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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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April 7th, 2011, 02:46 Posted By: wraggster
News via AEP
SharpBoy is a new Nintendo Game Boy and Game Boy Color emulator for windows by xdaniel written in C# using SlimDX. SlimDX End User Runtimes (click "Install .NET 4.0") required, latest .NET Framework 4 and DirectX recommended!.
Quote:
v0.2 (April 03rd 2011)
- GBC DMA emulation fixed, transfer length wasn´t being calculated correctly; fixes incorrect and missing graphics in some games
- LCDC emulation improved, fixes flickering and slowdown in certain games and demos
- MBC5 ROM bank select fixed; many more Game Boy Color games now start and/or run further
- Timing of screen drawing improved, which results in less graphical glitches with ex. flickering sprites for pseudo-transparency
- Temporary hack added to allow the Zelda: Oracle games to boot correctly, coupled with the above fixes they now go in-game
- DMG and CGB bootstrap ROMs now supported; have to be named DMG_ROM.bin and CGB_ROM.bin and enabled via the menu
- Manual system type selection implemented, emulator can now be forced to run in GB or GBC mode (not complete yet)
- Controls can be changed via the GUI
- Other minor GUI and usability improvements (ex. path to last ROM image run is saved to config.xml)
v0.1a (March 30th 2011)
- Bugfix release, fixed possible crashes at startup
:: Homepage
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April 7th, 2011, 02:33 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
This is not version 0.26, but version 0.30! I decided to jump the version number, as this version has such a major change. This version emulates a 80286 processor, instead of the 80186 processor that all previous versions have emulated. The list of changes in this version is as follows:
80286 protected mode support! This means that Windows 3.00a can run in Standard Mode, having over 800KB of RAM (in DS Lite mode) or over 8MB of RAM (in DSi mode) available. DSx86 is one of the GBATemp Homebrew Bounty entries in the DSi category, and this version is the "significant update" that in my opinion fulfills the competition requirements.
Improved the MCGA Smooth scaling mode efficiency, based on the ideas described in the Quick Colour Averaging article by Thiadmer Riemersma.
Implemented preliminary Smooth scaling option for 640x200 EGA mode. This mode is used by the Silpheed game, for example.
Here below are some screen copies from the latest version, showing the Windows 3.00a About dialog in DS Lite and DSi mode, and two screen copies showing the result of the EGA 640x200 mode Smooth scaling.
Please test this new DSx86 version, as I might have broken some games with the extensive internal changes I had to do for protected mode support. Also feel free to test various 16-bit Windows games, many of those should now run (as long as they don't try to use some 386 processor features).
Next, I think I will get back to working on DS2x86. I would like to get started on the proper audio support for DS2x86 in the near future, so I'll probably look into that, along with trying to fix some bugs and test some misbehaving games. Thanks again for your continued interest in DSx86 and DS2x86!
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April 7th, 2011, 02:26 Posted By: wraggster
News via http://gbatemp.net/t287278-nesds-r51
nesDS, the open source NES emulator currently being maintained by huiminghao, has been updated to 0.47b r51. See the change log for what's new, and join the on-going discussion linked below for more information about this project.
QUOTE(Change Log 04/04/11)- added the sound update that was missing from 0.47b
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April 7th, 2011, 02:22 Posted By: wraggster
News via http://gbatemp.net/t287361-falloutds-v0-5
FalloutDS, the Fallout-themed game for NDS uses resized and optimized graphics from the original Fallout 1 and 2 games. This update fixes the camera and inventory bugs amongst other fixes and additions. See the full changelog below.
QUOTE(Changelog)- The shooting animation now follows stylus movement
- Moving diagonally up now works normally
- Camera no longer goes ape in Running Mode
- The targeting cross-hair can no longer leave the area currently displayed
- Some inventory bug-fixes
- Icon changed
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April 7th, 2011, 02:18 Posted By: wraggster
News via http://gbatemp.net/t284145-homebrew-bounty-2011
The GBATemp Homebrew Bounty is well under way. There is more than $5,000 up for grabs. The only requirement is that the project must either be completely new, or come in a new version that presents significant updates. The final submission deadline is May 31st. Users can still contribute to the bounty in the form of Paypal donations to filetrip/at/gmail/dot/com.
Please pass on information related to the bounty to any developer that you know, or Web site that hosts Homebrew news! The more we get the word out the greater potential we have for new and significantly updated Homebrew projects.
QUOTE(Break Down)- DSi Homebrew: 2,785 US Dollars. The bounty will be broken down to 5 winners.
- DS Homebrew: 1,135 US Dollars. 3 winners
- DSTWO Homebrew: 300 US Dollars (updated!). 3 winners
- Wii Homebrew: 533 US Dollars. 3 winners
- GBAtemp Special Prize: 543 US Dollars. 1 winner
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April 7th, 2011, 02:14 Posted By: wraggster
[Tijmen Verhulsdonck] built his own version of a Wii remote-controlled balancing robot. He drew his inspiration from the SegWii, which was built by [Ara Kourchians].
The body is built using one of our preferred fabrication methods; threaded rod makes up a rail system, with three sheets of hard board serving as a mounting structure for the motors, electronics, and battery. This does away with the 9V batteries used on the original SegWii, opting for a very powerful lithium battery perched on the highest part of the assembly. It uses an Arduino as the main microcontroller. That detects roll, pitch, and tilt of the body by reading data from a Sparkfun IMU 5 board (we’re pretty sure it’s this one). Check out the videos after the break. The first demonstrates the robot balancing on its own, then a Wii remote is connected via Bluetooth and [Tijmen] drives it around the room by tilting the controller. The second video covers the components that went into the build.
This is impressive work for a 17-year-old. [Tijmen] lists his material cost at $800 but since he’s Dutch this might not be a USD currency.
http://hackaday.com/2011/04/05/retak...lancing-robot/
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April 7th, 2011, 02:11 Posted By: wraggster
Lavalit have released a new SVN build of Openbor for the Dreamcast, Wii, Wiz, GP2X, Dingoo, PC, Linux and PSP
OpenBOR
----------------------
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
History
----------------------
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
r3330 | damon_caskey | 2011-04-05 16:54:55 -0400 (Tue, 05 Apr 2011) | 3 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
M /engine/openborscript.c
M /engine/resources/Info.plist
M /engine/resources/meta.xml
M /engine/version.h
~Guardpoints, Icon, Jugglepoints, Sight and Stealth arrays moved to structs.
~Flash, Icon, and Staydown property script access enumerated.
~Opebor_getentityproperty() property case statement reordered alphabetically.
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April 7th, 2011, 01:54 Posted By: wraggster
blitter has released a real-time dithering library for the Virtual Boy.
Quote:This is a column-based rendering library that uses a fast algorithm for real-time dithering using a predefined table of patterns.
It relies on drawing directly to the framebuffer using the movbsu instruction. As such, it does not run well on older/abandoned emulators such as Red Dragon or ViBE.
More information, downloads and discussion can be found in our forum in this thread.
http://www.planetvb.com/modules/news...hp?storyid=319
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April 7th, 2011, 01:43 Posted By: wraggster
After 3 months of finding data and modifying it for the hack, I have brought to you my first completed hack ever; Super Soccer Euro Edition. Most things are changed, including the player’s stats, the team’s stats, the team’s music and the palettes to suit each team.
You can play from 16 teams, starting with the highest ranked: Spain, Holland, Germany, Italy, Portugal, Ukraine, Croatia, Slovenia, England, Serbia, France, Sweden, Greece, Denmark, Switzerland and finally Luxembourg.
After you beat those teams, you will go against one more team which is tougher than Nintendo to become the top champion.
Relevant Link: (http://www.romhacking.net/hacks/737/)
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April 7th, 2011, 00:52 Posted By: wraggster
News via http://www.emulation64.com/view/2060/1964mod-v143/
The great N64 emulator fork 1964mod, which is based on the last released 1964 1.1 source, has been updated!
Core Changes & Fixes
During language switching, several bugs surface :
• "ROM Name" column can shrink to very small width (fixed)
• "Exit" menu option may disappear (fixed)
• "Recent ROMs" & "Recent ROM Folders" menu option text may not be translated or duplicated menu options or not deleted when it is unchecked or a combination of the above (fixed)
• "Help" menu & its submenu text are not translated (fixed)
• To complement the bugfixing and translation effort of the Language feature, several enhancements are considered.
• Add support for lgm extension for language files and drop support for 1964 lng extension as per MasterPhW request (enhanced)
• Revamp the "About 1964mod" box layout to cater to the lengthy translation text and updated english.lgm with updated infos and comments for translation purpose (enhanced)
• Language files translation is currently in progress and the following are completed:
- Deutsch by MasterPhW
- French by Siskoo
- Spanish by OverLordChaos
The existing 1964 Boxart feature has several bugs and need some enhancements as well.
• MasterPhW reported a bug for same BoxArt image duplication over different roms in the romlist display window (fixed)
• In Boxart display, press "Ctrl+S" or right click on a rom icon display will change its icon image to be the same as the 1st rom icon image (fixed)
• In Boxart display, open "ROM Properties" causes Boxart column info to be cleared except for the game name and it will be restored after a refresh or emu restart (fixed)
• Speedup Boxart display and reduce screen flickers by combining multiple refresh command requests (enhanced)
Minor speedup to romlist window display by removing duplicate refresh codes with reload especially Boxart display (enhanced)
• Replaced existing N64logo and 1964 icon with MasterPhW customized ones (enhanced)
• Some closely named roms can pickup the same boxart image (fixed)
• Remove token codes which is no longer useful and buggy.
Fix compiled error for LogPIFData and remove C:/ hardcoding (fixed)
Plugin Changes & Fixes
• Remove the MyGlideHQ subdirectory from game dump folder when dumping game textures (enhanced)
• Fix color banding in MyGlideHQ when starting game in hi-res ("Rice" format) with texture compression (regression fixed)
• Fix game direct launch to fullscreen bug when emulator starts with MyGlide64 to pickup correct fullscreen resolution (fixed)
• Enhance the "filtering of duplicate Fullscreen Resolution entries" fix to pickup correct resolution by the MyGlitch64 wrapper (enhanced/fixed)
• Free up memory after game loading hi-res textures is closed for MyGlide64 plugin (fixed)
• Fix 1964Audio not remembering "ReverseStereo" last checked status when emu starts (fixed)
• Revert "Sync Game to Audio" as default "ON" because the bug for not remembering last checked status is fixed
• Incorporate official Glide64 fixes r218, r220, r224, r225, r230 & r231 into MyGlide64 and replace my working fix with the official Glide64 fix r219 & r228
Homepage
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April 7th, 2011, 00:51 Posted By: wraggster
News via http://www.emulation64.com/view/2059/bZSNES-v151/
byuu released his newest emulation project: a ZSNES emulator, named bZSNES. You can see the full feature list, some screenshots, and download the first release on the project page and discuss it here.
About
bZSNES is a portable ZSNES emulator for Windows, OS X and Linux; written in C++. It is licensed under the GNU GPLv2.
Features
• bZSNES emulates almost all of the major features of ZSNES:
• VRAM can be written at any time, even while screen is rendering
• OAM and CGRAM can also be written at any time
• DSP echo buffer writes do not interfere with APURAM
• DRAM does not need to be periodically refreshed
• H/DMA synchronization does not steal CPU time
• auto joypad polling results can be read immediately
• CPU multiplication and division register results can be read immediately
• mid-scanline writes to PPU registers do not interfere with video output
• PPU background and sprite layers can be individually toggled on and off
• DSP voice channels can be individually toggled on and off
• CPU speed can be adjusted from its official frequency
... and more!
Compatibility
bZSNES is sure to be highly compatible with software made for ZSNES, such as:
• BS Zelda [English translation]
• Bahamut Lagoon [English translation]
• Sailor Moon: Another Story [English translation]
• Super Mario World [Addmusic hacks]
... and much more!
Look & Feel
But it doesn´t stop there! bZSNES also emulates the look and feel of ZSNES. You can even theme bZSNES with your own colors and fonts!
Project Page
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April 7th, 2011, 00:32 Posted By: wraggster
Priiloader is a modded version of Preloader. Just like preloader, Priiloader places itself in boot sequence before the system menu. By this priiloader has the ability to:
- Patch memory just like StartPatch or Preloader. hacks_hash.ini should be on the sd root(only once, they get copied to NAND) and can be found here.
- Save wii from banner & other kind of bricks that aren't ios/boot2/nand corruption related
- Start something else than system menu on power up (a dol file, bootmii, homebrew channel)
If you have any further questions, suggestions or anything then please contact us at the google code SVN page, #priiloader on efnet.org or dacotaco's forum on http://forum.dacotaco.com
Changelog
0.7 : God's Goodbye(04 april 2011)
- fixed SM update bug
- fixed title launching on some wii's(part 2, fully working now. patch was passed on to libogc)
- fixed listing of binaries when there is no apps folder
- refuse to load binaries that wont load anyway
- do dvd shutdowns async to increase booting time of dol's & titles
- ANOTHER attempt to fix the installer, this time it reloads ios so it kills all ahbprot issues from before. (see http://forum.dacotaco.com/viewtopic....=71&p=325#p325 )
- moved hacks_hash / hacks.ini access back to fat:/apps/priiloader just like preloader
http://www.dacotaco.com/dlpriiloader.php?ver=0_7
http://wiibrew.org/wiki/Priiloader
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April 7th, 2011, 00:26 Posted By: wraggster
Namco Bandai sent out new screenshots of the two new games in Pac-Man & Galaga Dimensions: "Pac-Man Tilt" and "Galaga 3D Impact." We've placed the screens in separate galleries in case, for some reason, you have trouble distinguishing Pac-Man from Galaga.
The 3DS collection, which also includes the original Pac-Man and Galaga arcade games, along with Championship Edition and Galaga Legions, will be released this summer in North America. You have plenty of time to stare at these screenshots and decide whether these two games look interesting enough for you to risk being seen waving your 3DS around like an idiot.
http://www.joystiq.com/2011/04/06/pa...es-in-screens/
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April 7th, 2011, 00:24 Posted By: wraggster
Series creator Yuji Horii announced Dragon Quest X, in development for Wii, at a press conference in December 2008. And that was the last anyone heard about it until the April 2011 issue of Nintendo Power. The subject came up in an interview feature about "Dragon Quest through the Ages," when Horii stated that it's nearing completion.
"All we can say is that development is going well and we're on the last parts of the game," Horii said. "We can't really share much else at this point, but by the end of this year we should be able to announce something regarding it."
Horii explained that the move to Wii was motivated by his feeling that "some users will want to play Dragon Quest on the big screen," noting that the choice of platform, including the decision to put a particular game on a handheld system, is "really a case-by-case basis." He also said that the team hears "that players want a new Dragon Quest that follows the same system of Dragon Quest VIII, so that's something else we're taking into consideration while in development of a Dragon Quest for Wii."
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April 7th, 2011, 00:23 Posted By: wraggster
In late January, Nintendo of Japan launched a teaser site for "Pandora's Tower," a (total) mystery Wii game said to be near completion -- no kidding! The site was updated today with a trailer (which has also been released on the Wii's "Everyone's Nintendo Channel" in Japan), revealing a release date of May 26, 2011. See for yourself after the break.
So, what is Pandora's Tower? According to a preview in the latest issue of Weekly Famitsu(via Andriasang), this straightforward-looking if not melodramatic action RPG assigns the young hero, Ende, with the absolutely morbid task of de-fleshing enough beasts to end a curse suffered by the lovely singer Ceres -- who's supposed to be gracing the harvest festival! Ende must butcher these foul creatures (in a colorful cartoon-style suitable for ages 15 and up) throughout a series of twelve towers before the curse consumes Ceres.
Pandora's Tower has been developed by Ganbarion, best known for its pair of Jump StarsDS fighting games in Japan
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April 7th, 2011, 00:21 Posted By: wraggster
Now this sounds familiar. Majesco just announced that it's publishing an augmented-reality game for a Nintendo handheld, to be released around Halloween, that allows you to search for ghostly phenomena in your environment using the system's camera.
No, it's not the DSi game Ghostwire, whose developer is still seeking a publisher after splitting with Majesco. The new game is The Hidden, created by 1st Playable Productions, and coming this October to 3DS.
The Hidden puts the player in the role of a member of the Ghostly Entity Investigation and Strike Team (G.E.I.S.T.), hunting around the real world to find spectral creatures, and then "using a full arsenal of high tech tools and upgradeable weapons, including the Plasmatic Disruptor, Ectoplasm Sensor and Spectral Shield" to defeat them.
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April 7th, 2011, 00:04 Posted By: wraggster
There are console mods and there are console mods... and then there's this -- a completely custom Nintendo Wii built from steel and cooled by two liquid-filled containers that would look more at home in a mad scientist's laboratory. Not surprisingly, this mod took a long time to complete. Bit-tech forum member Angel OD began the so-called "UNLimited Edition" project way back in December, 2009 and, after a few diversions, finally finished it this past weekend. Be sure to hit up the links below for a look at the complete build process, and a few more shots of the finished product.
http://www.engadget.com/2011/04/06/l...ulous-extreme/
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