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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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November 15th, 2011, 13:34 Posted By: wraggster
News via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
Changelog:
0.42
Added a popping sound reducer for games (like Castelvania II, Batman, Ninja Gaiden 3) that have a drum imitation that causing a large jump in the output level for a short period of time through the register $4011 (thx to Eugene.s for the report and Tepples for the help).
Added "Overscan" option in the video menu that reduce the visible scanline from 240 to 224 by cutting the first and the last 8 scanlines. This setting is specific for the rom in use. If you change it, will be remembered when you open them again. If you set to "Default", puNES will always use the setting checked in "Default value" menu.
0.41 (bugfix release)
In the previous release I have fixed many bugs but it is also true that others have been added, such as an annoying disturbance of sound that, under certain circumstances, could afflict the windows version. Fixed.
0.40
I´have rewritten from scratch the input system and now are supported 2 players, joysticks, it´s possible redefine the button of the control pad and also I can implement the emulation of other input devices much more easily.
Fixed various bugs .
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November 15th, 2011, 13:29 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
For the past week I have mostly been just studying the DSTwo SDK sources. I have not made much changes to DS2x86 yet, but I have been thinking of ways to improve the data transfer, and I have also been cleaning up the interface code that transfers the data between the MIPS side and the ARM side. I think I now have a rudimentary understanding of how the system works, so I can finally start changing it. The problem with these changes is that they will make DS2x86 not run properly for quite a long time, as I need to change a lot of the core functionality.
I plan to make several major changes to the data transfer interface, with the most notable changes being the following:- The lower screen keyboard handling moved completely to the ARM side. This will make the resulting file smaller, as I only need to use a 4bpp (16-color) version of the keyboard image instead of the 16bpp version that DS2x86 currently uses. Also, changing any config texts required me to send the whole 256x192x2 byte image from MIPS to ARM. This is already mostly working, except the HDD led functionality is still missing, and I still need to completely redo the debug screen handling (and the BSOD system). I also plan to add the keyboard key color change when you press a key (as in DSx86), as I can now handle that similarly to DSx86.
- I also plan to transfer the top screen data directly from the x86 emulated data (which can be in various formats depending on the graphics mode, anything between 1bpp and 8bpp). Until now I have had to convert and copy this data into the 256x192 16bpp buffer that the DSTwo SDK can then send to the ARM side. All of this converting and copying has taken time from the CPU emulation. The actual transfer uses DMA, so it should not take much time away from the CPU emulation any more. I have just today began experimenting with this, by sending the 32KB text mode data (from x86 address B800:0000) to the ARM side, and having the ARM side then convert and write this data to the actual ARM VRAM using the 6x8 font. This seems to work in principle, I am just having some palette-related problems with that currently. Of course I would not absolutely need to copy more than 80x25 (or even only 42x25 if I really wanted to minimize the transfer size) characters in text mode, but even the 32KB is much less than the 256x192x2 = 96KB that the original method required. And, if I were to use code to select the amount of data to be sent on the MIPS side, I would lose some of the speed of simply letting the DMA system send the whole 32KB memory area.
- The next big change is that I would like to do is to let the ARM side command the screen copying. The original DSTwo SDK method is such that the MIPS side commands everything, the ARM side just waits for commands and then executes them. I would prefer the ARM side to use the VBlank interrupt to make the MIPS side start sending the screen data, so that I could keep the data sending synced to the actual VBlank interval. Until now I have used a timer on the MIPS side that tries to emulate the VBlank interval, but using the actual VBlank interval would make more sense. This change would switch the MIPS/ARM master/slave relationship upside down, so I'm not sure how much work this would mean and if it would work in practice.
- After the screen handling is done, I need to look into the audio handling. AdLib emulation should be simple as it is not so timing critical and sends very little data, but the SoundBlaster digitized DMA audio is more difficult. It needs two-way data transfer, as the emulated DMA registers on the MIPS side should be updated as the data buffer gets played on the ARM7, so this is something that I still need to spend some time thinking about. I have some ideas, but I need to first see about how I can get the video side working before I can then start working on the audio system.
All in all, a lot of work still remains before DS2x86 will take better advantage of the new SDK possibilities. No new versions for several weeks yet, possibly not even this year. But, I hope the next version will then have some noticeable improvements over the current version.
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November 15th, 2011, 13:28 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- added preliminary Game Boy Color emulation;
- NES: added MMC6, VRC1, VRC2, VRC3 emulation;
- NES: fixed MMC5 banking and added split-screen support [Cydrak];
- NES: pass all of blargg's ppu_vbl_nmi tests, pass more sprite tests;
- NES: palette is now generated algorithmically [Bisqwit];
- SNES: fixed SA-1 IRQ regression caused by code refactoring;
- Game Boy: rewrote audio channel mixing code; sound output is greatly improved as a result;
- Game Boy: uses DMG boot ROM instead of SGB boot ROM;
- Game Boy: fixed potential bug when loading save states;
- phoenix: fixed ListView focus issue [X-Fi6];
- phoenix: fixed dialog message parsing [X-Fi6];
- ui: video output is truly 24-bit now; SNES luma=0 edge case emulated;
- ui: audio frequency, latency, resampler are now user configurable;
- ui: gamma ramp is dynamically adjustable;
- ui: all filters ported to 24-bit mode (speed hit to HQ2x);
- ui: added turbo button mappings for all generic controllers;
- ui: fixed audio volume on unmute via menu [Ver Greeneyes];
- ui: shrink window option does nothing when no cartridge is loaded;
- ui: re-added compositor disable, driver verification from v082.
File: Download
News source: http://byuu.org
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November 15th, 2011, 13:26 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- BugTris (Kor)(Unl)[!]. Thanks to all people involved and provided today carts for dumping. Especially for this one - simple but funny tetris clone from Korea. Even being so simple and having so horrible music, this game have it's small feature. Main goal of this game is not to destroy all the tiles, but find and destroy bugs, sitting in the tiles. So, that's because this game called "BugTris".
- 4-in-1 (FK23C8026) [p1][!], 4-in-1 (FK23C8045) [p1][!], 4-in-1 (FK23C8056)[p1][!], 4-in-1 (FK23C8079) [p1][!], 110-in-1 [p1][!], 1997 Super HIK 4-in-1 (JY-052) [p1][!]. Now goes multigame madness. First 4 carts are from specific series of multigame carst with graphical menu based on FK23C boards, one of this series I was dumped a long time ago. Now there are only 5 from at least 100 carts is dumped, and i'd like to find more of these, so if you own some, let me know.
Next, dumped by request a good version of 110-in-1 well known multigame cart. Unfortunately, all GoodNES versions of this cart are bad dumped, each 256Kb block of data contais there only first 128Kb of data repeated twice, so it works sometimes, but not completely correct. Now you can play full good dumped version.
The last one multigame cart dump based on mapper 90 board, thus this is first multy on normal 90 mapper, I fixed mapper code to correct emulation, but now huge 45-in-1 cart isn't working, it need assiging separate mapper based on 90, but with huge data bank support.
4-in-1 (FK23C8026) [p1][!]
4-in-1 (FK23C8045) [p1][!]
4-in-1 (FK23C8056) [p1][!]
4-in-1 (FK23C8079) [p1][!]
110-in-1 [p1][!]
1997 Super HIK 4-in-1 (JY-052) [p1][!]
News source: http://cah4e3.shedevr.org.ru
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November 15th, 2011, 13:18 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;
r3591 | utunnels | 2011-11-13 08:52:34 -0500 (Sun, 13 Nov 2011) | 2 lines
Changed paths:
M /engine/openbor.c
Force all player characters to be selectable when load a saved game.
This is a temporary fix until allowselect list can be saved.
http://lavalit.com:8080/OpenBOR/download.php
Download via comments
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November 15th, 2011, 00:50 Posted By: wraggster
PETA, the People for the Ethnic Treatment of Animals, has launched an attack on Mario for his use of the Tanooki Suit.
The organisation damns Mario for apparently encouraging the wearing of 'fur' for super powers.
"When on a mission to rescue the princess, Mario has been known to use any means necessary to defeat his enemy-even wearing the skin of a raccoon dog to give him special powers," says the PETA site.
"Tanooki may be just a 'suit' in Mario games, but in real life, tanuki are raccoon dogs who are skinned alive for their fur. By wearing Tanooki, Mario is sending the message that it's OK to wear fur," it goes on to claim.
Even more hilarious, the page contains a Flash game that lets players take control of a skinless tanuki who chases Mario as blood drips from his Tanooki suit to retrieve his stolen fur.
It's called 'Super Tanooki Skin 2D', and we finished it. This is gory stuff. And actually rather funny.
We're all for animal rights, but it's ironic that the most comical depictions of dead animals in a video game should come from the site aimed at discouraging such things.
http://www.computerandvideogames.com...f-tanooki-fur/
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November 15th, 2011, 00:22 Posted By: wraggster
The Virtual Console version of Super Street Fighter II: The New Challengers will offer online multiplayer over Nintendo’s network.
It’s a surprise addition to the game, but certainly a welcome one – particularly when you consider how unwilling many publishers have been to rework any of the elements in their back-catalogue digital re-releases.
Capcom has confirmed that this will be implemented not only in the Japanese version but also in the American and European releases too.
Super Street Fighter II: The New Challengers was originally released on the Sega Mega Drive and is arguably the most complete console version of SSFII.
http://www.mcvuk.com/news/read/onlin...console/087325
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November 14th, 2011, 16:54 Posted By: wraggster
The Nintendo 3DS had a tough start to life, but the handheld’s story has barely begun with its biggest blockbusters still to come. MCV looks at why the much talked about handheld should have a very merry Christmas...
SUPER MARIO HAS ARRIVED
One of the biggest criticisms of 3DS so far has been the lack of big, system-shifting blockbusters. And when it comes to major console sellers, you don’t get much bigger than Mario.
Not content with a promising new platformer – Super Mario 3D Land – there’s the seventh entry in the ludicrously successful Mario Kart series. The previous game on Wii has sold an incredible 27m units worldwide as of April, the last handheld title – Mario Kart DS – has shifted 21m games. It’s quite a big deal.
There’s more Mario due next year. Paper Mario, Mario Tennis and Mario & Sonic at the London 2012 Olympic Games are scheduled for release. But the two to watch are out this year, with 3D Land due on November 18th and Mario Kart 7 set for December 2nd.
THE PRICE IS RIGHT
3DS’ original £200 price point was a touch high – particularly for a device without a killer app. Nintendo recognised this and took drastic action in August, knocking a third off the trade price (taking the retail price down to around £150).
THIRD-PARTY SUPPORT
3DS has an impressive third party release slate. From Metal Gear Solid: Snake Eater 3D to Resident Evil: Revelations, there’s plenty of blockbusters on the horizon. The biggest – for the Japanese market at least – is Capcom’s double helping of Monster Hunter titles. This franchise has made PSP the hottest games machine in Japan, and is a huge coup for Nintendo.
GIRLS, GIRLS, GIRLS
Female gamers make up a sizeable chunk of Nintendo’s DS install base and the platform holder hopes to convert them with a number of new titles aimed at girls (to go alongside Nintendogs + Cats) and the launch of a ‘Ice White’ and ‘Coral Pink’ 3DS – you know, because girls like pink.
NINTENDO IS WILLING TO ADAPT
Sure, it looks bulky, but the 3DS second circle pad attachment (which can be used for Resident Evil, Monster Hunter, Metal Gear Solid, Ace Combat and more) is just one example of how Nintendo is prepared to update and iterate on its product. And not just in the physical space either. The company is working on new modes for its popular Street Pass and eShop.
AND THERE'S POKEMON
Spin-off title Super Pokémon Rumble is due in December, and you can guarantee The Pokémon Company are hard at work on a full 3DS RPG.
http://www.mcvuk.com/news/read/opini...ng-xmas/087334
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November 14th, 2011, 16:42 Posted By: wraggster
[Oliver] had an old NES controller laying around, and without any other use for it, he decided to repurpose it as a portable storage device.
He gutted most of the controller, removing the plastic standoffs, leaving the D-pad and remaining buttons intact. He crammed a 32 GB flash drive inside, along with the guts from an SD card reader. Using a Dremel he cut several openings into the controller, one for the flash drive and SD card reader’s USB ports, as well as for the SD card itself. When the physical modifications were finished, he installed a small Linux distro on the flash drive, which can be run by any PC that supports booting from USB.
While some might argue, we think it’s a neat way to reuse an old gaming peripheral that he might have otherwise thrown out. The portable OS is something that would certainly come in handy, though we can’t wait until the Raspberry Pi is finished – it would be awesome to have a complete computer packed in there too.
http://hackaday.com/2011/11/13/nes-c...r-portable-os/
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November 14th, 2011, 16:36 Posted By: wraggster
Is Nintendo's Zelda-branded 3DS making its way to the US? It certainly seems to be, based on the above GameStop ad. Spotted by one of our eagle-eyed tipsters, this leaked Black Friday promo offers the gold-and-black, Hyrule-emblazoned console as part of a bundle deal that also features The Legend of Zelda: Ocarina of Time 3D. This can all be yours, apparently, for the price of $200 (or as little as $100, if you're willing to part with one of your older consoles). Nintendo has yet to issue an official word on Zelda's stateside arrival, but we'll be sure to let you know as soon as we hear more.
http://www.engadget.com/2011/11/14/z...-us-gamestops/
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November 13th, 2011, 21:48 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator for Windows Vista/7 has been updated. Changes:
- Added quick access menu feature to ease navigation of large collections. Press Select, or up at top of menu, to activate.
- More accurate color palette (based on Bisqwit's work).
- Improved IRQ timing (fixes Mickey's Adventures in Numberland glitches)
- Improved handling of sprite memory reads (fixes Super Cars glitches)
- Fixed bug that could cause nemulator to hang when selecting a game
- Enter and escape keys now work for menu navigation and entering/exiting games
- Added support for the following mappers:
15 - 100-in-1 Contra Function 16
16 - Dragon Ball Z (J)
18 - The Lord of King (J), Magic John (J), Pizza Pop! (J)
41 - Caltron 6-in-1
42 - Bio Miracle Bokutte Upa (J) (Mario Baby - FDS Conversion)
44 - Super Cool Boy 4-in-1, Super Big 7-in-1
47 - Super Spike V'Ball + Nintendo World Cup
70 - Family Trainer - Manhattan Police (J), Ge Ge Ge no Kitarou 2 (J), Kamen Rider Club (J)
72 - Pinball Quest (J), Moero!! Juudou Warriors (J), Moero!! Pro Tennis (J)
73 - Salamander (J)
76 - Digital Devil Monogatari (J)
77 - Napoleon Senki (J)
82 - SD Keiji - Blader (J)
85 - VRC7 Lagrange Point (J), Tiny Toon Adventures 2 (J)
86 - Moero!! Pro Yakyuu (Red) (J), Moero!! Pro Yakyuu (Black) (J)
89 - Tenka no Goikenban - Mito Koumon (J)
92 - Moero!! Pro Soccer (J), Moero!! Pro Yakuu '88 - Ketteiban (J)
95 - Dragon Buster (J)
97 - Kaiketsu Yanchamaru (J)
105 - Nintendo World Championships
113 - Rad Racket, Papillon.
News source: http://nemulator.com
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November 13th, 2011, 21:44 Posted By: wraggster
via http://gbatemp.net/t313367-holy-hell-final-version
genecyst has completed work on Holy Hell for the GBA, and released the FINAL version. Holy Hell is a puzzle game (Mr driller, Magical Drop) with a shmup attitude. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together. You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything.
QUOTE: Release Notes 11/10/11Hi guys here's the FINAL version of HOLY HELL GBA. It probably still contains some bugs but i think it's time to stop with this project.
Thanks a lot to all gbadev community for helping me in these years.
http://holyhellgba.blogspot.com/2011...-download.html
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November 13th, 2011, 21:42 Posted By: wraggster
via http://gbatemp.net/t313219-level-editor
GBAtemp member Schmendrick has released Level Editor, a new user-friendly tiled map level editor that allows you to build your own courses right from your DS. See below for a list of current features, and be sure to join the on-going discussion to get all the details about this homebrew project.
QUOTE: Current Features 11/06/11•Easy-to-use level editor with stylus controls
•Simple but efficient UI
•Generic level data format to be used in any game engine
•Show or hide grid, tile IDs or complete layers
•Level saving/loading to/from sd
•Up to 5 layers (last layer reserved for collision map data)
•Dynamic layer resizing (when possible, resizing will keep your level data in place)
•Customizable Parallax layer scrolling
•Built-in customizable playtest featuring Mario
http://temp.dennisvanzwieten.com/LevelEditor.rar
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November 13th, 2011, 21:41 Posted By: wraggster
via http://gbatemp.net/t313171-desert-bus-v1-04
Are you ready for excitement?! Are you ready for high-speed non-stop action?! If your answer is "NO", then Desert Bus is just the game for you. In this mini-game remake from a 1995 unreleased Sega CD game called Penn & Teller's Smoke and Mirrors, you get behind the wheel of a bus and try to endure all the fun of a 360 mile, 8 hour road-trip from Tucson to Las Vegas without resting. The game plays in real-time, there is no pause, and you can't go any faster than 45mph. Also, the bus veers slightly so there's no leaving the steering wheel unattended. If it sounds boring, that's because it was supposed to be a comical answer to violent video games of the time. For more information about this Wii homebrew, check out the author's project page linked below.
QUOTE: Change Log 11/06/11•added the original title music
•fixed some very old Z order rendering issues
•better handling for overscan
•remove default wiimote power button callback
•behind the scenes improvements
http://wiibrew.org/wiki/Desert_Bus
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