|
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
|
August 16th, 2011, 22:18 Posted By: wraggster
Crysis developer Crytek has said that dedicated handheld games consoles are losing ground to multifunctional tablet devices in the portable space.
Speaking to GamesIndustry.biz, the developer of hardcore shooting games said that it has no immediate interest in Sony's PlayStation Vita, despite the team's willingness to adopt and experiment with new, high-end technology.
"While it's a nice achievement from Sony in the first step it's not something we would take into consideration in the short term," said Crytek managing director Avni Yerli.
Yesterday Heavy Iron Studios criticised handheld consoles, in particular the Vita, claiming that the audience no longer wants a single-function gaming portable when iOS and Android systems offer so much more functionality.
Yerli agreed that tablets offer more, stating: "I can see that the multifunctions that devices like tablets offer is a big advantage of them. And I think people want one mobile device that can do multiple things.
"Considering this, I think those handhelds are lacking in that area and they are losing ground, actually. I think they have to be more innovative."
Crytek is very open to new technology, said Yerli, so long as the team can get excited about what it offers or it fits into the overall philosophy of the Crytek business.
"In the first place anything new and exciting gets our attention, regardless of what it is. But then the second step is does it fit to what we want to do? Will our people like to work on this? It's all very important. The team must pick it up as well, or a dedicated team we think can pick it up. But ultimately it must make sense in the context of Crytek."
"And then sometimes we say 'OK, that's a nice piece of technology but it doesn't fit' so we leave it. It's a matter of whether it fits basically, with the strategy of Crytek."
Crytek is currently working on free-to-play game Warface with Tencent and Kinect exclusive Ryse.
http://www.gamesindustry.biz/article...und-to-tablets
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 22:09 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...ae2ad48a022983
DuskWolf offers version 1.0 of " Minigames ", a compilation of mini-games (3 for now) for the Nintendo DS. Thurs coded lua, requires the latest version of the interpreter MicroLuaDS to operate.
Back after some time of absence ... Here are Minigames! For now three games: >> a hang (thank you papymouge keyboard) single player, multiplayer ... solo choice of language (English / French) ability to add words to the base Data >> morpion a better example of SDZ (thank you to the author) only 2 players (no AI yet) >> Skull Panic my old project I finally developed improved collisions, several Levels table of high scores
Download Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 21:57 Posted By: wraggster
via http://www.nintendomax.com/viewtopic...ae2ad48a022983
Trenton_net offers his own adaptation of Nyan Cat for the Nintendo DS, " Nyan Cat DS ".
Hey Everyone, Sorry to Be terribly annoying but i Had to create this as a challenge Someone Else. (^_^); PS: I Should Probably It Is Likely That mention this only works on No $ GBA or a real console.
Download via comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 21:49 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator puNES for Linux and Windows (SDL) has been updated.
Quote:
0.29 (bugfix release) - correct some bugs and redesigned the timeline in the windows version.
- In the linux version i dropped the dependency with some libraries (such as the libpng 1.4) and this should make the emulator also run correctly on distributions like Ubuntu.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 21:41 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated to version 0.0.36.
Quote:
0.038 (8/12/2011) - Added Action 52 mapper (228)
- Improved audio quality some more
- Made the screen repaint even when paused
- Behind the scenes changes to make things easier to port
- Some speed improvements as well
If there is a game that you want to play that´s broken or mapper unsupported, let me know!
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 21:40 Posted By: wraggster
via http://www.aep-emu.de/
YoshiNES is a NES emulator written in Visual Basic and is based on basicNES.
Quote:
VERSION 0.3
The emulator continued. Why? I really had nothing to do and I like adding mappers ro the emulator to bring new resources and to make it more like Nestopia or VirtuaNES.
I´ll just stop with this emulator even when I run out with creativity and do not know what else to add, or when limitations do not let me go ahead.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 21:37 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the frontend SSNES for the libsnes library has been released. libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form.
Quote:- Added -f/--fullscreen option. Allows straight-to-fullscreen without the video_fullscreen config.
- Fixed some endianness issues in OSS driver.
- Added DirectSound audio driver. It uses multithreading to avoid "ringing" effect when things undderun. Replaces SDL as the default audio driver in Windows. XAudio2 is still recommended to use, at least in Windows 7.
- Added CoreAudio driver to OSX (thanks to kode54). Replaces OpenAL as the default API.
- Added possibility to disable Aero compositor at will in Windows. Only useful in windowed mode if VSync is not working properly (tearing or stuttering), and might still not work. Use as a last resort if you really need to run windowed.
- Fixed bug where external plugin video driver was deinitialized before input driver, creating crashes in certain scenarios.
- Added possibility to record SNES video in hi-res, and also allows recording the video after CPU filtering if desired. These options are added to the GUI as well.
- Fixed windowing behavior on tiled WM that attempt to resize the SDL window due to tiling behavior (thanks to Wisp for beta testing).
- Updated audio DSP API to v3. Added an event pushing callback, which allows GUIs to run in same thread as SSNES (needed for some toolkits). (Check out Mudlords DSP pack for SSNES! )
- Fixed race condition in Jack driver which caused spurious crashes.
- Various bug fixes as usual.
Important note!
If you build libsnes yourself, do not use vanilla build of bsnes v080, as joypads will not work (input is never polled). Use v081 or C++98 port here.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 19:00 Posted By: wraggster
via http://www.ds-scene.net/?s=viewtopic&nid=11127
What started as a DS homebrew application has now turned into a licensed game.
Collecting Smiles, the company behind Colors!, have made the announcement of an official 3DS version available on the eShop. |
Colors! 3D will not only have the features from the original, like online uploading and to watch a time lapse of your drawing, now you can paint in 3D and collaborate in real time with up to four friends.
Official announcement |
|
|
Friends: we are happy and excited to announce Colors! 3D, coming this Fall to the Nintendo 3DS eShop. For the first time, artists will be able to create and view their own 3D paintings! We promise that you will love what you can do.
Colors! 3D will also offer real-time collaborative painting for up to four people using local Wi-Fi. Collaborative painting lets you paint with your friends with all the same depth you have when painting solo – but with more fun!
Last but not least, the Colors! Gallery will be integrated into the application, making it easy to share your creations with the community and learn from your friends' techniques.
If you want to stay in the loop on the launch of Colors! 3D, sign up to our new mailing list at http://colors.collectingsmiles.com/c...ming_soon.php. And thank you all for your support! |
|
|
Official Site |
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 18:58 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
DSx86 is a PC emulator for Nintendo DS. It's purpose is to allow you to run old DOS games on your Nintendo DS game console. There are two versions of DSx86, the original DSx86.nds for all common flash carts, and a new version called DS2x86.plg for the SuperCard DSTwo flash cart. The difference is in the CPU and memory emulation available (and since DS2x86 is much newer, it is still missing some features that are supported in the original DSx86). Also, the original DSx86 can be run on a Nintendo DSi in a DSi mode, if you have a suitable flash cart (like the CycloDS iEvolution). This mode gives more CPU speed and more memory available to DSx86.
[h=3]Changes in both DSx86 and DS2x86[/h]
I implemented a couple of fixes that affect both DSx86 and DS2x86, as the fixes were implemented into the C language code that is very similar in both. I will perhaps at some point attempt to combine the C codes for real (using ifdefs), but for now they are separate files with mostly similar content. Anyways, the changes that affect both programs are: - New TPMXScale and TPMYScale ini file parameters. These can be used to adjust the TouchPad Mouse scaling for each game. The default values (when the parameters have not been given in the INI file) are 1.0 for both. You need to experiment with different values to find the best scaling factor for each game. Note that changing these might still not make the TPM work in a certain game, as the game might not use the mouse in a way that is compatible with the touchpad mouse emulation. These new parameters should help in some games, though.
- The key repeat function in the keyboard emulation was fixed so that it repeats the actual key that was pressed, not just the non-enhanced version of the key. This will help with the stuck cursor key problem in Frontier.
- The graphics mode detection code has been enhanced, so that both methods of entering 240-row Mode-X graphics modes (either 320x240 or 360x240 as in Albion) will be detected, and the correct graphics mode initiated.
[h=3]Changes specific to DSx86[/h]DSx86 has been built with libNDS 1.5.3, which should allow write access to the SD card when using Sudokuhax. I have no way of testing this feature, so it might work, not work, or corrupt your SD card completely! Please use caution and back up your SD card before using this version with Sudokuhax!
This new libNDS version 1.5.3 had the same problem as the 1.5.0 version I had been using, where ARM7 (or at least the AdLib audio emulation) freezed after a few seconds of playing AdLib audio. In 1.5.0 I got everything to work when I disabled all references to the i2C code, commented out the secondary ARM7 IRQ table handling, and removed the whole i2c.c source module from the libnds7.a sources. I did the same thing with the 1.5.3 version sources and built the libraries again, and that seemed to help again. I don't know why the i2C code is incompatible with my AdLib emulation, but as long as this hack works it is not a big problem for me.
DSx86 also has much faster Smooth scaling routines in the 320x200 256-color modes (MCGA and Mode-X). The new code is courtesy of "sverx", who kindly spent some time looking at my scaling code and inventing various speed tricks that hadn't occurred to me. For example, the new code uses DTCM for the palette lookup table, instead of the actual (and slow) BG_PALETTE VRAM memory I had been using. The 75%/25% weighted average calculation is also much faster. The new smooth scaling code is still a lot slower than Zoom, Scale or Jitter modes, but it is noticeably faster than before. Thanks again to "sverx"!
[h=3]Changes specific to DS2x86[/h]There should be no other noticeable changes (besides the common enhancements mentioned above) in DS2x86, even though the program size has increased somewhat. The size increase is due to the new paging / virtual memory -enhanced opcode handlers. This work is still in progress and thus games that use virtual memory will still not work. The updated opcodes should work like before, and the slowdown caused by the new code should be very marginal, but let me know if you find something that worked before but does not work any more. There is a chance that I have broken something when doing the virtual memory support changes.
[h=3]Future work[/h]I plan to continue working on the virtual memory support for DS2x86. This will take a while yet, so I might not be able to make any other major enhancements to the next version. I don't know yet how long it will take to make the virtual memory working, I might still run into some major obstacles. Until now it has progressed reasonably well, many opcodes already support virtual memory.
Download Both via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 18:54 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- rewrote S-DD1 module to decompress individual bytes at a time;
- simplified SPC7110 deinterleaving code;
- OBC1 should not clear RAM on reset [Jonas Quinn];
- fixed enum-cast compilation errors with the latest GCC 4.6.x releases;
- added bsnes logo to about screen;
- make phoenix=gtk will now build the GTK+ port on Linux;
- added settings.startFullScreen to the config file for front-end users;
- added advanced settings option to disable window compositor (only works on Windows and Xfce);
- merged settings windows into the panel approach used by bsnes/Qt in the past;
- fixed a crashing bug on input settings window;
- fixed GTK+ auto-geometry sizing;
- added screenshot capture capability;
- added exit emulator hotkey (defaults to being unmapped);
- Xorg keyboard polling now uses cached Display variable [Bisqwit];
- cheat code database updated [mightymo].
File: Download
News source: http://byuu.org
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 18:50 Posted By: wraggster
via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
- This release has the beginnings of PlayStation 1 emulation, however it's not particularly usable at the moment, though it can play PSF(PSF1) files reasonably well. If compiling from source, you'll have to enable it manually by passing "--enable-psx" to the configure script; but, the code may take an excessively-long time to compile, and PS1 emulation doesn't support big-endian systems currently.
- This release supports custom palettes for GameBoy(mono/color) games, but per-game custom palettes are currently broken with GB mono/color games. This issue should be resolved in the next WIP release.
File: Download
News source: http://forum.fobby.net
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 18:43 Posted By: wraggster
via http://emu-russia.net/en/
CaH4e3 updated his site with the following message:
- Famicom Yarou 54 (Unl)[!]. Next. Quick note. Generic 45 mapper, now able to read whole PRG rom with my new equipment, so all games now working fine. You can try all galaxy of total rehacks of old known simple games.
- Garou Densetsu Special (Unl)[!]+ Garou Densetsu Special (Unl)[f1], Garou Densetsu Special (Unl)[a1][!]. Old known goodnes' dump of this game was overdumped and was originated from multigame cart, so there is fonts and 6-in-1 menu data left inside. One more time Pongbashi provided me with a original cartridge with unhacked game. Additionally, I found another version of original game on another hardware mapper. Both carts are copy protected. "(Unl)[!]" version (exactly it's hacked version now present in goodnes) protected with 3-in-1 mapper hardware, know as mapper 116 (also "AV Pretty Girl Fighting" uses it).
"(Unl)[a1][!]" version based on another protected hardware, known as mapper 187 with just a little difference. One of these carts are earlier version of others, both contains a lot of source codes and another garbage data insode ROM as padding. Both wokring on latest fceumm version.
In addition, "(Unl)[f1]" is fixed version from goodnes, with removed menus, and oversized PRG rom. Working fine on any emus too.
- Somari (SOMARI-W)(Unl)[!]+ Somari (SOMARI-P)(Unl)[!], Kart Fighter (SOMARI-W)(Unl)[!].
The rest of previously dumped but unemulated carts now known to be the same 116 mapper hardware carts (SOMARI Huang-1 hardware). So, they are now works fine as well as "Garou..." and "AV Girl". There are at least two versions of each cart should exist. So called SOMARI P and SOMARI W versions, difference in dip switches on GAL chip on each PCB. Not known for sure what the difference, but data inside them for sure different.
Now confirmed two "Somari" versions: P and W. For the rest of the games ("Garou" and "Kart") are W only dumps known. "AV Girl" still unconfirmed wether it W or P.
News source: http://cah4e3.shedevr.org.ru
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 16:58 Posted By: wraggster
via http://gbatemp.net/t304777-sword-master-v1-0
This game started development over 2 years ago, and has recently been updated. The game is a Samurai sword fighting game that requires both fighting and reflexes.
QUOTE(Information)- Four different game modes, three difficulty levels each.
- Ranking for each of the modes and levels.
- A beginning tutorial that will teach us to play and an extensive help section.
- Hours and hours of fun.
Download Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 16:55 Posted By: wraggster
via http://gbatemp.net/t304775-space-pilot-v1-0
Space Pilot is your third person space shooter. In this game you play as a pilot who's goal is to shoot down all the other pilots. Currently there is only one style of gameplay that is endless. Also it is missing spaceship specifications (all ships work the same) and spaceship selection. I'll try adding bigger and better stuff later.
The current version is only single player. It's you against 3 other computerized AI pilots. The AI's aren't the best flyers but have dead on accuracy. Each AI bot has 5 functions ranging from locating the nearest enemy ship, following ships, shooting, evasion, as well as suicide collisions too and more! The game also has a mini map to reveal the location of other ships. On the bottom screen displayed is each player's name and stats (which glitch out some of the letters sometimes). To play aim/set angle of your ship using the stylus. Move forward by holding Up/X and backward with Down/B, and use the L and R buttons to fire. i know the current version is very glitchy and tons of other things need changing, but this is a quick demo i'm posting because i'm about to get real busy and not sure when i'll get enough time to work on it again, so i decided to post it anyways. Enjoy and leave feed back.
Download Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
August 16th, 2011, 16:51 Posted By: wraggster
via http://gbatemp.net/t304766-dsdoom-v1-2-0
Wintermute has resurrected DSDoom.com to bring us an Update. DSDoom v1.2.0 offers DSi-Mode support and ARGV support for file loading. The update appears to be based on his last build (v1.1.0) and not the PWAD hack released by a different developer known as v1.1.2a. No word yet on when future updates will be released (if ever) and/or if the save/load freezing and corruption bugs will finally be addressed. For more information check the homepage and project post links below.
QUOTE(Change Log)- Rebuilt with latest libnds, dswifi and libfat
- Now loads files from same directory as nds file on argv supporting cards
- Runs in DSi mode with extra RAM and CPU speed.
Download Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
next » |
|
|