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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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June 29th, 2011, 01:58 Posted By: wraggster
News via http://gbatemp.net/t299213-super-mar...tor-2-0-beta-2
Mega-Mario has released version 2.0 Beta 2 of his editor for Super Mario 64 DS.
This editor is compatible with both US, the EU, and JP ROMs, and currently has level editing as it's main feature. With the ability to edit warps, camera placement, objects, and even multiplayer levels this editor is certainly not slim on features. Model editing is included, but experimental, and more features are planned for the future.
http://kuribo64.cjb.net/board/thread.php?id=12
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June 29th, 2011, 01:51 Posted By: wraggster
[Alex Busman] has been working with an old microcontroller board called the Handy Board. Recently, he figured out how to interface an NES controller to play music. With 8 buttons on an NES controller, [Alex] has control over an entire musical scale, so he demonstrates this in his video by covering the Dr. Mario Theme.
The Handy Board is a microcontroller board originally designed in 1995 for LEGO robots. With a 68HC11 μC running at 2MHz and 32KB of RAM, the Handy Board has been superseded by the LEGO Mindstorms NTX, the Handy Board is thankfully still being supported, and is still a great platform to learn embedded design.
It’s great to see a build on relatively obsolete hardware, especially considering this would be a trivial build with an Arduino. We think it’s great [Alex] is learning the ins and outs of ‘difficult’ hardware – it’s a great way to learn something. Check out the walk though of [Alex]‘s build after the break.
http://hackaday.com/2011/06/28/handy...es-controller/
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June 28th, 2011, 15:11 Posted By: wraggster
1964 SVN r96 is released. 1964 is a free Open Source N64 Emulator. It is one of the top Nintendo emulators arround that you can get with a high game compatibility rate.
1964 SVN Changelog
r96
[~] Tryed and cleaned up the code a bit more
[~] Switched some of our code more over to code RiceVideo Linux UseShadeForConstant
Slowly cleaning up the code -.-
http://www.emucr.com/2011/06/1964-svn-r96.html
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June 28th, 2011, 15:09 Posted By: wraggster
bsnes v080 is released. bsnes is an emulator for the Super Famicom and SNES video game systems. The purpose of the emulator is a bit different from other emulators: it focuses on accuracy, debugging functionality, and clean code.
bsnes v080 Changelog:
This release adds low-level emulation of the Hitachi HG51B169 DSP, which was used in Mega Man X2 and Mega Man X3 as the Cx4 chip. It also fixes a regression in both the sound core and cheat engine.
You will now need the HG51B169 data ROM to play MMX2/MMX3. You can get that here. I will not be including it with bsnes.
Once again, Cx4 LLE could not have been possible without the help of Dr. Decapitator, Jonas Quinn, Overload and Segher. Be sure to thank them, please!
Changelog:
- added Cx4 low-level emulation; removed Cx4 high-level emulation code
- fixed S-SMP synchronization to S-CPU on CPUIO writes
- controllers now have their own threads and classes
- serial controller is now emulated as an actual controller, rather than as a coprocessor
- added link coprocessor module for special chip research and homebrew
- fixed cheat codes that target mask ROM addresses [Cydrak]
- fixed compilation error with the latest GCC 4.6.0 beta releases
- added flexibility to XML memory mapping file format
- updated to mightymo's latest cheat pack (2011-06-20)
http://www.emucr.com/2011/06/bsnes-v080.html
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June 28th, 2011, 15:07 Posted By: wraggster
Fceux SVN r2209 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:
r2209
RBI Baseball script written by me
http://www.emucr.com/2011/06/fceux-svn-r2209.html
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June 28th, 2011, 12:59 Posted By: wraggster
via http://www.emucr.com/2011/06/news-ga...-20110626.html
GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- Emulating an undocumented behavior: HDMA becomes GDMA when LCD is disabled. This fixes Worms Armageddon. Manual disassembly + Firebug = :3
- Optimized the DMA code by inlining whole tile block loads. Kirby Tilt N Tumble can now boot, I will get the special gyro implementation landed soon, since it is running as an MBC type 5 cartridge for now.
- Updated Updating the midscanline working pixel determinism.
- Updated LYthe LY register reset write case handling.
http://www.grantgalitz.org/gameboy/
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June 28th, 2011, 12:48 Posted By: wraggster
News via http://www.emucr.com/2011/06/desmume-svn-r4048.html
DeSmuME SVN r4048 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:
r4048
debug print how many rasterizer cores got booted up
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June 28th, 2011, 12:09 Posted By: wraggster
Attendees of the Vans Warped Tour this summer will have a chance to see not only bands we're too old to know anything about, but also the Nintendo 3DS. Through August 14, Warped Tour shows will host a 3DS tent, with playable demos of Ocarina of Time 3D, Resident Evil: The Mercenaries 3D, and more.
In addition to game demos, Nintendo will have oversized AR Cards and temporary AR Card tattoos, for use with the system's built in AR Games. Forget the Warped Tour -- we want big AR Cards and AR card decals now.
http://www.joystiq.com/2011/06/27/ni...o-warped-tour/
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June 28th, 2011, 02:36 Posted By: wraggster
The original concept for N64 classic Zelda: Ocarina of Time saw the game play out entirely within the confines of Ganon's castle, according to creator Shigeru Miyamoto.
Speaking in the latest Iwata Asks Q&A on the Nintendo website, he explained that players would then access different areas via portals in its rooms.
"I thought about putting in all kinds of adventures into the different rooms, like making a dark meadow or an ocean - like in Princess Peach's Castle in Super Mario 64.
"In the worst case," he added, "Link wouldn't have been able to go outside the castle!"
Nintendo CEO Satoru Iwata then asked if that decision was fuelled by a lack of confidence in being able to create Hyrule Field with the limitations laid down by the N64 hardware.
"Yes," he replied. "I thought so from the perspective of the hardware's processing abilities while making Super Mario 64. At first, I didn't mind making the game complete within a single building as long as I got to make Link in 3D. In other words, it might have turned out like Zelda II: The Adventure of Link."
The decision to attempt a more ambitious structure and take 3D Link out into the open was born out of Miyamoto's desire to have the game's hero ride a horse.
"Making a broad landform that you could ride a horse across weighed down the processing, so we took it out for a while," he explained. "And after awhile I returned to work with the production team and launched a huge campaign to regain the grassland!
"We started by testing whether we could have two horses out at once. We thought if we could do that, then we could make other forms of play for that grassland. It went well, so we made a demo video with two horses. We showed that at Nintendo Space World, and I was like, 'Now that we've shown this, there's no backing out!'"
The finished game launched to massive critical acclaim in 1998 – a response as good as matched by the 3DS remake released earlier this month.
http://www.eurogamer.net/articles/20...-single-castle
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June 28th, 2011, 02:18 Posted By: wraggster
Nintendo started the mainstream push into glasses free (autostereoscopic) 3D gaming with its Nintendo 3DS system earlier this year. While sales were decent for the device, the price point, hardcore focus and lack of killer app games have failed to replicate the mainstream success of Nintendo DSi. But a strong E3 with top-tier 3D games ... should help attract a broader audience to the device, especially once Nintendo offers a price cut. While some have called 3D phones gimmicky, these devices are already commonplace in Asia. And with an influx of new 3D phones entering the market this year, coupled with the Nintendo 3DS, Jim Cameron recently [said] he sees these glasses-free devices as being key for the adoption of 3D TVs in the homes. He said autostereoscopic 3D games will be the entry level for most people to 3D. While the technology for big screen glasses free 3D is still further away, small devices like 3D phones and Nintendo 3DS will show off the technology.
http://games.slashdot.org/story/11/0...le-Phone-Sales
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June 28th, 2011, 00:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2b4864a27251be
Dolphin , the "Wii and GameCube emulator for PC, now in version 3.0. In case of problems of use, please consult the FAQ .
http://code.google.com/p/dolphin-emu/
Yep, we really did it. Finally, after 20 days of string freeze and almost 3 months of feature freeze (totally worth it), we're officially declaring Dolphin "it must new" 3.0 as released!
So, what's actually new in this release?
- Tons of bug fixes: This totally deserves to be a major point for this release. There's been roughly 2500 commits between 2.0 and this release, so there are REALLY too many changes to mention. All kinds of stuff from strange UI behavior, crashes, graphical glitches and other sorts of problems were fixed. For example, many games which didn't boot at all in Dolphin are working fine now.
- Improvements to the user interface: The configuration dialogs were restructured in a more sensible manner to ease emulator usage for new users. The video config dialog received a complete overhaul and features a description panel for each option now.
- Various feature additions: This release also features support for the Wiimote speaker, EFB format change emulation, a gfx debugger, audio dumping, and many other stuff
- Low level DSP emulation: Thanks to numerous fixes to the LLE emulator engine, audio emulation in Dolphin is close to perfect now (provided that one has the necessary DSP dumps of course)
- New API support: Added a D3D11 video backend and an XAudio2 audio backend
- Removal of the plugin interface: The 2.0 release already had seen the introduction of plugin rewrites; the new plugins have been brought to feature parity and replaced them so well, that we decided to merge all plugins the Core. Further improvements are better suited as additions in the current infrastructure since this architecture allows for a much better integration with the other parts of Dolphin.
- Translation support: Recently we introduced supporting for translating Dolphin into any language. However, due to a lack of well-done translations it was decided to only ship a set of eight translations (Arabic, Brazilian Portuguese, French, Greek, Hungarian, Portuguese, Spanish, Turkish) with Dolphin 3.0.
- Performance/Accuracy: There have been some performance optimizations (especially in the texture decoder), but generally speaking performance decreased in favor of more accurate hardware emulation.
- Building Dolphin: The Windows build uses MSVC 2010 now, Linux users should use the new CMake build system. OS X people still compile Dolphin via SCons.
As (something like) the release manager for 3.0, I'm proud of this release. It's a lot more polished compared to 2.0 (especially the user interface) and should suffer from much fewer bugs. However, we of course still have a lot room for improvement, and for sure will further work on getting closer to perfect Gamecube/Wii/Triforce emulation
To bring things to a close, thanks again to everyone who helped at making this release possible and to everybody who anticipated this release!
btw: To anyone who was wondering, binary packages should soon be uploaded to our homepage. For now, this is a source only release, which can be checked out from the 3.0 tag of our project page at Google Code.
For now, these two binary packages can be used until we have some official binaries.
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June 28th, 2011, 00:42 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2b4864a27251be
benito356 offers version 0.5.0.5 and 0.6.1.0 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
Information displayed in the header data of the ROM (includes banner icon) data files supported. hexadecimal file viewer. Supported Files NCLR => Nintendo color (palette) NCGR => Nintendo Character Graphic Resource (tiles) NSCR => Nintendo Screen Resource (useful information) NCER => Nintendo Cell Resource (cell) NANR => Nintendo Resource Animation (animation) NBFs => Nintendo Basic File Screen (useful information) NBFP => Nintendo File Basic Palette (palette) NBFC => Basic Nintendo Character File (tiles) or ARC NARC => Nintendo Archives (compressed) text files => TXT, SADL (definitions of sounds), XML, INI, H, XSADL, BAT, SARC, SBDL typical Files: WAV, JPG , TGA (RLE compressed).
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June 28th, 2011, 00:35 Posted By: wraggster
Here are the results earlier than expected Nintendomax Wii Dev Competition 2011.
1er - Mr .Sitwell in Turbo WC Magical Adventure par Garrote (Espagne)
2ème - Project Panic par Morukutsu (France)
3ème - Toy Wars Wii par davidgf (Espagne)
4ème - Cherophobe par ThatOtherPerson (Canada)
5ème - SpaceShip Omega par EvilTroopa (France)
6ème - Piirates par sebskater29 (France)
7ème - Pong Breaker par Kyah (france)
8ème - Hero City par ThatOtherPerson (Canada)
9ème - Light Cycle 3D Wii par the_leg (USA)
10ème - Newo Puzzle par Owen (Jamaïque)
11ème - Cylinder Dodge par ThatOtherPerson (Canada)
The quality was the appointment this year, it was very difficult to decide, I let you discover the details of the notes on the topic dedicated => viewtopic.php? f = 141 & t = 13587 I invite Garrote , Morukutsu and davidgf me communicate via MP, mailing address and davidgf only his paypal account. Congratulations to the winners and congratulations to everyone for all these quality projects.
http://www.nintendomax.com/viewtopic...2b4864a27251be
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June 28th, 2011, 00:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2b4864a27251be
Yannoulu proposed the 1.3.1 version of " The World's ASCII "mini-jeu pour la Nintendo DS en Lua code, here the requiert donc interpréteur Micor Lua DS pour fonctionner.
The goal is to avoid the ASCII characters that tumble from one corner to another of the screen while using the stylus to move from a very special way, you'll see. Changelog: v1.3.1: Fixed various minor bugs and reset the player's position between two parties v1.3: Change the color of the enemies Prevents the player out of the screen (Thanks Papymouge!) Fixed an error aurtohgraffe System Upgrades travel (Take now into account the speed of slip of the pen) Speed enemies limited to 3 + 3 and 2 pixels x 3 + y (Again, thank you, Grandpa '!) Changing the logo and buttons Adding the name of the author (me Smile) Fixed bug in the canvas overlay when changing the character of personal between two parties
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June 28th, 2011, 00:10 Posted By: wraggster
A few days ago, I got back to ‘brewing
I’ve always liked sound programming, and DS sound programming is no exception. I decided to make a homebrew player for Ninty’s official music format (SSEQ), since the specs were online and there is not a decent homebrew sequenced music solution for the DS (the only decent thing is Maxmod, which unfortunately uses tracked music, which is a pain in the backside to make compared to the comfort of making MIDI files that get converted to the appropiate format).
You can find the sources to my proof-of-concept player on GitHub.
Enjoy!
PD: I would upload here a demo .nds files, but obviously I cannot redistribute game assets
http://fincs.drunkencoders.com/2011/...w-sseq-player/
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June 28th, 2011, 00:09 Posted By: wraggster
News via http://www.ds-scene.net/?s=viewtopic&nid=11007
devkitARM has been updated to release 33.
WinterMute
The binaries for devkitARM release 33 are now available. As usual the windows binary is available through the Automated Installer/Updater, for other platforms check the devkitARM getting started page on the wiki.
•gcc updated to 4.6.0.
•binutils updated to 2.21.
•newlib updated to 1.19.0.
•ndstool extraction now working on amd64.
•grit fixes for shared palette creation.
With thanks to massif, bpunit, and nitro322 for their contributions to this release.
http://devkitpro.org/viewtopic.php?t=2777
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June 28th, 2011, 00:05 Posted By: wraggster
Heres a new release of the Dos Emulator for the Nintendo DS:
I decided to take a break from getting frustrated with the problems in DS2x86 and work on DSx86 instead. This version has various small fixes, mostly for specific games but all of these fixes were actual bugs in the emulation, so they might fix problems in other games as well. Here is the list of the fixes:
Dune 2 has had a problem since version 0.30, where giving a MOVE command to an unit makes the unit vanish. This was caused by a bug in one of the macros I changed when enhancing the memory access system to be able to handle 16MB RAM.
Populous II always exited to DOS immediately after moving the mouse. This was caused by my emulated mouse callback function not saving and restoring the ES register. This problem may also have affected Battle Chess 4000, and possibly other games as well.
Battle Bugs gave an unsupported INT call, and then hung. The INT call was simply an unsupported mouse command "LIGHT PEN EMULATION OFF", which I now ignore, but the hanging was caused by some missing features in my emulation of I/O port 0x61 reading.
Battle Bugs also played PC Speaker sounds (before configuring the audio) and at times changed the speaker frequency so fast that it caused the ARM7 FIFO buffer to overflow, which in turn caused the touchpad to seem to stop working. I fixed this by changing the PC speaker frequency handling to use a shared memory location instead of the FIFO system. Now ARM7 reads that memory location 512 times per second (once per each AdLib music buffer fill cycle) and adjusts the PC Speaker channel frequency by the read value. This is not yet quite fast enough for PC Speaker digitized audio emulation, but at least it fixes the touchpad hanging problem.
Battle Bugs also needed various enhancements to the VGA 640x480 screen handling. It uses split screen mode and a non-standard display pitch value, both of which were still unsupported in my 640x480 mode screen blitting code. I added support for those features to the Zoom, Scale and Jitter modes, but did not have time to add them to the Smooth scaling algorithm yet. I don't actually know how to play Battle Bugs, or Populous II for that matter, so I don't know how playable those games are, but at least they start into the actual game.
Just before this weekend my NAS server machine died. I had all the backups and previous version source codes for DSx86 and DS2x86 in a RAID 5 disk array on that machine, along with all the debug logs and such you have sent me. It looks like the motherboard of that machine is dead, and I don't have a suitable RAID controller in my other machines, so I can not access the old version sources or debug logs at the moment. I have ordered a new motherboard, so hopefully I can get my RAID 5 array up and running again when the new motherboard arrives.
My summer vacation begins after next week, so then I should have more time to work on DSx86 and DS2x86. There are still a lot of things missing from DS2x86 that I would like to add to it, but before that I would want to fix the problems with the DSTwo I/O layer which are the source for the constant frustration. Perhaps I will have time to really dig into this problem during my summer vacation.
http://dsx86.patrickaalto.com/DSblog.html
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June 27th, 2011, 23:57 Posted By: wraggster
News via http://forum.gbadev.org/viewtopic.ph...e2ded95a0c7f00
This is the first alpha release of my latest homebrew project. It's a remake/re-imagining of Super Foul Egg, a freeware Commodore Amiga version of Puyo Puyo.
There's still a lot of work to do on the presentation side of things, but the game itself is mostly complete. The only issue that you might run into is the number of block colours. Although the menu system suggests that you can choose to have 4, 5 or 6 block colours in a game, only the first 4 have been implemented. Choosing 5 or 6 colours will crash the DS.
You can download the game here:
ReallyBadEggs 20110627
Regarding the presentation, if you're a graphics person and interested in contributing, I need:
- A title screen to replace the current plain text when the game starts up;
- A background image for the menu system (though I could just re-use the title screen, probably blurred and greyscaled);
- A background image for the high score table (not coded yet);
- A graphic for the bottom screen when a game is being played with areas to put the current level, number of chains, score and incoming garbage count.
If you're interested in helping out, and are willing to have your work distributed under the MIT/X11 licence, let me know!
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