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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 6th, 2011, 17:22 Posted By: wraggster
A report on the website of the generally reliable Nikkei newspaper has supposedly confirmed rumours of a six-inch integrated touch screen for the controller of the Wii's successor, currently only known as Project Cafe.
The report, translated by Andriasang, says that the screen will be used for supplementary controls for games, but could also serve as a separate portable device independently of the console.
The controller allegedly features a rechargeable battery and a camera, which could be used to add photos to Miis or other in-game avatars. Nikkei's report doesn't give the final name, price or definite release date for the hardware, but does suggest a possible release window of "mid 2012."
For some professional speculation on the possible capabilities of Nintendo's new machine, read Digital Foundry's piece on the hardware's potential.
http://www.gamesindustry.biz/article...troller-screen
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June 6th, 2011, 02:34 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
This version does not bring many improvements. It is mainly just a small maintenance update, for the Homebrew Bounty competition. I fixed a potential memory alignment problem in the EMS emulation, which could cause a BSOD exception. This happened in Colonization, at least. I also implemented several previously unsupported INT calls.
For the whole of this weekend I worked on a completely rewritten audio handling for DS2x86. Sadly, I was not able to make it work reliably yet, so I could not include that in this version. It has gotten quite frustrating, as the new code is much cleaner and faster than the current audio code, and it should work much better, but it just doesn't! I have been debugging it for several hours now, and everything seems to work as it should, but still the audio sounds very bad! Very frustrating!
Looks like I will need more time to thoroughly debug this problem, and compare the behaviour of the new code to that of the original audio code. The reason I want to rewrite the audio code is that it is nearly impossible to add other emulated audio sources (besides the SB digital audio) to the current code. I want to start working on the AdLib audio code soon, so I needed to rewrite the audio code so that it can be extended with other audio sources. But, the first step is obviously to make it run the plain SB digitized audio at least as well as the current code.
The Homebrew Bounty 2011 competition will close after tomorrow, so I believe DSx86 0.34 and DS2x86 0.10 are the final versions that I participate in the competition with. Any last minute changes have a high risk of breaking some previously working code, and I try to avoid releasing versions I haven't tested properly. Since both my emulators are still in a continuous "work-in-progress" state, the competition versions will in any case be kind of snapshots of the evolution of x86 emulation on the Nintendo DS. Now I'll just wait and see what happens, whether the judges feel my entries are worthy of some prizes. So, good luck, me! :-)
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June 6th, 2011, 02:30 Posted By: wraggster
News via http://gbatemp.net/t295908-arcard-wii-v1-0
Snailface has updated arCard+Wii, his 2011 Homebrew Bounty project to version 1.0. The application can be used to display the 3DS Augmented Reality cards on your Wii. See the change log for what's new, and for more information join the on-going discussion linked below.
QUOTE(Change Log 06/05/11)
•Card images improved (precisely shopped).
•Controllable perspectives for mystery card play (warp around the dragon!)
•Change background color to suit your fancy.
•Sound effects.
•Curtain call!.
•Free Bonus!
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June 6th, 2011, 02:27 Posted By: wraggster
News via http://gbatemp.net/t295904-bagplug-release-3-5
BAGPlug, the Supercard DSTwo exclusive replacement menu by BassAceGold, has been updated to release 3-5. See the change log for what's new in this version, and join the on-going discussion linked below more information about this 2011 Homebrew Bounty entry.
QUOTE(Change Log 06/05/11)
•top screen is now force updated when taking screen shots
•screen shots are now saved in */_bagui/screen shots/
•screens are now turned off, then on again when taking screen shots (screen shot feedback)
•new screen shot naming scheme
•improved coverart.ini organization
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June 6th, 2011, 02:22 Posted By: wraggster
News via http://gbatemp.net/t295901-mr-sitwel...adventure-v1-2
Mr. Sitwell in Turbo WC Magical Adventure, the Wii "bathroom shooter" by Garrote, has been updated to v1.2. See the change log for what's new in this edition, and join the on-going discussion via the link below for more for information about this 2011 Homebrew Bounty entry, where you can also find a PC version of the game.
QUOTE(Change Log 06/05/11)
•Much better looking title and menu screen.
•Improved intro.
•Mr. Sitwell has voice now.
•Improved visibility of enemy bullets.
•Life 0 now counts as a life, as opposed to before, when 0 lives meant game over.
•Toned down a bit the excessive wiimote rumble on third boss battle.
•Hit points of some enemies tweaked.
•A lot of minor bug/glitch fixes.
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June 6th, 2011, 02:17 Posted By: wraggster
News via http://gbatemp.net/t295893-fireworlds-beta-3
Mr.Robot and his Robot Factory, the DS remake of the classic c64 platform game by maRk2512, has been updated. For the full story on this 2011 Homebrew Bounty entry, check out the on-going discussion linked below.
QUOTE(Change Log 06/05/11)
•bug fixed in teleporter function.
•added pause function (press START during game.)
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June 6th, 2011, 02:15 Posted By: wraggster
News via http://gbatemp.net/t295796-space1-v1-0
Mr.Robot and his Robot Factory, the DS remake of the classic c64 platform game by maRk2512, has been updated. For the full story on this 2011 Homebrew Bounty entry, check out the on-going discussion linked below.
QUOTE(Change Log 06/05/11)
•bug fixed in teleporter function.
•added pause function (press START during game.)
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June 6th, 2011, 02:13 Posted By: wraggster
News via http://gbatemp.net/t295796-space1-v1-0
Space1 is a new DS homebrew made by fraz75. The objective of the game is to guide and maneuver your ship while blasting though an asteroid field.
QUOTE(Controls)
•D-Pad = Move Ship
•A = Fire
•Start = Start Game
•X = Pause
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June 6th, 2011, 00:25 Posted By: wraggster
News via http://www.emucr.com/2011/06/ssnes-v051.html
SSNES v0.5.1 is released. SSNES is a simple frontend for the libsnes library. libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form. The libsnes API has been implemented by SNES9x as well, allowing multiple different cores to be used for an emulator that supports libsnes. This enables the possibility of custom front-ends for the emulator.
SSNES v0.5.1 Changelog:
Fixes since RC1:
- When SDL fails to set GL vsync, attempt to use native calls to fix.
- rubyPixelSize et. al. removed. Texture coordinates are now consistent (top-left origin) across shader passes, so there is no need for it
- Improve performance when SNES resolution changes. Avoids memory allocation.
- Slight cleanup in shader compilation; it errors out during compilation and not in link phase.
Updates since 0.5:
- Fix crash in SDL driver when font is being rendered, and no font was selected.
- External audio driver can override sample rate.
- Add fast-forward "hold" mode as an addition to the current "toggle" mode.
- Use SDL joypad driver in GUI for Win32 to make button mapping more consistent for odd drivers.
- Fix color mapping for bSNES CPU filters from RGBA to ARGB.
- Fix some non-compliances with the ISO C99 standard.
- Fix case where some joypad buttons would "mysteriously" be bound to certain actions.
- Greatly update Cg shader implementation. Its implementation is now on equal ground with XML shaders.
- Add lookup-textures to XML shader and Cg shader implementations. Allows i.e. backgrounds.
- Add access for shaders to access the results of previous passes. This allows an "additive" processing model rather than "serial" only.
- Add possibility for shaders to peek into game state (RAM values) and act on these for dynamic effects.
GUI:
- Update GUI to latest Phoenix version.
- "Default" in input settings for GUI now also show the actual defaults.
- Shader and font settings now have their own sub-windows to conserve screen space.
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June 6th, 2011, 00:20 Posted By: wraggster
News via http://www.emucr.com/2011/06/project64k-v026.html
Project64k v0.26 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.26 Changelog:
- New HELP menu and tutorial dialog which includes Graphic tutorial.
- Broken plugins removed.
- New PLUGINS.text for Plugin info. I will update it more soon.
- Full screen (I forgot about it last release) was put back into the emu with shortcut fixed.
- Under settings Directories now a easier way to locate roms plus plugin is always to default folder.
- Roms Folder now is in use. Please see roms tut under the location textbox.
- Rom Downloader featuring a few roms as an example. The roms used are the most popular ones played online.
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June 6th, 2011, 00:13 Posted By: wraggster
News via http://www.emucr.com/2011/06/desmume-svn-r4030.html
DeSmuME SVN r4030 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:
r4030
win: fix [3311520], which causes MPCF path to get initialized wrongly and the whole c:\ drive to get scanned sometimes
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June 6th, 2011, 00:10 Posted By: wraggster
News via http://www.emucr.com/2011/06/1964-svn-r93.html
1964 SVN r93 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
r93
Changes
[-] Remove the TNT Combiner, it should no longer be needed and is not as complete as the pixel shader
[!] Merge in the vertex clipping code used in Surreal64, this fixes the problem where vertex's were being clipped even though they are still on screen.
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June 5th, 2011, 22:49 Posted By: wraggster
Nintendo announced today that the attack took place a few weeks ago on a website server in US, although it confirms that no user information was compromised by the hackers.
Nintendo's Ken Toyoda said: "There were no third-party victims, but it is a fact there was some kind of possible hacking attack," before later adding, "We are always working to make sure our systems are secure."
A hacker group known LulzSec has claimed responsibility for the attack, proving its claims by posting a config file taken from Nintendo's server. But the group insists that the attack was done not to cause harm, but to help Nintendo plug the gap in its security.
Posting on Twitter, the hacker group said: "We're not targeting Nintendo. We like the N64 too much - we sincerely hope Nintendo plugs the gap. This is just for lulz. <3"
It later stated: "We just got a config file and made it clear that we didn't mean any harm. Nintendo had already fixed it anyway."
This is the latest in a line of hacker attacks on high-profile firms, Sony being the most notable of late. And hackers say they're not done with the home of PlayStation yet.
http://www.computerandvideogames.com...VG-General-RSS
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June 5th, 2011, 01:26 Posted By: wraggster
News via http://gbatemp.net/t295646-space-impakto-ds-v1-1-0
relminator has taken advantage of the 2011 Homebrew Bounty's extra week for developers to fine tune and update his entry, Space Impakto DS, to version 1.1.0. See what's new in the change log below, and check out the on-going discussion for more information about this side scrolling bullet hell shmup.
QUOTE(Change Log 06/03/11)
•Recompiled without debugging features
•Included my 1 cc replay (until 2-3).
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June 5th, 2011, 01:04 Posted By: wraggster
News via http://www.emucr.com/2011/06/punes-v020.html
puNES v0.20 is released. puNES is a NES emulator. Currently the program supports mappers 0, MMC1, UNROM, CNROM, but the sound is not yet available. It uses the SDL libraries and it works on both Linux and Windows.
In the future I will use this post to announce new releases and changes.
puNES is an emulator under development that works on Linux32/64 and Windows32. It needs of SDL library to run. Uncompress the zip/tar file in a subdirectory. Run it with the name of the rom as the first argument (or, in Windows, if you don't want use the commandline, drag the rom on the icon of the emu).
P.s. doesn't support zipped rom yet
Current version : 0.20
Changelog:
0.20
Implemented illegal opcode 0x80 for the "Beauty and the Beast (E) [!].nes" rom
0.19
complete APU emulation.
This is my first attempt with sdl sound and perhaps there may be some bugs. For now, without the implementation of frameskip, the emulator has to work 100% for not having problems with sound skip and crackle.
Changed the structure of the code and now the emu takes less than 100Kb.
Correct many many many bugs.
0.18:
added AxROM (mapper 7) emulation.
0.17:
fixed another bug and now Incredible Crash Dummies run without problems.
0.16:
correct a couple of bugs in the mmc3 emulation.
0.15:
added MMC3 emulation.
0.14:
Correct a a bug in the controller routine (thanks Dwedit).
0.13:
Correct a little bug and now all cpu_interrupts_v2 test roms passed.
0.12:
Implemented reading of $2004 during the rendering.
(thx to Quietust for the info and for the read2004.nes test rom).
0.11:
I worked hard on the CPU and PPU emulation and now many
of test roms worked perfectly (thanks blargg).
Added OpenGL support.
Implemented APU Frame Interrupt (only this for now).
Many bugs are gone.
Mappers supported : 0, MMC1, UNROM, CNROM, MMC3, AxROM.
Sound : Implemented.
keyboard:
arrow keys = left, right, up, down
a = button A
s = button B
z = Select
x = Start
1 = 1x
2 = 2x
3 = 3x
4 = 4x
5 = no filters
6 = scale2x
7 = ntsc (press more time to switch between composite, svideo, rgb, monochrome)
. and , = switch between PAL palette, NTSC palette and Sony CXA2025AS US decoder, monochrome and greenchrome.
f = toggle fullscreen
o = switch between opengl and software rendering
p = toggle stretch in fullscreen
r = something nice in opengl mode (use the mouse to rotate the cube)
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June 5th, 2011, 01:00 Posted By: wraggster
News via http://www.emucr.com/2011/06/fceux-svn-r2202.html
Fceux SVN r2202 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:
r2202
add PUBLIC_RELEASE option to SConstruct; commented out by default
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June 5th, 2011, 00:57 Posted By: wraggster
News via http://www.emucr.com/2011/06/bsnes-v079.html
bsnes v079 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 v079 Changelog:
This release includes Nintendo Super System DIP switch emulation and improved PPU rendering accuracy, among other things.
Changelog:
- added Nintendo Super System DIP switch emulation [requires XML setting maps]
- emulated Super Game Boy $6001 VRAM offset selection port [ikari_01]
- fixed randomness initialization of S-SMP port registers [fixes DBZ:Hyper Dimension and Ninja Warriors]
- mosaic V-countdown caches BGOFS registers (fixes Super Turrican 2 effect) [reported by zal16]
non-mosaic BGOFS registers are always cached at H=60 (fixes NHL '94 and Super Mario World flickering)
- fixed 2xSaI family of renderers on 64-bit systems
- cleaned up SMP source code
- phoenix: fixed a bug when closing bsnes while minimized
Please note that the mosaic BGOFS fix is only for the accuracy profile. Unfortunately the older scanline-based compatibility renderer's code is nearly unmaintainable at this point, so I haven't yet been able to backport the fixes.
Also, I have written a new cycle-accurate SMP core that does not use libco. The aim is to implement it into Snes9X v1.54. But it would of course be prudent to test the new core first. So if you'd like, please click the discuss link below for a link to a build with this alternate core.
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June 4th, 2011, 21:35 Posted By: wraggster
We're a few days out from E3, that magical place where dreams are made and fanboys and girls from all walks of life are simultaneously appeased and slightly disappointed. Surprises are expected from all of the big three this year -- particularly Nintendo. How will the gaming giant top last year's 3DS debut? All signs point to the announcement of a Wii followup, which we've heard alternately referred to as the "Wii HD" and "Project Cafe." Rumors, leaks, and the occasional bit of confirmed information have been rampant in the months and weeks leading up to the event. We've weaved it all together into one handy guidebook, to make sure that we're all on the same page, come Tuesday morning.
Let's start with a genuine bit of information: back in April, the company's CEO, Satoru Iwata, confirmed that Nintendo is, in fact, working on an HD followup to the Wii that is most likely due out in 2012. A few days prior to that revelation, the requisite blurry images of console concepts surfaced, detailing controllers with embedded touchscreens that display the system's 1080p gameplay via a technology called Stream Screen. These certainly weren't the first concepts of the console we've seen -- and they were apparently first brought to light by the folks at 4Chan.
http://www.engadget.com/2011/06/04/n...-will-e3-hold/
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June 4th, 2011, 04:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13489&f=19
Through its community, the Lua interpreter for the Nintendo DS " Micro Lua DS "now in version 4.0.1.
4.0.1 MicroLite =======================[[ ]]=================== ====
I- New features |
----------------+
* Nothing for this time, the awesomeness of MicroLua is already
*__ quite great
°°°°°°°°°°°°°°°°°°°°°°°°° °°°°°°°°°°°°°°°°°°°°°°°°° °°°°°°°°°°°°°°°
II- Improvements |
-----------------+
* Add some functions to ease handling canvas objects
*__ (Canvas.setObjOnTop() and Canvas.removeObj())
°°°°°°°°°°°°°°°°°°°°°°°°° °°°°°°°°°°°°°°°°°°°°°°°°° °°°°°°°°°°°°°°°
III- Bug fixes |
---------------+
* Update some parts of MicroLua to 4.0
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June 4th, 2011, 04:08 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d70228b33b44fd
Yannoulu proposed the version 1.2 of " The ASCII's world , 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 screen while using the stylus to move from a very special way, you'll see.
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