the blitting speed drops only slightly, to 7.9 ms (126 fps). This change got rid of the screen tearing problem in Supaplex and Commander Keen 4 intro.
The EGA and VGA graphics cards have an option to jump back to the beginning of the graphics VRAM memory at a certain scanline (when the card is drawing the image on the monitor). This is activated by giving the EGA/VGA line compare register a scanline number that is less than the number of screen rows. There is also a bit in another register that tells the graphics card to reset the pixel panning to zero in this situation. The pixel panning register is used to shift the screen image 0..7 pixels left during the graphics VRAM scanning and drawing onto the monitor. Since the screen image start address needs to be at a byte boundary, and each byte in the 16-color modes contain 8 adjacent pixels, using the pixel panning register is needed when smoothly panning the image horizontally by less than 8 pixels at a time.
In DS2x86 version 0.30 I simplified the screen blitting code (compared to DSx86 and previous DS2x86 versions) so that I don't handle the pixel panning value in the code (by shifting the pixels before blitting them to the screen), but instead I use the Nintendo DS graphics background registers to emulate the pixel panning, much like the actual EGA/VGA card does it. However, it only occurred to me last weekend that I can also handle the line compare pixel panning reset using Nintendo DS hardware! Since the NDS graphics features include a VCount interrupt, I can use that to get an interrupt at the line compare scanline, and reset the NDS background register horizontal position to zero! The end result is exactly similar to the EGA/VGA card behaviour, with much of the functionality done by the NDS graphics hardware! This is a change I plan to port back to the original DSx86, as it will simplify the EGA blitting code there as well. This change made the Supaplex bottom score panel stay put while the upper area is panning.
Supaplex also helped me in finding the problem in my AdLib emulation. The music seemed to skip a lot of notes during the beginning. I logged the AdLib notes in DOSBox to a file, and also wrote code to log the notes that the MIPS side sends to the ARM9 to a file on the SD card, and noticed that there were no differences. The exact same notes get sent with nearly identical timing from the MIPS to the ARM9 side. And since the ARM7 uses the same code as the original DSx86 (which works fine), it was easy to figure out that the problem must be in the new ARM9 code. And there the problem indeed was. I had a minor bug in the buffering scheme, where the last command in the buffer was never sent from ARM9 to ARM7 until the buffer got additional data from MIPS to ARM9. In Supaplex music there are places where only one instrument is playing, and in these places the game sends only three commands: Note Off, Note Frequency, and Note On. So, when the last new command never got sent, this in effect made the ARM7 see the music as a sequence of Note On, Note Off, Note Frequency commands, so there was no sound output.
After those fixes I then began debugging the Warcraft BSOD crash problem. It is somewhat weird, as the location of the crash (as reported by the BSOD texts) seems to jump all over the MIPS code area. What is even more strange, the location seems to often point to a code that can not crash, that is, it has only some simple aritmetic operations or such. So, my first theory was that perhaps this is some interrupt routine re-entrancy problem in the new more accurate SoundBlaster IRQ emulation. I checked the Warcraft SB emulation code (which I reverse engineered some time ago, when an earlier DS2x86 version had problems with it), and noticed that it sets up an auto-init DMA audio transfer with a buffer length of 2 samples! That is, the SoundBlaster will send an IRQ after every 2 samples have been played! As the playing frequency was 22 kHz, this meant that my emulation code began getting over 11000 IRQs per second!
I experimented by forcibly limiting the auto-init IRQ frequency, but rather annoyingly, even at an IRQ frequency of 366 Hz (24000000/65536) the BSOD problem remained. Only at a frequency of 183 Hz (24000000/(2*65536)) I got rid of the BSOD problem. This made me realize that the IRQ speed itself can not be the actual cause for the BSOD, as for example Windows sets the PC timer to run at 1000Hz, which is also emulated similarly using a hardware IRQ at that speed, and it does work fine. Finally I then realized that my buffer copying code inside the IRQ handler expects the pointers to be word-aligned, and with the transfer buffer length of only 2 samples, the pointer was actually only halfword-aligned! Since Warcraft only uses this buffer setup when testing for a SoundBlaster, it is not so important to play the correct samples, and thus I forcibly aligned the pointers to be word-aligned. This got rid of the BSOD, but still the SB audio does not work quite correctly in Warcraft. I'll continue working on this problem during the next week. There are still various other problems in the new transfer code as well, which I also hope to be able to fix and/or implement during the upcoming weeks. But, you can expect at least the above fixes to be included in the next version.
http://dsx86.patrickaalto.com/DSblog.html
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January 8th, 2012, 23:53 Posted By: wraggster
It is again time to start a new blog page, as I like to have my blog pages not contain more than half a year's worth of blog posts. Makes it faster for you to read/download the latest entries as well.
DS2x86 v0.30 release notes
This is the first DS2x86 version to use my own completely rewritten transfer system between the MIPS and ARM processors for the DSTwo flash cart. Pretty much nothing in the new transfer code is copied directly from the SuperCard SDK sources. I have used the ideas from their sources, but the actual code is quite completely rewritten. The main differences are that now it is the ARM side that controls when and what data to transfer, the graphics are transferred in the native format of the emulated PC graphics memory and drawn on the ARM9 side, and the AdLib sound is fully generated on the ARM7 side.
I have not had time to implement all the features I had coded for the original transfer system, so not everything is fully working yet. Also, note that there are no compatibility improvements in this version, so if a game did not work in version 0.25, it most certainly will not work in this version either. Rather the opposite, if a game did work on 0.25, it might not work in this version! Here below is a list of features still missing from this version, so any game that needs one or more of these might not work properly:
Exiting to DSTwo menu is not yet supported, so you will need to power off to stop DS2x86. The exit code in the SDK was based on some obsolete devKitPro features, and I haven't studied how to do that with the latest devKitPro yet.
Smooth scaling is not implemented yet. However, the Jitter scaling mode uses the improved jittering algorithm by Sverx, so in the low-resolution modes it will give a result that is very close to the Smooth mode quality.
Graphics transfer in high-resolution modes (640xsomething) will take more time than in the original SDK, and thus the framerate will drop and some tearing might be visible. Improving this would require some extra work on the MIPS side, which would in turn affect the CPU emulation speed.
Hardware mouse cursor is missing, so any game needing that will be unplayable. Also mouse support in general is very poorly tested and might not work correctly.
Some EGA/VGA graphics tricks are not yet supported, so some games might show corrupt graphics.
SoundBlaster digitized audio support is still limited and quite buggy. It works fine in Doom, but that's about it.
AdLib audio buffers all data (notes and tone commands) up to 1/30th of a second, so timing of the music might be somewhat off.
However, there are obviously also some advantages in using the new transfer system. Here is a list of the current advantages, and as I get around to improving the still missing and buggy features, this list will hopefully get longer and the above list will get shorter:
Overall emulation performance is better than with the old transfer system. For example Doom takes only 87% of the time it used to take with the old transfer system (when running the first demo game).
AdLib audio is created on the ARM7 at 32kHz, so it has much better audio quality and also has some (though artificial) stereo effect.
PC Speaker audio is supported, so you will get error beeps etc.
The lower screen (virtual keyboard) is handled fully on the ARM side, so updating it (for example with the blinkin "HDD" indicator) is much faster and does not affect the actual game framerate.
The plugin size is much smaller, as all the graphics blitting code has been moved from MIPS (which needs about two times the amount of code to perform the same task) to the ARM side.
The internal architecture is cleaner, as now there is a clear role for each of the processors.
DS2x86 v0.30 screen blitting speed
The original SDK transfer system always transferred the graphics data using 16-bit color video buffers, so that transferring one screen frame needed 256x192x2 = 98304 bytes to get transferred. Since the card interface runs at 4.2MHz speed, transferring this much data took 23.4 milliseconds, and the frames could be transferred at a maximum speed of 42.7 fps. These numbers are the theoretical maximum, the real speed was somewhat less because of the need to transfer also audio data and various commands.
In the new system I transfer only as much data as is needed, so the amount is usually much less than in the original system, except in the high-resolution modes like 640x480, where I might need to transfer more data per frame than in the original SDK. Also, since the data needs to be transferred in 1024-byte blocks without direct random access, I can not currently skip bytes that are outside of the visible area if the game has set up the graphics memory to have a logical screen width larger than the visible screen width. For example, Commander Keen 4 uses a logical screen width of 1260 pixels in the EGA 320x200 mode during the intro scroller, so that I need to transfer almost 1000 extra pixels for each screen row! This will drop the blitting framerate down to 24 fps, which will cause visible tearing of the screen image. Luckily the game itself uses the normal 320x200 mode.
Here below is a table showing the most common graphics modes, and the maximum (theoretical) frame rate in each of them using the new transfer method:
Mode Original SDK New method Max FPS Notes
80x25 Text 23.4 ms 0.8..4.5 ms >200 fps Depending on changed characters
320x200 CGA 23.4 ms 4.1 ms 244 fps
640x200 CGA 23.4 ms 4.2 ms 238 fps
320x200 EGA 23.4 ms 6.7..40.9 ms 24..149 fps Depending on logical screen width
640x200 EGA 23.4 ms 13.1 ms 76 fps
640x350 EGA 23.4 ms 22.9 ms 43 fps
640x480 VGA 23.4 ms 31.2 ms 32 fps
320x200 MCGA 23.4 ms 13.1 ms 76 fps
360x240 Mode-X 23.4 ms 17.8 ms 56 fps Used in "Settlers"
320x480 Mode-X 23.4 ms 35.0 ms 28 fps Used in "LineWars II"
Future work
For the coming week or two, I plan to still work on the new transfer system, fine tuning it and adding the missing features. First, I hope to come up with a faster way to transfer the screen graphics in the high resolution modes, and in special EGA modes that use a very wide logical screen (like Commander Keen 4 or Supaplex). After that, I need to improve and fix the SoundBlaster audio handling, and then look into the hardware mouse cursor and other mouse features. Also, I can now add all the keyboard-related features (visible upper/lower case changes, key flash when clicked, etc) that are in the original DSx86 but have so far not been possible to implement into DS2x86. I don't plan to work on any game-specific compatibility improvements until I have improved the new transfer system still quite a bit further.
Please report games to seriously misbehave using this new transfer system, or if some core functionality that I have not mentioned above is missing, though! It helps me in improving the new system if I have a list of games to test, so I don't need to guess and hope that my change fixes something. Thanks again for your interest in DS2x86!
http://dsx86.patrickaalto.com/DSblog.html
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January 8th, 2012, 23:49 Posted By: wraggster
via http://emu-russia.net/en/
SNES, GB & GBC emulator has been updated recently. Changes:
- fixed auto joypad polling edge case; fixes Ys 5 controls;
- fixed Justifier polling code; Lethal Enforcers should be fully responsive once again;
- rewrote SNES S-SMP processor core (~20% code reduction);
- fixed Game Boy 8x16 sprite mode; fixed some sprites in Zelda: Link's Awakening;
- treat Game Boy HuC1 RAM enable flag as writable flag instead; fixes Pokemon Card GB;
- created far faster XML parser; bsnes can now load XML files once again;
- updated to mightymo's most recent cheat code database;
- internal color calculations now performed at 30-bits per pixel;
- gamma slider now acts as fine-tuned gamma ramp option.
File: Download
News source: http://byuu.org
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January 8th, 2012, 23:38 Posted By: wraggster
via http://gbatemp.net/index.php
Xflak has updated ModMii, the all-purpose Windows application for your Wii, from 5.1.0 to version 5.1.1. See the spoiler below for the extensive change log, and be sure to check out the on-going discussion for the download and instructions about how to use the wide variety of functions this Wii utility has to offer.
QUOTE: Current Features- It can download all the files necessary to Modify, Upgrade & Downgrade your Wii System Menu.
- Download individual IOS/cIOS files, Official Wii Channels, System Menus, Multi Mod Manager, YAWMM, Dop-Mii, both versions of Bannerbomb, Hackmii Installer etc.
- Install patched IOSs without an wifi connection on your Wii
This includes an easy to follow Custom guide to setting up a USB-Loader (including how to format/partition your external hard drive)
- Install SNEEK, build emulated NANDs, and Batch Extract WiiGamcube Games for use with SNEEK+DI or UNEEK+DI
- Customize Bootmii, Wad Manager and MMM start-up settings using ModMii Configurators to create a custom config files
This is also capable of building many different System Menu Themes (csm's and themed SM Wads) using the appropriate 000000**.app for your system menu (also applies to emulated NANDs)
- Provides solutions for the upside-down homebrew channel and the HackMii installer No Vulnerable IOS problems
- Advanced Custom Downloads Feature will allow you to easily patch and change the slot/version of IOSs/cIOSs. It can also build 3 different types of forwarder dol's and iso's (only use this feature if you know what you are doing!!)
Change Log 01/04/12 - Added a Region Change Wizard complete with custom guides to the Main Menu. Any Region Changer v1.1b Mod06 Offline was also added to Download Page 2.
- Added neek\neek2o rev selector, now users can choose from a list of available versions hosted on googlecode. ModMii's neek installion now use v0.7a of the Sneek Installer when installing versions of neek greater than 185. Older versions of neek and neek2o will continue to use v0.6c of the Sneek Installer for now.
- The ModMii Wizard Guides for already modifed Wii's now always asks users if they want to install active IOSs and patched System Menu IOSs. This means that users only wanting to update one thing (eg. Shopping Channel) can build custom guides that ONLY update that one thing.
- Added drag and drop support for ModMii Download Queues. Just drag the download queue onto ModMii.exe (or a ModMii shortcut) and ModMii will load it and save a copy to temp\DownloadQueues\.
- Added drag and drop support for ModMii's Emulated NAND Modifier. Just drag the folder containing your Emulated NAND onto ModMii.exe (or a ModMii shortcut) and ModMii will load your Emulated NAND and prompt you to select which modifications to make.
- Added drag and drop support for ModMii's File Cleanup Feature. Just drag your SD Card (or Copy_to_SD folder) onto ModMii.exe (or a ModMii shortcut) and ModMii will load it and wait for confirmation before proceeding with the File Cleanup.
- Added disc-based exploits as an option when running ModMii via command line. Some other minor changes were made to ModMii's command line usage. See ModMii's command line help menu for more info (call "ModMii.exe help" from a cmd window).
- Added a work around for a bug in the command line version of Theme Mii when it is running portably. If "TMCL.exe" is running portably (ie. not saved to C:\) it produces different output. If ModMii determines TMCL.exe is saved portably it copies it to C:\ModMii\temp\ before using it. Note that this wasn't a dangerous bug because ModMii was correctly reporting the generated themes as invalid.
- Fixed a bug where ModMii's Emulated NAND Modifier sometimes got lost (ie. running in the wrong location) and was unable to locate certain required files. The bug only occured when new WADs were NOT being installed to the Emulated NAND.
- Other minor changes.
Changes From 5.1.1:
- Fixed bug where ModMii's Emulated NAND Modifier would crash if the neek2o option was disabled.
- Bugfix: Forgot to include changelog joke in the last update.
http://gbatemp.net/topic/207126-modmii-for-windows/
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January 8th, 2012, 23:34 Posted By: wraggster
via http://gbatemp.net/index.php
GBAtemp member Snailface has released an update for his 3DS AR card viewer for the DS and PSP, and it is now at version 2.1. You can use this application as a convenient alternative to toting around the actual physical augmented reality cards. Please join the on-going discussion for more information about this homebrew project.
QUOTE: Change Log 12/29/11- Images centered exactly so there is no 'jitter' while changing cards.
- '?' Card no longer looks like an abomination.
- Sound effects added.
- Title screen book-moded.
http://filetrip.net/f27000-ARcardPACK-2-1.html
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January 8th, 2012, 23:32 Posted By: wraggster
via http://gbatemp.net/index.php
Settings Editor GUI has been updated to version 1.3. This Wii application, made by JoostinOnline and stfour, can be used for changing several facets of your Wii's system, such as screen resolution, aspect ratio, sensor bar position, and internet settings. Check out the discussion link below for the off-site download, and more information about this homebrew project.
QUOTE: Change Log 12/25/11•Settings Editor GUI now has theme support! It will use whatever theme you have for postLoader, or a custom one if you have it on your SD/USB (example included).
http://gbatemp.net/topic/310091-settings-editor-gui/
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January 8th, 2012, 23:31 Posted By: wraggster
via http://gbatemp.net/index.php
Swiss, the "swiss army knife of Gamecube homebrew" by emu_kidid has been updated version 0.2 revision 94. See the release notes for what's new, and join the on-going discussion for more information about this project. Note that an IDE-EXI, or SD Gecko is needed to use this utility.
QUOTE: Release Notes 12/25/11The 0.2 version revision goals:
•Game compatibility (Luigis Mansion, PSO Ep3)
•Removal of the need for a working DVD drive/disc in the drive (to work with the low patches too)
•GUI to undergo progressive clean-up
•Create Qoob modchip flashable BIOS version
•Streamline build process to also build a GCM (per region too)
•Wiikey fusion support!
http://code.google.com/p/swiss-gc/
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January 8th, 2012, 23:18 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game engine, 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;
r3663 | utunnels | 2012-01-07 05:27:25 -0500 (Sat, 07 Jan 2012) | 1 line
Changed paths:
M /engine/openbor.c
Forgot to reset ent_max and ent_count, now added.
http://lavalit.com:8080/OpenBOR/down...p?file=OpenBOR v3.0 Build 3663.7z
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