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August 29th, 2011, 18:30 Posted By: wraggster
Via http://dsx86.patrickaalto.com/DSblog.html
This version has the following fixes and changes, more info about some of these can be found in my previous blog post:- The DOS file rename functionality was fixed. This will help with Albion save game handling, and very likely with other games and software as well.
- Fixed a bug in the 32-bit ADC opcode (add with carry) Carry flag handling. This caused the floor and ceiling graphics corruption in Albion. I found the cause for this problem by debugging the ceiling drawing (opcode by opcode) in both DS2x86 and DOSBox, and noticed a difference after executing this opcode. After I found the misbehaving opcode, I searched all my DS2x86 source code for "adc carry" to find other similar errors, and the search resulted in the following:
Find all "adc carry", Subfolders, Find Results 1, "Entire Solution" C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(396): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(464): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(489): // adc Carry: ((unsigned)lf_val1 < (unsigned)lf_res) || ((flags&1) && (lf_val1 == lf_res)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(510): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(1808): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(1972): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(2339): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); C:\Projects\ds2sdk_r\DS2x86\src\cpu_386.S(2364): // ADC Carry: ((unsigned)lf_res < (unsigned)lf_val1) || ((flags&1) && (lf_res == lf_val1)); Matching lines: 8 Matching files: 1 Total files searched: 99There are actually 8 different code branches in DS2x86 where the 32-bit ADC opcode is handled, depending on the memory/register variations. Curiously, the third match (which is for the version that adds two 32-bit registers) had a wrong comparison order even in the comment! It looks like I have copy-pasted that version from the corresponding subtract operation SBB, and had just forgotten the fact that the carry flag calculation should be reversed! If I had had proper unit tests for all the 32-bit core opcodes (as I have for the 16-bit opcodes) I would have found this problem a long time ago. However, I believe the core opcodes currently have so few bugs that spending weeks in creating full unit tests for all of them is not worth it any more. Anyways, after this fix the 3D areas in Albion began to look correct:
- The screens are swapped back to the normal order when the Touch Pad Mouse gets turned off, for example when the executable program changes. Previously the screens might have stayed swapped, with no way to swap them back as the code thought the screens were already in normal order!
- Major internal rewrite to enable virtual memory (paging) support. This mostly affects the graphics opcodes (EGA and Mode-X) for now, as I had to change the method the memory address table values are flagged to make a distinction between normal RAM and graphics VRAM emulation. This may cause some graphics errors if I forgot to change some of the graphics opcodes. Let me know if you notice graphics problems that did not happen in the previous versions.
- I have also done a lot of work for virtual memory support itself, but this work is not yet finished and thus games that need virtual memory will not run yet. However, in this version I have not disabled the virtual memory completely, instead, the games will attempt to progress further. Since the code is not fully done yet, they will crash or drop into debugger, most likely pretty soon after they turn on paging. You can determine that paging was the cause for the drop into debugger if you see the "Paging=1" text in the debug report, like this:
The crash logs will be very useful for me when I continue my work on the virtual memory, so please send the debug logs to me again! You can attempt to continue after the drop into debugger with the B button, though this will also most likely fail. I have been using Descent 2 demo in my virtual memory tests, and it currently gets a Page Fault within the Page Fault handler, which makes it quit back to DOS with an error report. This does not happen in DOSBox, so there is something wrong with my paging code. This is what I am currently attempting to fix.
Thanks again for your continued interest in DSx86 and DS2x86, I hope this version again fixes a few annoying problems in DS2x86! Sorry I did not have time to make more fixes, but I am still focusing on the virtual memory and paging support. That will still take the most of my time, but I try to add some other fixes as well into the next version.
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August 29th, 2011, 18:22 Posted By: wraggster
via http://filetrip.net/file.php?id=26070
elhobbs has updated cQuake, the Quake port for the DS/DSi, to r39. The project uses the latest libnds, which allows it to be played with the extra speed of Cyclo iEvo's DSi mode, and through the Sudokuhax exploit. See what's new in the change log, and join the on-going discussion linked below for more information about this game.
QUOTE(Change Log 08/28/11)
Updated cquake.nds for single player only. Works in DS and DSi mode.•updated for latest libnds
•changed makefile to compile as arm code
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August 29th, 2011, 18:20 Posted By: wraggster
via http://gbatemp.net/t306682-nesds-v0-55b
huiminghao has updated nesDS, the Nintendo console emulator for the DS/DSi, to version 0.55b. See the change log for what's new in this release, and for more information about this project, join the on-going discussion linked below.
QUOTE(Change Log 08/28/11)
•Sound update.
•Sprites update.
•A bug of Memory fixed.
•Palette sync added, click Menu > Game > Display > OnOrOff to change. More info, see the 'About'.
•Pal sync needed:Fantastic Adventures of Dizzy, Micro Machines, Wizards & Warriors, Feng Shen Bang.
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August 29th, 2011, 13:04 Posted By: wraggster
via http://gbatemp.net/t306629-mindmaze-v20110826
Mind Maze, the collection of puzzle mini-games for the DS made by nightFox, has been updated to version 20110826. See the change log for what's new in this edition, and check out the project's homepage for more information about this work-in-progress homebrew game.
QUOTE(Change Log 08/26/11)
•Added complete version of opening movie.
•Added "Sandbox" puzzle on 3rd mini-game.
•Added "Rainbow" puzzle on 3rd mini-game.
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August 29th, 2011, 12:42 Posted By: wraggster
Yabause Wii is the Wii version of Yabause, a Sega Saturn emulator, and is the first for Wii to emulate the complex processes of the Sega Saturn. The Wii port is not released officially. Some unofficial versions have been released. Note that the Wii port is in testable status, and won't be officially supported until a later date.
Unofficial r2649 beta23 - Aug. 28, 2011
adjust SDL audio driver for Wii
fix vdp1 clipping
show game filenames by outlined characters when the game has its setting
some minor fixes and changes
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August 29th, 2011, 12:30 Posted By: wraggster
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress & hopefully a new version will be release once every 2 to 4 weeks. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. So I've exposed the data through a XML configuration file rather than lock the data into the code. Please submit your ideas, bug reports or anything else via the discussion page if you wish to help in any way
Version 0.60 of the codebase has been shared, see the source link. The games release package is still on 0.59
http://wiibrew.org/wiki/BoltThrower
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August 28th, 2011, 12:37 Posted By: wraggster
news via http://www.aep-emu.de/
byuu has released a new version of his SNES emulator bsnes.
Quote:
This release features many substantial Game Boy emulation improvements (all courtesy of Jonas Quinn), a new audio DSP class, and BPS patching support.
Changelog: - added new DSP audio engine; supports sample-averaging for the Game Boy´s high frequency rate
- GB: MMM01 images with boot loader at bottom of ROM can now be loaded
- GB: EI is delayed one cycle; fixes Bubble Bobble [Jonas Quinn]
- GB: fixed window -7 offset behavior; fixes Contra 3 first boss [Jonas Quinn]
- GB: disable LCD interrupts when rendering is off; fixes Super Mario Land 2 [Jonas Quinn]
- GB: fixed noise channel LFSR; fixes Zelda: LA lightning sound [Jonas Quinn]
- GB: square channels use initial_length like the noise channel [Jonas Quinn]
- UI: added BPS patching support; removed UPS patching support
- UI: when loading BS-X/Sufami Turbo/Game Boy games; display game title instead of BIOS title
- UI: modified timestamps on screenshots for Windows/NTFS (which disallows use of ´:´)
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August 28th, 2011, 12:36 Posted By: wraggster
news via http://www.aep-emu.de/
QUASI88 is a port of the NEC PC-8801 emulator for the Nintendo Wii.
Quote:
Aug. 14, 2011, ver. 0.6.3 beta5 - Recompile with recent devkitPPC and libogc
- More stable mount for ISO58 usb2 fast access
Aug. 15, 2010, ver. 0.6.3 beta4 - Recompile for recent HBC1.0.8 and recenet libogc (I don´t know using IOS58 for USB2)
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August 28th, 2011, 12:35 Posted By: wraggster
news via http://www.aep-emu.de/
Neko Project II is a port of the NEC PC-9801 emulator for the Nintendo Wii.
Quote:
Aug. 14, 2011, ver. 0.83 beta5
Recompile with recent devkitPPC and libogc
More stable mount for ISO58 usb2 fast access
Aug. 15, 2010, ver. 0.83 beta4
Recompile for recent HBC1.0.8 and recenet libogc (I don´t know using IOS58 for USB2)
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August 28th, 2011, 12:26 Posted By: wraggster
news via http://www.aep-emu.de/
technicolour developed a Game Boy and Intel 8080 emulator in LUA, which run directly in the Half-Life 2 engine (Garry´s Mod): Gmod Gameboy and Intel 8080 emulators
Thanks to Superlevel for the news.
Quote:
Hi, my name´s Technicolour, I don´t usually post much on Facepunch; I´m usually seen lurking around the Wiremod forums so the odds we´ve not met, hi! I only recently got into Lua with the help of a friend named Divran, together we´ve been working on a project in Lua on and off for the past month or two.
First off we started with a simple Intel 8080 emulator, based off of my (extremely) slow Wiremod expression 2: http://www.wiremod.com/forum/finishe...-invaders.html The objective was to test a couple of things, just what kind of performance we could eek out of Lua, and given the necessary performance and whether we could render the large frame buffer in Gmod without running into problems.
This project was a huge success. This is our result, in realtime (Thanks for the video Danking!):
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August 28th, 2011, 12:12 Posted By: wraggster
via http://antoniond_blog.drunkencoders.com/?p=172
Special Scenery Beta 2011 edition.
This is what I’ve been working on since last summer, and I think it is a quite good program right now. It is just another GBA emulator, just like VisualBoyAdvance, and it emulates the same: GB, GBC, SGB and GBA.
I’ve used the GB, GBC and SGB emulation code from GiiBii, so GiiBiiAdvance has the same compatibility (a bit more, i’ve changed a bit of SGB emulation code). GBA emulation is, on the other hand, not really high. I mean, lots of roms work, but some of them just show a black screen, or hang when you try to start the game from the menu… Everything of GBA is emulated (except the serial port), but there are bugs I can’t find, I’ll work on it until I get a better compatibility. Of course, it emulates all save chips, but some saves aren’t compatible with other emulators. It will try to guess the save type if it can’t detect it from the rom. It lets you take screenshots, and GBprinter output is saved as a png image. GBcamera is not emulated yet, though, so if you want to play with that rom, use GiiBii.
There is also a quite good debugger, with a dissasembler, memory viewer, I/O ports viewer, tile viewer, map viewer, palette viewer and sprite viewer. They are different in GBx and GBA mode. If you are playing a SGB game, there is also a SGB things viewer. I have to make it easy to dump/save things, right now it only lets you watch.
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August 28th, 2011, 01:53 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11156
DS-Scene member MJaoune has updated his DS version of the popular iDevice app Pocket God to v0.931. The game is quite fun and has lots of things to do, so make sure to check this out if you feel like punishing poor Pygmies for no reason whatsoever! MJaoune will start creating episodes once the game reaches v1.0 (which shouldn't be too far off).
Installation instructions
1.Download this game and extract it.
2.Move the .nds file found after extraction to your flashcart. (Can be renamed)
3.DLDI Patch the game if your card doesn't Auto-Patch; if it didn't work after DLDI patching, use Homebrew Menu to start the game.
4.Start the game.
Changelog v0.931 (26/08/11)
•Fixed the Pygmie disappearing when reaching corners glitch.
•Added support for more Flashcarts.
•May have fixed the flickering screen glitch.
•Fixed some internal codes.
•Fixed some glitches.
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August 28th, 2011, 01:50 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
For the past week I have mostly been working on the virtual memory support in DS2x86. The biggest part of this work has been to convert all the memory access routines (in each of the opcodes) to work with the new 4GB addressable memory. This work has progressed well, and practically all the opcodes have now been converted. The next step was the new InitPage routine which will copy the memory address from the paging-related two-level tree to my linear memory address table. This has also been done, and I have even managed to reach up to the first actual Page Fault exception in the Descent 2 Demo (which I use for my virtual memory tests). I have tested the same game in my debug-version of DOSBox, and luckily DOSBox gets the same Page Fault at the exact same address, so it looks like my code is correct at least up to that point.
When handling the Page Fault, the Descent 2 Demo performs a Task Switch. I had not yet implemented any task switch functionality into DS2x86, so this is what I am currently working on. The task switch routine is somewhat complex, and I have been having some trouble getting it to run properly. I am currently debugging it, so hopefully it will start to behave properly soon.
I also realized that the method I have been using for mapping certain memory locations to EGA or Mode-X RAM is not quite sufficient for virtual memory. When the whole 4GB of RAM is mappable, I can not simply use the sign bit of the 32-bit memory address to tell whether the address is in RAM or in graphics memory. I have an idea for a new system that should be just as fast, but have not had time to implement it yet.
I have also made a couple of small fixes to DS2x86, which will be included in the next release:- The swapped screens are reset when a program changes (or you switch to a new configuration which does not have TouchPadMouse active). This feature was missing from DS2x86, as the system had I used in DSx86 for this was not compatible with the DSTwo SDK. I had just commented it out when I originally ported the code from DSx86, and had forgotten about it since.
- The file rename functionality did not work. This was caused by one of those annoying duplicate symbols in DSTWo SDK. The standard C library has a file rename function int rename (const char *from, const char *to) which I tried to call from my C routine. However, looking at the dump file, I noticed that it actually called a very different "rename" routine, which looked like this:
80201e88 <rename>:80201e88: 24020fc6 li v0,403880201e8c: 0000000c syscall80201e90: 14e0fffb bnez a3,80201e80 <_IO_sscanf+0x30>80201e94: 00000000 nop80201e98: 03e00008 jr ra80201e9c: 00000000 nopThat is, it first performed some system call with value 4038 (I have no idea what that does), and then jumped to some generic _IO_sscanf() error handling routine if the syscall failed. I went through some of the include headers, and found out that the correct file rename function to call is actually fat_rename, and after I changed my C code to call that the file rename functionality began to work.
The future plans include working on the virtual memory, and the task switch routines. I also hope to make a few more small fixes and improvements to DS2x86 before releasing the next version.
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August 28th, 2011, 01:46 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- correct another bug in the save system. I have tested many roms and now everything (hopefully) works perfectly. Delete (for the last time [hopefully]) the directory "save" located in the folder "$HOME/.puNES" on linux or "Documents>/puNES" on Windows.
News source: http://nesdev.parodius.com
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August 28th, 2011, 01:43 Posted By: wraggster
via http://emu-russia.net/en/
GB emulator for Linux has been updated. Changes:
- implemented the support of a priority system cleaner sprites on the screen (like the real Game Boy). This fixes small graphical issues that occurred in games that use sprites overlap extensively (eg Prince of Persia);
- added support for the preservation of high-score in the game "Hyper Lode Runner".
News source: http://www.viste-family.net
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August 28th, 2011, 00:28 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- Nintendulator now respects the NES 2.0 header values for PRG RAM and CHR RAM sizes more closely, their default maximum sizes have been updated from 64KB to 1024KB and 32KB to 256KB, respectively;
- the logic for setting banks will now obey these limits, so an NES 2.0 ROM which indicates zero PRG/CHR RAM will prevent you from mapping any, consequently, an NES 2.0 ROM with both zero CHR ROM and zero CHR RAM is invalid and will report an error when loaded.
News source: http://www.qmtpro.com
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