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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
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September 26th, 2011, 01:54 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11231
ASSEMbler shows off his IS-NITRO-CAPTURE. If you ever wondered what the video quality was like you'll get a brief look at the hardware's internal up-scaling here. He also showed the internals of the unit in a previous video. If you're interested in the device, one of these would apparently run you around $3000, and i imagine you'd need a good contact to even find one considering not many dev studios owned the device in the first place.
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September 26th, 2011, 01:53 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
For the last week I have continued working on the paging features for DS2x86. This time I have managed to make some visible progress, as Descent 2 Demo goes to graphics mode properly, and at times I can even reach up to the main menu! However, this happens only in about once every six attempts or so, in other cases it crashes with a failure in some internal sanity checks I have in my protected mode opcodes. I believe these crashes are mostly due to the (silly) game not keeping the stack pointer doubleword-aligned, which makes the stack access occasionally needing to read a doubleword from two separate 4K pages, which is not yet supported. The frequency of this happening depends on the timing of the hardware timer interrupts etc, so it rarely happens in the same place.
So, the next step is to improve the data accesses, first for the stack opcodes and then for all the other opcodes, to also handle the possible page discontinuity properly. I have already handled this discontinuity in some opcodes, like the REP MOVSD string handler, but it is still missing from a lot of other opcodes. The CS:EIP handling code that I described in the previous blog post seems to work properly at the moment, so I can focus on the data access from now on.
Since checking for page discontinuity is a rather slow operation, I have been toying with the idea of attempting to use the hardware (the MIPS processor memory management unit) in some way to help with the virtual memory implementation. I only yesterday thought about this, and tried to test what the current hardware TLB contains. It seems to not contain anything sensible, which probably means that the TLB feature of the hardware is not actually used by the DSTwo SDK. It seems that all the memory accesses are to the 0x80000000 memory area, which the MIPS32 documentation describe as "Kernel Unmapped" area. Unmapped here means that the TLB hardware is not needed, the memory is mapped directly to the beginning of the physical memory. The virtual memory area between 0x00000000 and 0x7FFFFFFF is called "User Mapped", so that would use the TLB hardware to map virtual addresses to physical RAM (and accessing it currently always generates a "TLB miss" exception since the TLB table values are all invalid). It would be neat if I could use the TLB to map the first 16 megabytes (virtual addresses 0x00000000 - 0x00FFFFFF) directly to my emulated DOS RAM area using the TLB, as in that case the hardware would do the memory translation and I could get rid of my EMSPages mapping table!
This direct mapping would be quite simple if the game does not use virtual memory (or even EMS memory) and uses MCGA graphics, as then I could set up a single TLB entry mapping all 16MB of RAM at virtual addresses 0x00000000 - 0x00FFFFFF to my emulated RAM area. However, as soon as EMS memory or EGA or Mode-X graphics are needed, things get more complicated. In this situation I could divide the area into 16KB pages, but since the TLB table in MIPS32 only has 64 entries, that could map only the first 1MB of RAM. Nice for real mode programs, but for protected mode I would need to handle the hardware TLB misses with a fast exception handler (the documentation tells that the TLB miss exception uses a different vector to the common exception handling vector, and I have not been able to determine from the DSTwo SDK where this special exception handler should be). Even more difficult will be the situation with virtual memory, as only the addresses below 0x80000000 can be virtualized, the addresses above that would simply fail horribly when the game will access my emulator code instead of the emulated data or code. So, I am not yet sure whether it is worth it to look into this possibility further, but it is an intriguing idea.
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September 26th, 2011, 01:52 Posted By: wraggster
via http://dsx86.patrickaalto.com/
DSx86 release notes
This version has only one small fix, the smooth scaling changes I made in the previous version introduced a screen flickering problem when attempting to scroll the smooth-scaled screen. This also happens when the Touch Pad Mouse cursor got near the screen border in modes that do not need scrolling, like in 640x480 mode. This problem was caused by my changing the REG_BG3Y hardware scaling register after the screen blitting function, and as the screen blitting took longer than one VBlank period, this change also occurred at a time when the screen was already active. This register should not be changed during active screen scanning time, or flickering will occur. In this version I moved the setting of this register to before the screen blitting code, so there should not be any flickering any more.
DS2x86 progress
During the last week I have continued working on the paging features. I finally figured out a way to handle the most serious problem I have been having with the paging system, the possible page discontinuity in the code segment that I described in the September 4th blog entry below. The proper method to handle this would be to look up every single byte from the EMSPages[] LUT, but that would really kill the performance (not to mention be a really big task to implement), so I did not want to do that. Instead, I figured out that since I already need to keep the physical and logical memory addresses separate, it would not be a big problem to actually move the problematic code into some completely separate memory area, and handle the discontinuity (that is, generate a continuous code snippet) when copying the code from two separate physical 4K pages!
So I added some (self-modifying) code to my main opcode loop to perform these operations:
If paging is on and the current physical CS:EIP address is near the end of this 4K page ((physical address AND 0xFFF) >= 0xFF0), then jump to a special code that does the following:
If we have already relocated the 32 bytes, jump back to handling the opcode normally.
Check if the next logical 4K page exists in physical memory, and cause a Page Fault if it does not (handling a Page Fault will eventually restart the opcode).
Relocate the 32 bytes around the page border (that is, 16 bytes from the end of the previous 4K page and 16 bytes from the beginning of the next 4K page) into emulated BIOS area at F000:3FF0 - F000:400F (actually it could be anywhere, but this was a nice free already existing space).
Adjust the physical CS:EIP pointer and the physical-to-logical adjustment value so that the code continues executing within this new relocated area.
Self-modify the opcode loop to first call a special code described below.
Continue with the normal handling code.
The opcode loop may be self-modified to jump to a special code which does the following:
Test if we are still at the end of the 4K page ((physical address AND 0xFFF) >= 0xFF0). If we are, jump to continue the opcode handling normally.
Else, re-adjust the physical CS:EIP and the physical-to-logical adjustment value to point to the actual physical RAM address of the 4K page instead of the relocated area.
Self-modify the opcode loop back to using the normal handling code.
Continue with the normal handling code.
With these changes I can still use the quick linear memory access when loading the opcodes and their immediate bytes, and this special code (which is rarther slow) is only executed when we are about to cross a page boundary. Here is an example of one such occurence, this actually causes a Page Fault as the page starting at logical address 0x100EA000 is not loaded into physical RAM when this code gets executed:
...
0268:100E9FF3 E8E39F0000 call 100EDFDB ($+9fe3)
0268:100E9FF8 C705713D131001000000 mov dword [10133D71],00000001
0268:100EA002 B825A00E10 mov eax,100EA025
0268:100EA007 E8358CFFFF call 100E2C41 ($-73cb)
...
As you can see the opcode at address ...FF8 consists of 10 bytes, and it is actually only the last two bytes that are in the next page. In DOSBox the Page Fault happens when it loads the second-but-last byte of this opcode, in DS2x86 the page fault happens already when the code reaches the ...FF3 address (because at that point it needs to relocate the 32 bytes). When this code gets relocated into the F000:3FF0 area, it looks like the following (in the DS2x86 inbuilt debugger):
The call target addresses look different, as they are relative to the current logical IP. The handlers for all the opcodes using relative jumps will need to be aware of the possible relocation, but luckily this needs to be the case even without this relocation trick I use, since the paging itself can relocate the logical addresses within the physical RAM. Also note that only the opcodes at addresses ...FF3 and ...FF8 are actually executed from within this relocated area. When the emulator reaches the opcode at ...002, it uses the second part of my special handling code which goes back to executing the opcodes from their proper physical (and logical) addresses.
The current status with the paging features is that Descent 2 Demo begins to misbehave after Page Fault number 102, and Warcraft 2 runs up to Page Fault number 192. After that they both crash with an invalid Task Switch IRET. My current theory is that the timer interrupt that should play AdLib music interferes with the Page Fault task switches, and that causes the problem. I need to continue debugging this, but I am pretty happy with the progress I have finally been able to achieve with the paging system during the last week.
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September 26th, 2011, 01:51 Posted By: wraggster
news via http://emulatemii.com/wordpress/?p=431
We must start by saying that yes, it sure has been a while since our last update. Followers can rest assured though that we have been actively developing all of our projects in one way or another. As mentioned before, all three of us have very little time to work on this stuff due to real life commitments, but combined we seem to be getting things done at what we think is a decent pace.
WiiSX has seen some tinkering to try and get compatibility up, but has run into other issues. We have been keeping in sync with pcsx-reloaded whilst trying to maintain the PPC dynarec for it. Eventually we need to add more recompiled functions to the dynarec in WiiSX, particularly GTE. We initially wanted to do a full PPC dynarec re-write, but that doesn’t seem feasible time-wise at the moment. Future plans for WiiSX also include porting a hardware renderer now that Pete’s OpenGL plugin is open-sourced.
The Wii64 port to PS3 now has a near-complete hardware renderer since our last post. However, the dynarec needs some work to run on a 64bit PPC architecture. The Pure Interpreter core has little (if any) performance increase over the Wii running the same core, so PS364 really needs the dynarec.
Wii64 for the GC/Wii has seen the most in terms of progress. There has been USB2 support added as well as a port of Rice (graphics plugin) amongst other smaller bug-fixes and optimizations since the last release. One notable feature that we’re really excited about is…
That’s right, high-resolution, custom texture paks are now supported on the Wii using Wii64! Of course, this is still Work-In-Progress, but we’re nearing completion.. Expect a release after this feature is complete. We feel like this is where homebrew emulation on the Wii can really shine and provide an enhancement that Nintendo is not able to offer with their official software.
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September 26th, 2011, 00:26 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Street Fighter VI 16 Peoples (Unl)[!]. Next portion of pirate crap arrived. Little more interesting now is "Street Fighter VI" with 8 playable characters. It's a simple parent of "Street Fighter VI 12 Peoples" which contains only 6 characters and just only 2 different arenas. This version contains 8 full different arenas for each character, the same as in "Street Fighter V (20 Peoples)" dumped earlier, but character selection menu and VS screens was derived from it's simple parent.
Mapper hardware for this cart is MMC3 with bit 0 of address line moved to bit 1, so it can't be played on another emulators as mapper 4, but I hacked current fceumm build to support this little tweak, so enjoy. If there is some other games on MMC3 that stop working because of that, let me know.
- Kang Ti Wu Wang (Ch)[!]. That was nice cart too, another one dance simulator, but produced on standalone cartridge, instead of TV plug&play dance mat or console. You can see the whole bunch of other dance simulators here.
- 2-in-1 J-M2 (Unl)[!], 2-in-1 King005 (Unl)[!], 9-in-1_King001_(Unl)[U][!]. Recently reversed some of my old SuperGame carts and rewrite old 8237 unif board to support all it's protection modes (4 permutation tables for registers and addresses + 1 clean MMC3). Now most of the SuperGame cartridges can be played as iNES mapper 215, assigned to this board (old code was removed), also removed completely 182 mapper, the duplicate of 114 mapper source, all 182 mapper games redefined to 114 by CRC check. Latest fceumm supports all of this.
As a side effect, I discovered that a bunch of SuperGame carts have hardware DIP switch to enable or disable game menu, switching cart to simple or multigame modes. Some of my carts was locked multigames, and some old dumps in goodnes contains partially data from the multigame side. So MK3Extra60 and Pokahontas 2 now known to have overdumped CHR data bank, extra 256K of CHR for these games comes from another game.
I redumped my old carts and dumped some new cartridges after unlocking the full data. Shinobi here is an original protected version of the game, version dumped before was just unprotected earlier build. Another one 9-in-1 cart contains 4Mb of data on board, but since original mapper couldn't support more than 2Mb, and there is no way to use iNES format with CHR data bank 2Mbin size, this one is assigned as different unique UNIF board and comes in UNIF format, which is supported by latest fceumm version. Note: Lion King has an unknown problem, which I still trying to figure out.
- Highway Star (Kaiser)[U][!], Ninja Turtles 5 (Unl)[!]. In the end some mode pirate hacked crap. Kaiser now hacked MMC1 game to simple board, instead of FDS conversion, so sad. ;( And for thoose of us who interested, another one TMNT hack with number 5. This time title was hacked for Toxic Crusaders game, since there is no need to hack character graphics, crusader itself very much similar to mutant turtle.
News source: http://cah4e3.shedevr.org.ru
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September 26th, 2011, 00:25 Posted By: wraggster
via http://emu-russia.net/en/
Unofficial version of one of the best NES/Dendy emulator has been released. Changes:
- Fixed Puzzle (unl) (beta) - nstboardavenina - Nina03 (map 79).
- Fix for 'protection against copying' Sachen games & mapper 168.
- Fix for Dancing Blocks (Unl).
- Fix for RacerMate Challenge 2 - # 168 mapper.
- In theory, ability to load all the roms from No-Intro.
News source: http://www.emucr.com
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September 25th, 2011, 23:36 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- fixed a bug in delta modulation channel (DMC) codes that now works well;
- implemented mappers 69, 70, 76, 77, 79, 80, 82, 86, 88, 89, 93, 94, 95, 96, 97, 99, 107, 152, 154, 206.
News source: http://nesdev.parodius.com
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September 25th, 2011, 23:32 Posted By: wraggster
via http://gbatemp.net/t308098-nowhere-v0-9
Nowhere is a new Wii homebrew made by copete23. This first-person mystery places you at a citadel, where you must explore and use clues to help escape. The game includes an option for English or Spanish language.
QUOTE(Release Notes 09/10/11)
What would happen if you woke up in an unfamiliar place with no one around you and not knowing who you are?
In Nowhere you have to delve into the mysterious citadel and find out how to leave that cold and sinister place. Will there really be a way out?..and what mysteries hide in this strange place?
http://creandomisvideojuegos.blogspo...e-v09-wii.html
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September 25th, 2011, 23:27 Posted By: wraggster
via http://gbatemp.net/t308485-diablo2-s...-project-v1-04
Diablo2 Sorceress Project is a recently resurrected DS homebrew made by LeRodeur. 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 so you can give the author some feedback and ideas for what you'd like to see added to this work-in-progress game.
Version 1.0.4•changed death screen and death system code
•added new skills : blaze, firewall and hydra
•changed skill menu background to tiled version, takes less space in rom
•now need to click on a skill or exit button instead of anywhere on the screen to quit skill menu
•reduced size of many images due to memory lack as using palib+ulib
•fixed a little error in the hitbox collision code
•implemented auras code
Version Alpha 1.0.3 :
•quick update
•added zombie autospawn feature, must enhance it so that its more and more difficult
•choose skill at start, recommending the orb for moment
•change skill menu by pressing select
•moved file hosting to multi-upload
•added death system
Version Alpha 1.0.2 :
•Come back with zombie version, the spawning function will be added soon
•First real release
•Game engine nearly full coded, only need to add monsters maps, story
•Still need to get back some old things from previous version (3y ago) but haven't got time now
•Orb skill added
•Enabled alpha blending feature
•lot of other things, maybe not viewable by this rom - coming later
http://filetrip.net/f26204-Diablo-so...ion-1-0-4.html
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September 25th, 2011, 23:25 Posted By: wraggster
via http://gbatemp.net/t308738-dstelnet-alpha-2-0
ILOVEPIE has released a new version of DSTELNET which as the name implies allows you to connect to telnet servers with your DS. Unlike the first alpha you can now go wherever you like and by our reckoning it is the first standalone telnet client for the DS (previously your only real option was DSlinux). We have not tested it at length against any of our favourite MUDs yet but it does seem to have issues with wireless security and non standard ports- the author quite clearly states it is alpha software though.
this version can connect to a telnet server of your choice:
make a text file at:
/DSTELNET/config.cfg
with the URL or IP of the telnet server you wish to connect to
make a text file at:
/DSTELNET/config.cfg
with the URL or IP of the telnet server you wish to connect to
http://toolsnstuffs.drunkencoders.co...net-alpha-2-0/
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September 25th, 2011, 23:23 Posted By: wraggster
via http://gbatemp.net/t308809-savegame-manager-gx-r113
SaveGame Manager GX, the save-game and Mii installer/extractor made by dj_skual, has been updated to revision 113. See the change log below for what's new, and check out the project's page for more information about this Wii application.
QUOTE(Change Log 09/17/11)
•Added Download Save Functions to download saves from www.wiisave.com
•Added DownloadSave button in Files/Saves/Miis management windows
•Added DownloadSave entry to Parental Control Restrictions
•Added www.wiisave.com to credits and meta.xml
•Changed zip files management in WiiTDB update functions
•Fixed some memory leak in data.bin functions (thx giantpune)
http://wiibrew.org/wiki/SaveGame_Manager_GX
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September 25th, 2011, 23:19 Posted By: wraggster
via http://gbatemp.net/t308860-really-bad-eggs-v20110918
ant512 has completed Really Bad Eggs, the Super Foul Egg/Puyo Puyo puzzle game remake, and released the final version 20110918. The object is to manipulate pairs of colored eggs as they drop so they line up with eggs of the same color, get four or more like-colored eggs in a row to make them vanish. When the screen fills with mismatched eggs, it's game over. See what's new in the change log, and join the on-going discussion for more information about this DS homebrew.
QUOTE(Change Log 09/18/11)
•Bug fixes
•New title screen
https://bitbucket.org/ant512/reallyb...s_20110918.zip
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