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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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December 28th, 2011, 02:00 Posted By: wraggster
via http://www.emucr.com/
GameBoy Online (2011/12/25) is released. GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
GameBoy Online Changelog:
- Do not initialize a dummy audio output instance if there never was a true instance before (Optimization for when people want to run the emulator with audio disabled.).
- Removing a stray semicolon.
- Small cleanup.
- Optimized the IRQ assertion.
- De-inlined some code for clarity.
- Comments update.
https://github.com/grantgalitz/GameBoy-Online
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December 28th, 2011, 01:58 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r4139 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4139
MMU: add (experimental) support for writing to VCount. This is apparently required for proper multiplayer sync.
http://sourceforge.net/projects/desmume
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December 28th, 2011, 01:55 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r2376 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2376
* Tasedit: modeless FindNote window
* allow tabbing in Cheat console (#3384776)
http://fceultra.svn.sourceforge.net/
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December 28th, 2011, 01:52 Posted By: wraggster
via http://www.emucr.com/
Project64k v0.34 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.34 Changelog:
PJ Tools is REAL time plugin changer for Project64k, you can now be on kaillera while changing your plugins along with new shortcuts to access Graphics config, audio and input.
Shortcut keys
Settings - Ctrl-S
Graphics - Ctrl-G
Audio - Ctrl-A
Controller - Ctrl-K
Gameshark - Ctrl-C
Netplay - Ctrl-N
Fullscreen - F8
Refresh Roms - F5
http://pj64k.blogspot.com/
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December 28th, 2011, 01:50 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=14079&f=19
thomh @ ck proposes " Save santa! ", set of platforms for the Nintendo DS, where you have to help Santa find his way. Thurs lua coded, requires the latest version of the interpreter MicroLua DS to work.
Hello to all the community μlua Cool tonight in total and exclusive just for you the new DS Homebrew Thomh @ ck, a platform game on the theme of Christmas, and yes you heard right a platform game μlua. The principle is simple we must save Santa Claus who was lost and therefore you do not give these little gifts O_o, you sent to save him. To play is simple, click on the touch screen to select the menu, press left and right to move and A to jump ^ _ ^ it's quick and easy. Mr. Green Good info if not, normally the game would have been much more complete but unfortunately lack of time (to be honest I had forgotten to make the prog Papercraft ^_^), I had to take emergency before yesterday, so the games and finish as I had promised for the 18 but much less complete than I had expected but it's just good to play before Christmas.
http://microlua.xooit.fr/t866-platef...-papa-noel.htm
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December 28th, 2011, 01:37 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
0.44 (bugfix release)
I discovered that the fullscreen does not work properly in a multi-heads scenario. Fixed for both Windows and Linux (xinerama and multi-desktop).
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December 28th, 2011, 01:35 Posted By: wraggster
via http://www.aep-emu.de/
lambnes is an open source NES emulator written in Java and is yet in a very early stage of development. A new version has been released.
Quote:
version 0.0.6 has been released. This release includes support for vram +32 incrementing and fixes some issues with the background color. Various games are kind of working now. Emulator speed is still a significant issue that needs to be addressed.
features:
working ppu
visualizations of palettes and pattern tables.
unimplemented:
apu
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December 28th, 2011, 01:34 Posted By: wraggster
via http://www.aep-emu.de/
Meteor is a new Game Boy Advance emulator for Linux.
Quote:
___ ___ _
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| . . | ___| |_ ___ ___ _ __
| |/| |/ _ __/ _ / _ | ´__|
| | | | __/ || __/ (_) | |
\_| |_/\___|\__\___|\___/|_|
________________________________
Meteor is a Nintendo Gameboy Advance emulator. It runs only on Linux (yet) and
can emulate a lot of games.
Installation
────────────
To build Meteor, you need the following dependencies :
- CMake
- Gtkmm
- sigc++ (installed with gtkmm)
- libao
- SFML
- zlib
- OpenGL
Type the following commands to build Meteor :
$ mkdir build
$ cd build
$ cmake ..
$ make
$ make install
You may need root privileges for the last command. You can change the
installation prefix by typing :
cmake -DCMAKE_INSTALL_PREFIX= ..
Uninstall
─────────
In the build directory type :
$ xargs rm < install_manifest.txt
You may need root privileges to do this.
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December 28th, 2011, 01:25 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
Merry Christmas! Since this Sunday happened to occur on the Christmas day, I decided to write most of the post beforehand, and then just add a few words and post it on the actual Christmas day. I don't want to spend all of my Christmas working on DS2x86, I'll need to have some free time to enjoy the holidays as well. :-)
[h=4]Doom audio work[/h]During my first Xmas vacation week I have continued working on the SB digitized audio handling for the new transfer system. On Monday, as I was testing the clicking problem, it occurred to me that it would help me in pinpointing the location of the clicks if I could see the actual waveform produced. Thus I began recording the audio from the Nintendo DS headphone connector to my PC. This was a big help, for example when I added four samples of value 0x90 (where the SB middle point is at 0x80) into a certain position of every 128-byte sample block, I could see that the clicks always happened at offset 32 into this 128-byte block. Due to the fact that Doom sound initialization plays first a small sample before starting the auto-init looping mode, offset 32 meant that the clicks were always at the beginning of the transfer buffer. The actual clicks looked like the following (with the 4 samples of 0x90 value being at the beginning of each 128-sample block):
Finally by Monday evening I found the cause for the clicks in the audio. These were caused by the card FIFO containing an extra word in it before the actual audio sample data, and as the receiving routine on the ARM side assumed the whole transfer buffer consisted of audio samples, these 4 invalid samples caused the clicks. The actual reason why there were an extra word in the FIFO is still a bit of a mystery to me. After spending most of Tuesday experimenting with this, it seemed that the extra word was the result of a previous command to the card when the MIPS side was not able to respond quite as fast as the ARM side expected. The problem got worse when I reduced the MIPS CPU speed, which also pointed to a timing problem. After some more experimenting I finally managed to adjust my new transfer system so that it now seems to work with all possible CPU speeds and with the card FIFO always containing only correct data.
After I got rid of the clicks, I decided to record the whole Doom demo, so that I could compare the audio quality of the original (current) DS2x86 transfer system with the new system. I noticed that in the old system (with the audio playing at a constant 22kHz rate) the audio had repeating 512-sample dropouts, which I had not been able to fix using the original DSTwo audio transfer buffering system. Here below are images of the first AdLib note in Doom, on top is the waveform from the old transfer system (with one 512-sample dropout selected) and below it the waveform from the new system (where AdLib audio is generated on ARM7 and played at 32kHz, so there are no dropouts and the quality is in general much better).
After getting Doom to work, I continued with getting the SB digitized audio of my own LineWars II working. It does not use auto-init audio, instead it does the buffer swapping in software. It re-starts the audio playing from the other buffer inside the SB IRQ (which happens when playing the current buffer finishes). It then prepares the next buffer inside the same IRQ handler, and then returns to the actual game play. This system is currently almost working, but there are gaps in the audio, which I believe occur when the SB IRQ on the MIPS side happens just after the previous 1/30th second block has been transferred to the ARM side. I think I need to delay the audio playing so that I don't keep running out of the currently playing buffer on the ARM7 side before the next buffer transfer has started from the MIPS side to the ARM9 side.
[h=4]New transfer system performance[/h]As I was recording the Doom demos from both the old system and the new transfer system, I noticed that the recording from the old system was considerably longer than the recording from the new system. Seems like this is one way to calculate the real-world speedup that I was able to achieve with the new transfer system. The new system is not fully optimized yet, but it does transfer all graphics and audio data, so the results should be quite comparable. The time it took from the start of the first AdLib note to the end of the final sound was 3:34.90 (or 214.90 seconds) using the old transfer system, and 3:06.94 (186.94 seconds) using the new transfer system. That is, with the new system Doom uses only 87% of the time to run the whole demo, so the new system does give a nice performance boost. Both of these timings were taken with the 360MHz CPU speed and 30fps screen refresh rate with scaling mode Zoom.
[h=4]Plans for the next week[/h]During the remainder of my Xmas vacation I plan to first work on the more essential missing features of the new transfer system, like the whole EGA graphics mode support, and then hopefully still improve the SB digitized audio somewhat. I believe the SB audio support is not quite essential to be included in the next version, but the EGA support pretty much is. I also just added PC speaker audio support to DS2x86, as that is a new feature that has until now been completely missing. Using the old transfer system I would have needed to create a waveform and mix it into the 16-bit stereo buffer (which already had AdLib and SB digitized audio). I thought this was too much work for such a small feature so I never got around to implementing it. However, with the new transfer system all I need to do is to send the frequency value (a single 16-bit value) from the MIPS side, and the ARM7 can then use the PSG sounds to create a beep at that frequency. Very simple, and very similar to the way it works in the original DSx86. The only difference is that in DS2x86 the speaker frequency will only change at most 30 times a second, while in DSx86 it can change much faster.
The next released version of DS2x86 will have the new transfer system, but it will very likely still miss a lot of features. One feature that will probably be completely removed is the ability to take screen copies. This is because the actual screen image is now created on the ARM9 side, and there is no (fast) way to transfer it to the MIPS side for writing to the SD card. If I wanted to have screen copies, I should duplicate the screen handling to the MIPS side, and that would just increase the size of the code too much. In any case, the only thing I can promise for sure is that the next version (with version number 0.30) will run Doom faster than ever before, with much improved audio quality. Any other game or software might not work properly, so please be prepared to have many games still fail to run in the next version. But, I hope that when I get the next version released, you would be interested enough to test your favourite games and report to me in what way they fail to run. :-)
Anyways, have a nice holiday and the end of this year! It might be that I will release the next version on the January 1st, 2012!
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December 28th, 2011, 01:20 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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December 28th, 2011, 01:18 Posted By: wraggster
via http://gbatemp.net/index.php
Popolon has updated msxDS, the MSX/MSX2/MSX2+ emulator for the DS/DSi, to version 0.92. See the change log for what's new in this edition, and for more information be sure to check out the project page linked below.
QUOTE: Change Log 12/26/11•Fixed FM-PAC mapper (SRAM included).
•Fixed Game-Master 2 mapper (SRAM included).
•Fix the Kanji ROM driver size.
•Improved display of screen10 and screen12 modes.
•Compiled with devkitARM r36 et libnds 1.5.4+.
•Ability to display on the top screen the MSX software media image corresponding to the selected file. (Cartridge, floppy disk and tape)
http://www.alternate-fmsxds.webs.com/index.html
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December 28th, 2011, 01:16 Posted By: wraggster
via http://gbatemp.net/index.php
Settings Editor GUI, made by JoostinOnline and stfour, has been updated to version 1.2. This Wii application is 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 12/19/111.2
•Wii remote powers down after 1.5 minutes of inactivity.
•If in an emunand, you can now choose how to exit.
•Before you load the Internet Settings, you are prompted if you want to save changes.
•Exits a bit faster.
1.1
•It displays properly in 576i
•You can now CHANGE to 576i
•You can turn WiiConnect24 on and off
•Booting into Internet Settings is an option
•Cut down loading speed by 50%
•Changes Saved message only lasts 1 second instead of 2
•Got rid of the text at the bottom since the title and credits are in the meta.xml file
•Compiled with libogc v1.8.6 (older) so the Internet Settings option would work.
•If you are using a wii remote only, the pointer is not displayed if you go outside the valid range (i.e. not pointing at the screen)
http://gbatemp.net/topic/310091-settings-editor-gui/
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December 28th, 2011, 01:14 Posted By: wraggster
via http://gbatemp.net/index.php
WiiMP3 Player is a new Wii homebrew made by Wentstorm. See below for the features currently included, and check out the discussion linked below for more information about this text interfaced MP3 player.
QUOTE: Current Features 12/20/11•Text based interface
•Can play only MP3s
•You can choose the file from a filebrowser
•Pause - Unpause functions
•Stop - Replay functions
•Display the current song's state (Playing - Paused - Stopped)
•Display the current song's size (bytes)
http://code.google.com/p/wiimp3/
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December 28th, 2011, 01:12 Posted By: wraggster
via http://gbatemp.net/index.php
Diablo2 Sorceress Project, made by GBAtemp member LeRodeur, has been updated to alpha version 1.1.0. This DS homebrew is a Diablo2 tribute, where you play as a sorceress that must survive an onslaught of zombies. See the change log for what's new in this edition, and be sure to check out the on-going discussion where you can give the author some feedback and suggestions for this work-in-progress game.
QUOTE: Change Log 12/21/11•Beginning of the story
•2Maps (second available at level5)
•Save (file named d2save.sav, at the root of the card)
•Level management
•many fixes
•few dialogues
•added more sounds (still need to add more but haven't got the time right now)
•2 new mobs
•Most of the formulas are the same as in diablo2
•Much more..?
http://filetrip.net/f26936-Diablo-so...ect-1-1-0.html
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December 28th, 2011, 01:09 Posted By: wraggster
via http://gbatemp.net/index.php
Wii Converter GUI, made by GBAtemp member PandaNL, has been updated to version 1.7.0. This Windows application is Wii game conversion tool with a user-friendly graphical interface. Note that .NET framework must be installed to use this utility. See the change log for what's been added, and join the discussion linked below for more information about this project.
QUOTE: Change Log 12/20/11•Added Swedish language
•Game info will now show region information (NTSC-U, NTSC-J, PAL, PAL-R, KOR)
•2D and 3D boxart will now also get US, JAP, PAL and KOR boxart.
•Boxart grabbing will no longer freeze the application when loading the image in.
•WBFS will display a live progress on the converting progress.
•Convert buttons will be disabled when a progress is started, so you can't start two convertings by exident.
•Tooltips added
•Error message when you don't select a file.
http://filetrip.net/f26937-Wii-Converter-GUI-1-7-0.html
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December 28th, 2011, 01:08 Posted By: wraggster
via http://gbatemp.net/index.php
PokeMini is a DS/DSi homebrew made by justburner. This Pokemon-Mini emulator, which is also available for several other systems, has been updated to version 0.5.1. See the change log for what's new in this release, and be sure to check out the project page linked below for more information about this homebrew.
QUOTE: Change Log 12/18/11•Relative files are now launched from current directory
•Fixed notification message display in 32bpp
•Added 50% Scanline LCD filter
•New Tools (Available in Debugger package):
•PokeMini Image Converter
•PokeMini Music Converter
Debugger only:
•F1 shortcut for documentation
•Improved external launcher
•IRQ Window "Frames in single-row" initialization fixed
•Minimized windows won't be rendered now
•Added "Character Set -> From file..." in Memory viewer
•Added "Memory data" in Memory viewer with Import, Export, Copy and Fill operations.
•Win32 Only: Fixed DirectDraw surface pitch
http://code.google.com/p/pokemini/
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