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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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October 11th, 2011, 01:59 Posted By: wraggster
Superstar video game developer Hideo Kojima hopes the Metal Gear series will continue after he's dead.
The 48-year-old designer told an audience at the University of Southern California (reported on byGameTrailers) that he will continue to make Metal Gear games as long as fans want them.
"First of all, I just want to say that as long as there are fans who want Metal Gear Solid, as a producer, I will always want to still make them and I want the series to continue," he said.
"So even after I die, I still would love to have the Metal Gear Solid series continue."
Kojima's made Metal Gear games since the Jurassic period, which probably explains why he fancies making something new.
"As a creator, of course, I want to do something new, and I don't want to be limited to Metal Gear forever, right?" he said.
But the problem is, no one does Metal Gear like Kojima.
http://www.eurogamer.net/articles/20...after-hes-dead
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October 11th, 2011, 01:58 Posted By: wraggster
In honor of Mario & Sonic at the London 2012 Olympic Games, Nintendo announced plans to launch a special blue Wii bundle in Europe this November. Despite the Sonic theme, the system (one of the new-model, GameCube-free Wiis) is a lighter blue than the hedgehog. It will include the game, a matching Wii Remote Plus, and likely a Nunchuk in the same color.
When Nintendo announced the new Wii configuration back in August, it suggested that other bundles would be on the way. We don't think it would only have been referring to this one -- which means we should look forward to more variants in Europe this holiday. We should also look forward to colossal sales from this game, as always!
http://www.joystiq.com/2011/10/10/ma...ue-wii-bundle/
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October 11th, 2011, 01:57 Posted By: wraggster
We're happy to have some good news about a new regional release of The Last Story, even if it's not the region we would have picked. The Classification Board has rated Mistwalker's Wii action RPG for release in Australia, where its "fantasy violence and mature themes" have earned it an M rating.
The Last Story, of course, is one of the games for which "Operation Rainfall" is campaigning. Depending on your outlook (and your location), evidence of an Australian release can either be an encouraging sign of worldwide plans, or a version of the game in yet another region that isn't North America.
http://www.joystiq.com/2011/10/10/th...-in-australia/
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October 11th, 2011, 01:48 Posted By: wraggster
As one of the biggest new game launches for the 3DS so far, we thought you might want to ogle at this pack shot for Mario Kart 7.
It arrives in EU on December 2, two days before the US launch of December 4 and a few weeks after Super Mario 3D Land which hit US on November 13 and EU November 18.
Nintendo recently released screenshots which confirmed the inclusion of the Tanooki Suit item in MK7, giving players a tail with which they can swat other players off the track or defend against incoming shells.
Mario Kart 7 is the first game in the long-running series to feature the Tanooki suit, which made its franchise debut in Super Mario Bros. 3.
http://www.computerandvideogames.com...ses-3ds-glory/
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October 10th, 2011, 00:00 Posted By: wraggster
via http://www.emucr.com/2011/10/1964mod-v146-beta-v2.html
1964mod v1.4.6 beta v.2 is released. 1964mod is a N64 emulator using the codes from original 1964 by Schibo & Rice. It is not created as a replacement to the original 1964 emulator. Hopefully, its enhancement will benefit people who loves the original 1964. 1964mod is currently at an early stage of experimentation & development. It is used as a learning platform to improve my programming knowledge and skills.
1964mod v1.4.6 beta v.2 Changlog:
Core Changes & Fixes
Standardized naming from 1964 to 1964mod for future source release
- update 'About" box text and English.lgm
- update copyright text etc
- update ini keynames etc
- update the following with new name:
* 1964modCore.ini
* 1964mod.cht
Re-write the handling of MusyX ucode passed from 1964Audio
- filter out MusyX "false positives" not detected correctly using old method
- remove manual bypass in game settings for "false positives" e.g.
* Pokemon Stadium 2, Star Fox(U), South Park Rally, BassMaster2000, Power Rangers
Re-write part of VIInterrupt
- refactor screen update refresh codes to reduce frame swap delay
* Star Wars - Shadow of Empire, Hexen, Perfect Dark, GoldenEye, DK64, Top Gear - OverDrive
- fix certain missing frame by detecting framebuffer read/write by CPU e.g. DK64, Hexen, Starcraft
- Zilmar Audio will now run with double the speed for most games
* use "AutoSync" on "Max VI Limit" for normal full VI/s speed
** Games playable with "Read Every Frame" (F6 hotkey) set as default in ini e.g.
** Mario Golf - sound is still good
*** Body Harvest - game menu is slow but in-game is full speed, good sound
*** MarioKart - sound is still good
*** Ridge Racer - game menu is slow but in-game is playable, sound is still good
Plugin Changes & Fixes
Re-write the MusyX ucode detection that pass to the emu core
- 1964modAud v3.0 is no longer Zilmar spec compliance
- fix missing audio for MusyX loadstate
- fix random lost of audio for MusyX games during in-game e.g. Tarzan
- fix 1964modAud regression for BassMasters2000 & Power Rangers
- games detected as MusyX e.g.
* Gauntlet Legends, Hydro Thunder, Resident Evil 2, Rush 2049, Tarzan, TWINE
* Fighting Force 64 (???)
Re-write audio fillbuffer selection algorithm and refactor related portion of fillbuffer codes
Fix audio bug that breaks game loadstate audio when AI_LEN_REG=0 do a return
Incorporate official Glide64 fixes till r254 to MyGlide64
Other Changes & Fixes
Fix plugin menu option "not grayed" when plugin is not found / loaded by load plugin function
Fix load RSP plugin bug even if it is available
- make Zilmar RSP.dll as default RSP plugin
https://sites.google.com/site/1964mod/
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October 9th, 2011, 23:54 Posted By: wraggster
via http://www.emucr.com/2011/10/glitch64-svn-r256.html
Glitch64 SVN r256 is released. GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64. Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.
Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.
Glitch64 SVN changelog:
r255
Fix line width calculation in line3d. Fixed issue 276: glover 2 intro error.
r256
Force alpha dithering for Castlevania. fixed Issue 264: Particle effect missing in Castlevania.
http://code.google.com/p/glidehqplusglitch64/
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October 9th, 2011, 23:53 Posted By: wraggster
via http://www.emucr.com/2011/10/fceux-svn-r2257.html
Fceux SVN r2257 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:
r2254
gtk: support mouseclicks (ie: zapper)
r2255
sdl: fixed some issues with --nogui . "--nogui" no longer requires an argument and can be used like this "$ fceux --nogui rom.nes"
r2256
sdl: fix mouseclick operations in "--nogui" mode (ie: zapper)
r2257
sdl: minor readme fix
http://fceultra.svn.sourceforge.net/
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October 9th, 2011, 23:28 Posted By: wraggster
via http://gbatemp.net/t310802-sonic-screwdriver
Sonic Screwdriver is a new DS homebrew made by Buck_7. The project, based on an iPhone application, is a tribute to The Doctor's sonic screwdriver, a fictional all-purpose tool used in the Doctor Who series. For more information be sure to check out the project's page linked below.
QUOTE(Release Notes 09/27/11)
To the best of my abilities, I have recreated the Sonic Screwdriver! Which is an I-Phone app. I took pictures using an I-Phone and edited them to make them DS compatible. Have Fun!
It's from a British television show called Doctor Who. The device is called a sonic screwdriver. It's a tool he uses to break through locks, scan people, fixes things. In other words, its a toy.
http://dsgamemaker.com/dsgmforum/vie...hp?f=14&t=2225
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October 9th, 2011, 23:27 Posted By: wraggster
via http://gbatemp.net/t310821-flashbackds-v1-1
Alekmaul has updated FlashbackDS to version 1.1. The project is a DS port of a classic platformer called Flashback, originally released for the Amiga in 1992. The game is set in the future, where you play as Conrad B. Hart, an agent trying to save the world from aliens that are disguised as government officials. Join in the on-going discussion linked below to get all the information about how to set up and play this DS homebrew.
QUOTE(Change Log 10/08/11)•Fix save/load problem
•Invert A & X buttons, R instead of Y for inventory, Y to jump
•Add confirmation before switching back to menu
•Some speed improvements
•Fix brightness problem when an error occurred
•Remove zlib include, useless for this version
•Remove assertion with flag NDEBUG
http://translate.google.com/translat...26prmd%3Dimvns
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October 9th, 2011, 23:26 Posted By: wraggster
via http://gbatemp.net/t310827-pocketnes-10-5-2011
It has been almost 3 years since the last PocketNES update was released. Many of you may not know that PocketNES is the GBA EMU that was ported by loopy as "nesDS". For more information on this update be sure to check the change log below.
QUOTE(Change Log 10/05/11)- Seamless sound, no more crackling on square wave channels.
- Correct frequency sweeps and triangle wave volume.
- Completely automatic speedhacks that just work, so there's no menu for them anymore.
- FAST. Turn off VSYNC and watch the games zoom.
- Many parts are are more accurate than before.
- Working Savestates
- Fixed many bugs
http://www.pocketheaven.com/ph/board...pic.php?t=7385
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October 9th, 2011, 23:24 Posted By: wraggster
Diablo2 Sorceress Project, the DS homebrew made by GBAtemp member LeRodeur, has been updated to version 1.05. The game is a Diablo2 tribute, where you play as a sorceress that must survive an onslaught of zombies. Check out the change log for what's new, and be sure to join the on-going discussion where you can give the author some feedback and ideas for what you'd like to see added to this work-in-progress game.
QUOTE(Change Log 10/09/11)•Real map, can't (who said teleport power?) escape your tragic destiny against zombies
◦Added fences, trees...
◦Objects of background fading when your behind it to see what's happening
•Ice skills freezing (not really but at least slowing by half would have been too much power) your enemies!
•Major fix when having more than 150 objects and deleting some objects, it was deleting the wrong sprites.
•Changed filesystem from efs to devkitarm filesystem (nitrofs)
•Now two versions of the game, one with sound and another without, should fix loading issues
•Added teleport and charged bolt skills
•More things but it's secret, still testing, will come soon, or not!
http://filetrip.net/f26421-Diablo-so...ie--1-0-5.html
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October 9th, 2011, 23:22 Posted By: wraggster
ron975 has updated FlashcartHelper to version 0.8. The application is a Windows utility for helping set up your flashcart 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, join the on-going discussion linked below.
QUOTE(Change Log 10/09/11)•Added Auto-Updates
•Added some R4 Clones support
•Added EDGE/iEDGE support
•MENUdo Installs
•Various Bugfixes
•Fixed Wood R4 bug on XP
•Improved Download homebrew feature (Now you can search Filetrip through program.)
•MicroSD Backup/Restore feature added.
http://filetrip.net/file.php?id=26422
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October 9th, 2011, 23:11 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
Okay, finally by the end of last week I had managed to fix the most frequent bugs in my preliminary paging support, so that Descent 2 Demo ran the intro demo and also allowed me to start a new game fine (most of the time). It still occasionally crashes, but this happens very rarely. I even added some additional logging to try and figure out the reason for the occasional crash, but when I then tried again and again to make this happen, it ran fine for the whole two hours I spent with this. Quite annoying.
Anyways, this version now has the basic paging (virtual memory) framework in place, but there is a large number of opcodes that do not support paging properly yet. Also, only the MCGA graphics mode is supported while paging is on, using 16-color modes or Mode-X modes will display corrupt graphics (if anything). It is quite likely that any software using paging will crash at some point. If you can send me the debug logs from these situations, and let me know what software it was that crashed, it might help me focus on the correct opcodes to enhance for paging support in upcoming versions.
I also fixed a couple of bugs that had been in all prior versions, the most serious of these was a bug in the REPNE (repeat while not equal) string opcodes, which would occasionally run the REPE (repeat while equal) version instead. This obviously caused the exact opposite effect to what was supposed to happen, so this may have caused a variety of problems in various games.
Next I would like to work on adding JEMM support, so that I could perhaps eventually get Wing Commander Armada running. JEMM is a version of Expanded Memory Manager, and it looks like DOSBox has that built in, so I think DS2x86 could also include that. There is a small compatibility problem in that JEMM (like any other expanded memory manager) assumes that expanded memory and extended memory share the same memory space. In DS2x86 I have completely separate memory areas for expanded and extended memory, just to keep things simpler. I need to look into either switching to the same memory area and letting the JEMM emulation handle the EMS, or still keeping the areas separate and only implementing the JEMM features that are needed to make Wing Commander Armada (and perhaps other games that use an expanded memory manager for their protected mode needs) running.
Also, adding paging support has slowed down some parts of the code more than I would have liked, so I also plan to profile the performance of my emulation and attempt to figure out ways to again speed it up somewhat. These things will surely keep me busy for the coming weeks.
Download via comments
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