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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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July 26th, 2011, 02:59 Posted By: wraggster
via http://www.emucr.com/2011/07/dolwin-svn-r28.html
Dolwin SVN r28 is released. Dolwin is a Nintendo GameCube Emulator for Windows. Dolwin is an emulator of Nintendo Gamecube console. This platform is based on PowerPC-derivative processor, produced by IBM Corp. and codenamed Gekko. Dolwin mainly purposed to emulate homebrewn applications.
Dolwin SVN Changelog:
r1
Initial directory structure.
r9
Adapted for 32bpp displays
r10
improved MMU view in debugger
r11
new gekko disassembler
r14
`r` command updated, new `disa` command
r15
Created wiki page through web user interface.
r16
Edited wiki page IPL_Reversing through web user interface.
r17
Edited wiki page IPL_Reversing through web user interface.
r18
Edited wiki page IPL_Reversing through web user interface.
r19
Edited wiki page IPL_Reversing through web user interface.
r20
Edited wiki page IPL_Reversing through web user interface.
r21
Created wiki page through web user interface.
r22
Edited wiki page IPL_Reversing through web user interface.
r25
Completed game list
r27
my crappy video plugin
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July 26th, 2011, 02:51 Posted By: wraggster
via http://www.emucr.com/2011/07/desmume-svn-r4065.html
DeSmuME SVN r4065 is released. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r4062
win32: some minor clarifications to console behaviour. console behaviour is now verified to be pretty dang good in cygwin/msys bash as well as cmd.exe so long as you launch with "cmd /c desmume.exe".
r4063
win32: newer console title format, somewhat more useful. now %EXENAME% %ARGS% to show you how you launched it. let me know what you think. also let me know if it crashes while trying to parse something!
r4064
cheatSystem: headerId should be const
r4065
Fix memory block alignment in RomBanner for 4-byte wchar_t, #3354040
From rogerman:
The RomBanner struct requires UTF-16 strings for the six different ROM titles.
Currently, we use wchar_t buffers to define the memory blocks where the title
strings are supposed to go. Using wchar_t is fine for compilers that assume a
2-byte wchar_t. But compilers that use a 4-byte wchar_t will misalign
the memory blocks.
I've submitted a new patch that changes all the wchar_t in RomBanner titles
to u16 for all ports. It took me a while to research the dependencies on
titles, and to make sure I didn't accidentally break something in the
Windows port.
As for the wcscpy() deal in the RomBanner constructor, it's an arbitrary
default init value that we don't actually use in practice, so I removed it.
If a particular port wants to know what to display for the titles when a
ROM isn't loaded, there are plenty of ways to figure this out. Or they can
just check the titles for an empty string, which the constructor inits the
titles to before the wcscpy() call.
For CHEATS::save(), I removed the dependency on using titles. The ROM name
we write to file is also an arbitrary value which we don't actually
reference in practice. I changed it to use gameInfo.ROMname, since we're
already using gameInfo.ROMserial.
http://www.mediafire.com/?jaessxvx2txpueu
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July 26th, 2011, 02:33 Posted By: wraggster
via http://www.emucr.com/2011/07/fceultr...ed-v09813.html
FCEUltra Win32 mappers modified v0.98.13 (2011/07/22) is released. This emulator is based on FCEUltra source code.
FCEUltra Win32 mappers modified v0.98.13 (2011/07/22) Changelog:
- mapper 4 - mirroring fix
- mapper 68 - fixed
- UNIF Transformer - new board for "Keyboard Transformer (R)[!]" dump
- UNIF CNROM - with 2K of RAM added ("Hayauchy Igo" fixed)
- UNIF fk23c - banked SRAM feature added
- extension devices list and support fixed (now mouse is available)
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July 26th, 2011, 01:10 Posted By: wraggster
Suped-up golfing sim Let's Golf 3D headlines this Thursday's eShop update.
Ancient NES title Baseball also becomes available via the Nintendo online store.
Let's Golf 3D is the latest in Gameloft's mobile franchise. It takes a light-hearted approach to the sport, offering Aztec jungle and penguin-filled courses, along with time-rewinding tactics and a friendly silver-haired old buffer playing in a kilt.
Still, it's new. Reanimated 1983 veteran Baseball is not.
Baseball.
Brought back from the dead as a standard 2D re-release, the Nintendo Entertainment System title looks its age.
Baseball was already made available via WiiWare, and was re-released on the Game Boy, Game Boy Advance (via the e-Reader) and twice via arcade machines before that. This is the Game Boy version.
Keeping this week's sport theme, bizarre title Go Series Portable Shrine Wars allows gamers the experience of carrying a huge portable shrine on their shoulders.
At summer festivals in Japan dozens of people carry these shrines, named Mikoshi, and attempt to barge opponents into dropping their own. A bit like jousting, players can either charge opponents, or alternatively try and take them down by flinging members of their own team at them.
This week's full run-down lies below.
Nintendo eShop releases - 28/07/11
Let's Golf! 3D (Nintendo) - 3DS, €6
Baseball (Nintendo) - 3DS, €3
Artillery: Knights vs. Orcs (Kritzelkratz 3000) - DSiWare, €5 or 500 DSi Points
GO Series Portable Shrine Wars (Gamebridge) - DSiWare, €2 or 200 DSi Points
Successfully Learning German Year 5 (Tivola) - DSiWare, €5 or 500 DSi Points
http://www.eurogamer.net/articles/20...pdate-28-07-11
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July 26th, 2011, 00:54 Posted By: wraggster
Suped-up golfing sim Let's Golf 3D headlines this Thursday's eShop update.
Ancient NES title Baseball also becomes available via the Nintendo online store.
Let's Golf 3D is the latest in Gameloft's mobile franchise. It takes a light-hearted approach to the sport, offering Aztec jungle and penguin-filled courses, along with time-rewinding tactics and a friendly silver-haired old buffer playing in a kilt.
Still, it's new. Reanimated 1983 veteran Baseball is not.
Baseball.
Brought back from the dead as a standard 2D re-release, the Nintendo Entertainment System title looks its age.
Baseball was already made available via WiiWare, and was re-released on the Game Boy, Game Boy Advance (via the e-Reader) and twice via arcade machines before that. This is the Game Boy version.
Keeping this week's sport theme, bizarre title Go Series Portable Shrine Wars allows gamers the experience of carrying a huge portable shrine on their shoulders.
At summer festivals in Japan dozens of people carry these shrines, named Mikoshi, and attempt to barge opponents into dropping their own. A bit like jousting, players can either charge opponents, or alternatively try and take them down by flinging members of their own team at them.
This week's full run-down lies below.
Nintendo eShop releases - 28/07/11
Let's Golf! 3D (Nintendo) - 3DS, €6
Baseball (Nintendo) - 3DS, €3
Artillery: Knights vs. Orcs (Kritzelkratz 3000) - DSiWare, €5 or 500 DSi Points
GO Series Portable Shrine Wars (Gamebridge) - DSiWare, €2 or 200 DSi Points
Successfully Learning German Year 5 (Tivola) - DSiWare, €5 or 500 DSi Points
http://www.eurogamer.net/articles/20...pdate-28-07-11
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July 26th, 2011, 00:51 Posted By: wraggster
Iconic villain Ganondorf will not be in Legend of Zelda: Skyward Sword, the series' head honcho has revealed.
Instead the game features a new enemy, the return of a familiar instrument and a plot placing the game as a prequel to all previous Zelda titles so far, series director Eiji Aonuma told Nintendo Power (via Nintendo Charged).
The game's new big bad is pale-faced David Bowie lookalike Lord Ghirahim - the purple eyeshadowed wizard seen leering at Link in recent trailers.
Ghirahim was created to contrast with Ganon's "very masculine, powerful, evil" image. Aonuma wanted something different for Skyward Sword's anatagonist, "someone who is a little bit mysterious and kind of makes people think, 'well, I don’t really know what to make of this somewhat terrifying character.'"
There are changes, too, for Skyward Sword's Zelda. This time around she's a "great childhood friend" of Link's, and "in no way a princess in the traditional sense". Later in the story things take a darker turn. As "the gravity of the situation increases" Zelda must face a "tremendous fate placed on her shoulders". Does her royal destiny catch up with her?
Skyward Sword is set before Ocarina of Time and will chronicle how the series' iconic Master Sword was made. "In most Zelda games, the Master Sword has been something that Link seeks out, finds, and uses to destroy Ganon," Aonuma comments. This time around players see Link forging the weapon throughout the game.
Players will wield the Master Sword via accurate movements with the Wii's MotionPlus controller. The past year has seen Aonuma's team honing "incredibly satisying sword combat".
MotionPlus will also be used to play Zelda's harp - the same one her alter ego Sheik wielded in Ocarina of Time. Aonuma previously teased a "key" musical instrument for Skyward Sword, similar to the ocarina in Ocarina of Time. MotionPlus strumming will be required.
The Wii Remote additionally controls the large birds Link rides - the game's main airborne method of transportation. There'll be more in-transit events as well, similar to the pirate platforms in seafaring adventure Wind Waker.
The Legend of Zelda: Skyward Sword, Nintendo's last planned title for the Wii, is finally due for launch this Christmas.
http://www.eurogamer.net/articles/20...-skyward-sword
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July 25th, 2011, 23:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13643&f=19
Ant512 offers version 1.3 of " Woopsi "GUI library for creating homebrew for the Nintendo DS on the pattern of fenestration of the Amiga OS .
This release includes a winforms UI for the tool font2font (convert Windows fonts to Woopsi fonts) and a bunch of bugfixes. This Will Probably Be The last release of Woopsi. Changelog: Fixed: - Label and TextBox are more efficient When rendering text changes. - Removed unused constant from GLYPH_MAP_SIZE fontbase.h. - Header file in template Moved Into include directory. - Animation:: play () stops if There are no frames to play. - Animation:: getCurrentFrame () returns NULL if There are no frames . - Animation:: getCurrentBitmap () returns NULL if There are no bitmaps. - Fixed memory leak When deleting SDL framebuffer. - Removed extraneous globals from woopsifuncs.cpp. - WoopsiString:: substring () passes the proper arguments to the constructor WoopsiString. - StringIterator:: moveTo () ignored Attempt to move to negative indices. - Improved use of DMA hardware. - Updated C # tools. - Removed Visual Studio files. New Features: - Added WoopsiTimer: IsRunning (). - Added SuperBitmap: setX (). - Added SuperBitmap: setY (). - Added SuperBitmap:: getX (). - Added SuperBitmap: Gety (). - Added FontConverter, a winforms UI for font2font.
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July 25th, 2011, 23:14 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13655&f=19
Schmendrick offers version 1.0 of " Labyrinth ", an adaptation for the Nintendo DS board game Labyrinth (Ravensburger 1986).
Known bugs:
- Screen tend to flicker
- Rotated sprites do not look as good as non-rotated sprites Future updates May include: - AI-controlled players - Custom board layouts (currently only uses original static layout board) - More game modes - Fancy 3D graphics
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July 25th, 2011, 23:12 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13656&f=54
ThatOtherPerson offers version 0.2 of " Cubicle Shooter "FPS in a fully destructible 3D for the Nintendo Wii.
I have not been very active Lately. Goal I Have done a bit of work on updating Cubicle Shooter. What HAS changed: You Can now shoot and hurt the people. Pushed Back When They Get shot. When the people get too close to you and you push THEY hurt you. Both you and the Other people hurt and bleed When the blood paints the walls and ground. Your Health regenerate (up to One Hundred) goal if it ever drops to zero then the game Will reset. There Is a scoring system rewards you with 25 Which Points Every Time You shoot people and one of the year Additional 100 When You kill one of 'em (They die After Four hits). You Can now save the game and load a saved game Previously. Saving and loading is slow IS Extremely Wii. There Have Been to the exchange controls. There Have Been Some bug fixes. Wii controls: Nunchuck analog stick = Move A button = Stop turning B button = Shoot C button = Jump Z Button = Crouch - button = Load + button = Save
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July 25th, 2011, 22:53 Posted By: wraggster
via http://www.nintendomax.com/viewtopic.php?t=13657&f=19
benito356 offers version 0.7.1.0 of " Tinke ", de-compiler for the Nintendo DS. Specifically, with this handy utility, you select one. Kts and the program gives you information about its content to view and extract some files nintendo (narc / NCGR / NCLR /...) which may be contained in the game
0.7.1.0 Changelog:
*** Import files and save the new ROM
*** 100% compatibility with MONO
*** Plugins Can Change the files in ROM
* TXT plugin Can Change text files.
NCER files * Improved with More Than One pallet (4bpp)
* Fixed BIN files in KIRBY DRO games
* Fixed 4bpp CHAR NBFC files and
Log * Add export function
* Fixed BGR555 coding
* Fixed Problems with strage NCLR files
* Add support for the game AIIJ
* Add support for SDAT files
* Add support SWAV for sound files
* Add support for sound files SWAR
STRM * Supported sound files.
Add Zoom feature *
Add * button to change the color with transparency checked bgd
* Unicode support for text encoding files
* Minor Problems fixed
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July 25th, 2011, 12:30 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17287.html
GameBoy-Online is a Game Boy emulator which runs in the browser as a HTML5/JavaScript application. It is written by Grant Galitz and open source.
Quote:
Some cleanups.
Added option to vary the speed of the emulator (speed increase).
Optimization of the emulation of the APU.
Update the way of sound management (optimization and increase the generation of possible samples in Xaudiojs).
Update of the management of AMD.
Optimize cache x-coord of DMG for rendering sprites (cache that connects the OAM addresses the coordinates-X with a stack of the priority right).
Display of the frame only once per iteration of the loop of the interpreter.
http://www.grantgalitz.org/gameboy/
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July 25th, 2011, 11:44 Posted By: wraggster
Pate has updated his Dos Emulator for the Nintendo DS, heres the news:
Sorry it took me over a month to get a new version released. However, this version now has two noteworthy improvements, namely FPU support and the fact that this version is now built with version 0.13beta of the SDK. This version of the SDK has already been released at the end of last year, but I only recently noticed that I still used the even older 0.12beta version to build DS2x86. This might have caused at least some of the audio problems, as the audio features were somewhat improved in SDK v0.13beta. I also decided to jump the version number to 0.20 with this version, to show that it has some major internal changes.
The biggest enhancement is the addition of FPU support. For now this only works in 32-bit protected mode (meaning those DOS4GW games), as those are the games that mostly expect the existence of an FPU. My two test games, X-COM UFO and Destruction Derby, now seem to run the FPU parts fine. The problems I mentioned in the previous blog post were actually both caused by the FPU opcodes, though in some rather interesting ways. It took me almost three days to track down and fix the problems. There is still a rather serious problem in the texture mapping in Destruction Derby, but I am not sure if that has anything to do with the FPU opcodes. In any case, Destruction Derby runs much too slow to be properly playable, so fixing the texture mapping is not a high priority. Fixing it might fix some other games as well, so I do plan to look into it at some point.
Anyways, the FPU problem in Destruction Derby was in the FCOMP (compare) opcode. When I first tested that opcode it seemed to return a correct result, so I spent a lot of time looking elsewhere for the problem. In the end it turned out that I had a small typo in the opcode handler, I had written "sll t4, t3" when I meant "sll t4, t3, 1", and the assembler had interpreted it as "sllv t4, t4, t3". In this case the assembler tried to be a bit too smart, when it replaced the sll opcode (which can only have an immediate shift value) with the sllv opcode (shift by a register value). Since I had forgotten to type the immediate value, it would have been nicer if the assembler had given an error instead. That problem meant that the comparison result was mostly random, it sometimes returned the correct result and sometimes not, somewhat depending on the lowest 5 bits in the registers I wanted to shift left by one bit before the comparison.
A more interesting problem was the one that affected X-COM UFO. It behaved very erratically, dropping to a debugger with an unsupported opcode at random locations, where the opcode should have been supported. That pointed to the interrupt routine failing to execute properly and dropping back to where the interrupt should have happened. It took me a while to notice that when it dropped into the debugger, the Virtual 86 mode flag in the flags registers was set! I had not coded support for interrupts in virtual 86 mode yet, so that was the reason for the weird unsupported opcodes. However, I was pretty sure that the game does not set this flag on purpose, so I added a check into DS2x86 to drop to the debugger immediately after this bit gets set in the CPU flags. After a few test runs, the results were quite interesting. Once the bit did not get set, but DS2x86 dropped into the debugger anyways. In other runs, twice the opcode was fsin, and once fcos, two of my new FPU opcodes.
The interesting part was that I did not touch the CPU flags in the fsin and fcos opcode handlers at all! I did store the register that contained the flags into stack, along with various other registers that calling the GCC math library sin() and cos() functions will globber, and then restored the registers after the call. I could not immediately see anything wrong with my code, so just for fun I copied the flags before the GCC library call to the EAX emulated register and the same flags after restoring them from stack to ECX emulated register, and then added a forced drop to the debugger after the call. And, much to my surprise, the value restored from the stack was completely different to the value I pushed to the stack!
I looked into the dump file for what happens in the GCC library sin() and cos() functions, and noticed that indeed, they destroy the two topmost words of the caller's stack!. I have a very hard time believing this behaviour is by design, this might actually be a bug in the GCC compiler itself. Here below is the dump from the start of the math library sin() function. The input is a 64-bit double value, in 32-bit registers a0 (low word) and a1 (high word).
80250fd0 <__sin>:
80250fd0: 3c027fff lui v0,0x7fff
80250fd4: 3442ffff ori v0,v0,0xffff
80250fd8: 00a23024 and a2,a1,v0
80250fdc: 3c033e50 lui v1,0x3e50
80250fe0: 27bdfda8 addiu sp,sp,-600 // sp -= 600, make room for local variables
80250fe4: 00c3182a slt v1,a2,v1
80250fe8: afbe0250 sw s8,592(sp)
80250fec: afbf0254 sw ra,596(sp)
80250ff0: afb7024c sw s7,588(sp)
80250ff4: afb60248 sw s6,584(sp)
80250ff8: afb50244 sw s5,580(sp)
80250ffc: afb40240 sw s4,576(sp)
80251000: afb3023c sw s3,572(sp)
80251004: afb20238 sw s2,568(sp)
80251008: afb10234 sw s1,564(sp)
8025100c: afb00230 sw s0,560(sp)
80251010: afa40258 sw a0,600(sp) // Store the low word of input to sp+600
80251014: afa5025c sw a1,604(sp) // Store the high word of input to sp+604
You can see that the routine first reserves 600 (0x258) bytes of stack space for local variables, but then stores the input value to offsets 600 and 604 from the start of the reserved space! This effectively destroys the two last words that the caller had pushed into the stack, which in DS2x86's case were the emulated CPU flags and a stack size mask register. So, after returning from fsin or fcos routines, the flags were randomly set, and also the stack-relative addressing might have addressed the wrong memory area.
This problem was easy to overcome by leaving two extra words to the top of the stack when calling these functions, but if you are writing software for DSTwo yourself, beware this problem! I spent some time googling whether this was a known problem and if a fix is available, but did not immediately find anything. Let me know if you know the correct place to look for this information!
I also made some other fixes, based on the debug logs you have sent. Still another change is that I changed the Makefile to compile the C modules with -no-long-calls option, which makes the code smaller and faster. I don't know why the SDK defaults to long-calls, as they are only needed if the code does not fit into a single 128MB block, and the DSTwo only has 32MB of RAM! Anyways, let me know if you run into any new problems with this version, and feel free to test the games that used to report unsupported FPU opcodes! Thanks again for your interest in DSx86 and DS2x86!
http://dsx86.patrickaalto.com/DSblog.html
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July 25th, 2011, 00:56 Posted By: wraggster
News via http://gbatemp.net/t301778-build-your-adventure-v0-1
Build Your Adventure is a new DS homebrew made by King Dodongo. The game is a 3D jump'n'run that features a level editor for building your own custom courses. Join in on the on-going discussion linked below to find out more about this project.
QUOTE(Release Notes 07/17/11)
- first release•This game use save-features, so don't forget to patch the Game with DLDI.
•The levels will be saved in the root of your flashcard as level1.ba1 - level5.ba1
•The controls are displayed on the screen, press START to exit every Menu.
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July 25th, 2011, 00:48 Posted By: wraggster
News via http://gbatemp.net/t302313-ankrace
AnkRace is a new NDS homebrew made by Min. The object of the game is simply to bet on which rubber duck you think will make it through the water course first. For more information visit the project's page linked below.
QUOTE(Controls)
•Left/Right - Select duck / rotate camera
•Up/Down - Control bet size
•A - Confirm
•L/R/L+R - Use with up/down to increase/decrease bet size more rapidly
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July 25th, 2011, 00:44 Posted By: wraggster
News via http://gbatemp.net/t302427-earthshakerds-07-21-2011
ant512 has released version 20110721 of EarthShakerDS, a port of the classic Boulderdash style Sinclair ZX Spectrum game. This update mainly consists of bug-fixes. For the full story about this DS homebrew project, join in the on-going discussion via the link below.
QUOTE(Change Log 07/21/11)
•bugfixes
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