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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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February 4th, 2011, 11:09 Posted By: wraggster
Shantae: Risky's Revenge, the DSiWare sequel to Capcom's long-forgotten cult Game Boy Color platformer, finally releases in Europe on 11th February, four months after its US launch.
Why should you care? Because by all accounts it's the best thing since sliced bread. According toMetacritic, it was the highest-rated DS game of 2010. Its impressive 92 aggregate puts it third in the platform's all-time high score list.
Developed by WayForward Technologies, the same studio behind the lovely Wii reboot of A Boy & His Blob, it's an OTT platformer firmly in the Metroidvania tradition.
According to a Nintendo listing, you can expect to "Discover magical attacks, brew zombie coffee, save golden babies and master the art of belly dancing to transform Shantae into more powerful creatures."
At 1200 Points, it sounds like just the thing to plug the gap until the 3DS takes over in March. Wrap your peepers around the rather awesome launch trailer below for more.
http://www.eurogamer.net/articles/20...o-dsiware-date
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February 3rd, 2011, 11:14 Posted By: wraggster
News via nmax
The Team Twiizers and roto claim the new exploit to hack the Nintendo Wii to version 4.3, found in the game LEGO Star Wars: The Complete Saga , leaked yesterday under the name Jabba Tha Haxx .
Prerequisites
1. SD card (not SHDC) formatted as FAT16 or FAT32
2. Some possibility to copy the savegame from the PC to the SD card (i.e. card reader)
3. Lego Star Wars (you have to boot it at least once before)
4. Some homebrew software to load, e.g. the HackMii Installer. Although this isn't necessary, it's highly recommended
Howto
1. (OPTIONAL) If you have an existing "Lego Star Wars" savegame. MOVE it to another SD CARD.
2. Copy the "private" directory from the Return of the Jodi download to the root of your SD card.
3. Take your homebrew and put it in the ROOT of your SD card as "boot.elf"
4. Put your SD card in your Wii and turn it on.
5. Go into Wii Options -> Data Management -> Save Data -> Wii.
6. Go to SD card and select the "Return of the Jodi" savegame that corresponds to your game region.
7. NOTE: Some people are having problems with the Wii not "seeing" the savegame on the SD card. If you are experiencing this, try setting the archive bit for the data.bin file. In Windows this can be either be done from the file's properties dialog (right click on it in Windows Explorer and check the box) or from the command line using "attrib +a <path to data.bin>". More info at #wiihelp on EFnet.
8. Copy the savegame to the Wii.
9. Boot Lego Star Wars.
10. Load the saved game you just copied to the Wii.
http://hackmii.com/2011/02/return-of-the-jodi/
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February 3rd, 2011, 04:07 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16320.html
The NES emulator HalfNES has been updated.
Quote:
0.026.1 (2/1/2011) - fixed games with battery RAM crashing on startup
- Added support for Sunsoft-01 and Konami VRC2 and VRC4 mappers (#21,22,23,25).
VRC4 is still not quite correct... status bar flickers in Parodius, but Gradius II, the Japanese version of Contra, and Bio Miracle Bokutte Opa all work fine.
- Made sound keep playing while fast forwarding
- Rewrote all the frame limiter code again (need to test on a slower machine with XP)
- Improved performance by making sure that I wasn´t regenerating the entire tile cache every time the game wrote to the mapper, even if the tiles didn´t change.
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February 3rd, 2011, 03:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...f242e44f23a65e
The excellent Nintendo DS Emulator for Windows, Mac and Linux " DeSmuME "is available in version 0.9.7
0.9.6 -> 0.9.7 (r3493-r3654-r3812)
General/Core:
bug: fix a ton of old, broken cpu opcodes and CP15 logic
bug: return Z1 and Z2 from TSC (fixes some touch logic)
bug: gba slot save type detection improved
bug: handle unusual rom headers more correctly
bug: dont confuse motion pack commands with save memory commands
bug: make cheat system a little less flaky and add AR 1.54 support
bug: fix nondeterministic backup memory behaviour while rerecording
bug: correct emulation of register accesses of wrong size and during powerdown
bug: rewrite --cflash-path emulation
bug: rewrite IPC/GX FIFO, IRQ flag generation, and wait-for-IRQ logics
bug: rewrite RTC calendar handling; now supports years > 2038
enh: auto-DLDI patching for homebrew
enh: --gbaslot-rom=self mounts self.nds in slot2
enh: more realistic exception handling
enh: piano emulation controller
enh: modular slot-1 system for exact emulation of homebrew cards
Graphics:
bug: edge marking colors were wrong
bug: handle some "invalid" vram configurations correctly
bug: convert half of geometry engine to fixed point
bug: fixed sprite blend fadein + / fadeout
bug: improve rasterizer shadows
bug: fix main memory display DMA
bug: fix some raster fx timing bugs
enh: add a hack for improving some non-stencil shadows
Windows:
bug: misc fixes and improvements to gpu viewer tools
bug: sub screen layer display toggling fixed
bug: fixes and improvements to ram watch, ram search, cheats list
bug: fix start-paused commandline
bug: fix memory leaks when sound disabled
bug: improve load average calculators and add arm7 load average
enh: background input support
enh: add vsync option
enh: support more knobs on joysticks
enh: import cheats from R4 database
enh: add xinput rumble for 360 pads
Linux/OSX:
bug: crash less in recent roms list
enh: Add horizontal screen layout and swap screen ability to gtk frontend (noodlebox)
enh: Big improvement to joystick support, support complex configurations and multiple devices (noodlebox)
http://desmume.org/2011/02/01/desmume-0-9-7-released-2/
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February 3rd, 2011, 03:46 Posted By: wraggster
After revealing a Pac-Man / Galaga combination title in Nintendo's enormous list of 3DS games at last year's E3, Namco hasn't said a peep about the game. The latest issue of Famitsu (via Andriasang), however, spills new details on the combination title -- dubbed "Pac-Man & Galaga Dimensions" -- including the fact that each game has been ... tweakedfor Nintendo's new handheld.
Galaga 3D Impact is described as a 3D shooting game, where the player pilots a ship from the cockpit view, aiming with the 3DS' gyrometer by physically moving the handheld. Pac-Man Tilt is a similarly strange take on classic Pac-Man gameplay, with our pellet-gobbling buddy donning humanoid features and traversing numerous levels -- you can tilt the 3DS to alter the levels while playing. The title has yet to receive a release date or a North American announcement, but we expect to hear more in the coming months.
http://www.joystiq.com/2011/02/02/na...nsions-to-3ds/
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February 2nd, 2011, 17:51 Posted By: wraggster
"This partnership helps offer a point of difference to the retailer"
UK publisher Funbox Media has teamed up with accessories firm Imp Gaming to produce Combo Packs for Wii.
Each product combines one of Funbox’s Wii titles with an appropriate Imp peripheral, such as steering wheels and fishing rod controllers. Titles in the deal include Chicken Blaster, Speed, Wild West Shootout and Reel Fishing: Angler’s Dream.
Imp has also told MCV it is working on similar bundles for DS, Xbox 360 and PS3.
“This partnership helps offer a point of difference to the retailer, but more importantly to the consumer, who is looking for extra value in these austere times,” said Funbox Media’s sales manager Mark Clemens.
http://www.mcvuk.com/news/42837/Funb...or-Wii-bundles
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February 2nd, 2011, 01:36 Posted By: wraggster
[Daniel] is making a mini arcade cabinet with an SNES housed inside. He wanted to build an arcade controller for it and chose to construct something from scratch instead of destroying an original piece of hardware. We can almost feel you guys sighing with relief at that one. He sent us some nice photos of his build and pointed out that he’s using one of the Evilmadscientist AVR boards housing an ATtiny2313. The arcade buttons are readily available at sparkfun. The source code for this project is available after the break.
http://hackaday.com/2011/01/30/snes-arcade-controller/
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February 2nd, 2011, 01:28 Posted By: wraggster
News via http://gbatemp.net/t277323-3ds-not-i...-loading-times
Cartridges are considered the superior media format in handhelds. One reason being a longer battery life due to the lack of moving parts in comparison to disk-based media. That part at least still remains true. The other reason in the past has been superior loading times over disk media. However, a closer inspection of some new 3DS games appears to potentially debunk the latter statement. Two games were recently shown off in playable form at a gaming convention, Resident Evil Mercenaries 3D and Ridge Racer 3D. Video evidence points towards possible longer loading times for 3DS games. Ridge Racer 3D shows 12 seconds of loading time for the course, Mercenaries 3D has 15 seconds of loading for the level. It is possible however that these loading times are only present in the demo builds and won't be present in the final game. It is common practice to use early work in progress builds for conventions. It's not always a true indication of what the final version will be like. It remains to be seen whether this will affect the majority of 3DS games. On the other hand, it may just be poor coding in general. There were a few regular DS games that had loading times, of which didn't even use the largest of cartridges (Call of Duty series for instance). Of course, it should also be noted that as flash-based cartridge media increases in size, the transfer rate does indeed gets slower. This may just be a natural result of Nintendo's adoption of larger capacity cartridges.
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February 2nd, 2011, 01:20 Posted By: wraggster
Pate has posted more news concerning his Dos Emulator for the DS
This is a bit of an unscheduled blog post, but as my friend just lent me his Nintendo DSi, I decided to immediately test how DSx86 runs in the CycloDS iEvolution flash cart in DSi mode. The current (old) DSx86 version 0.23 does start fine, but the touchscreen does not work so it is pretty much useless. I believe CycloDS is working on a compatibility layer that might make it work, but my understanding is that making DSx86 run in DSi mode might simply need a recompilation with the latest libnds. Thus, I downloaded the latest libnds version and recompiled DSx86 with it. No errors when building the software, and indeed the brand new DSx86 version 0.24 does run fine in DSi mode!
The speed is about twice that of the "DSL mode" (as the CycloDS firmware calls the normal working mode). I'm not sure if this speed is yet enough to warrant adding 386-opcodes, but at least the smoother screen scaling features should work fine in DSi mode in the original (meaning non-DSTwo-specific) DSx86. I'll probably release the newly built DSx86 version 0.24 next weekend, so you can test that the latest libnds version did not break anything that used to work in 0.23 version. If/when you get the CycloDS iEvolution flash cart (or in case the DSi mode gets enabled in some other flash carts) you can then run DSx86 at double speed. The added performance will certainly help in some games that have been running too slowly in the current 0.23 version.
I doubt I will have time to add any enhancements (like the smooth scaling methods) by the next weekend yet, but I'll see if I can work on both DSx86 and DS2x86 side by side from now on, enhancing both of them simultaneously with new features.
:: Homepage
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February 2nd, 2011, 01:15 Posted By: wraggster
Pate has posted some news concerning his Dos Emulator for the DS
Doom in DS2x86
Okay, I'm back from my trip but somewhat tired so I don't think I will get much programming done today. However, just before I went on my trip I got Doom to actually run in DS2x86! One milestone reached! It does not play any sounds yet, which makes it not all that immersive or even playable yet, but it does run and it is possible to evaluate the performance of my protected mode 32-bit emulation with it. Doom runs only at a marginally playable framerate using the default settings, which is not all that unexpected considering that the emulation speed is only about 25MHz 486. I remember when I had a 486/33 machine and played Doom against a friend who had a 486/66 machine, and I usually lost simply because I had a slower machine. Things improved when I also got a 486/66 machine. However, some settings in both DS2x86 and Doom can be adjusted to make it run better, and the best settings I have found so far seem to be the following:
DS2x86 CPU speed at 396MHz
Screen mode Zoom (so the smooth interpolation does not take CPU cycles)
Screen refresh at 15FPS (so the emulation gets more CPU cycles)
Doom Options: Graphic Detail: Low
Doom Options: Screen Size: Less than maximum
There are still problems with the texture mapping of the sprites, at times the texture is not mapped correctly but has a weird vertical wrapping problem. Also, I want to look into adding some audio support (if not very difficult) for Doom, so I won't release the DS2x86 version 0.03 until the next weekend. Sorry for the wait, but at least you now have something specific to look forward to in the new version. :-)
I also hope to implement some fixes to the problems in the DS2x86 debug logs you have been sending, thanks again for those! I have been skipping them when trying to make Doom run, so I think it is time I look into those as well.
CycloDS iEvolution
I also received my pre-release developer copy of the CycloDS iEvolution flash cart last week. I haven't yet had time to do anything with it, and since I don't even have a DSi (only a DS Lite) myself, I need to wait for a friend of mine to borrow his DSi to me while I look into taking advantage of the DSi mode with the original DSx86. If I understand correctly what the people in the thread at http://www.teamcyclops.com/forum/sho...t=10826&page=3 talk about, there are still some problems with the ARM9/ARM7 FIFO handling when trying to take advantage of the DSi mode in homebrew software. I trust these issue will be fixed in the near future, but I think I will still work on the DSTwo version until libnds and iEvolution work fine together in DSi mode. It looks like I don't necessarily need to do all that much work in DSx86 to have it running at twice the current speed on a DSi, but I will know more after I have studied and understood this issue better.
:: Homepage
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February 2nd, 2011, 01:11 Posted By: wraggster
News via http://irwansyah.drunkencoders.com/2...s-development/
Well, I finally got the time to get my hands dirty on looking for ways to using one of my favorite programming language, that is Objective-C in NDS Development. Recently, I changed my path from the previously doing enterprise applications using C# into the world of iPhone development using Objective-C. I was freaked out the first time I try the Objective-C language and the tools involved. Everything looked different! The tools behave unfriendly, especially the debugger…Oh my god! No, graphical and intuitive ways to look into variables, especially arrays and collections. I was thinking I was entering a primitive civilization!
After, several weeks using it! Hmm…I am beginning to like it! I feel very easy to do modification or changes in classes that I’ve written. Every methods is virtual by nature in Objective-C, the Protocols, Categories, Notifications, its feels like I am programming using a scripting language. Also, the Cocoa! Its amazing! It’s very easy to do user interface especially animations. And interface builder, I LOVE IT! It just provided what I really needs.
When, I was trying to compile my first NDS program. I was thinking, it must be good to have Objective-C in NDS Development. I don’t know wether it was possible. I tried to wrote a simple Objective-C class then I compiled it using devkitARM. It was successful to produce the object file but the linker was complaint! The linker said it cannot found the Objective-C runtime. I tried to modify the linker rules file and no luck. I’ve tried Googling but I found no references. I’ve tried asking in devkitPro.org forum but no one answer! It was seemed no hope!
I just leave it be until the next week I tried it again. This time I tried to find command arguments of the linker. Because, devkitARM is using the arm-eabi compiler from Sourcery that is based on GCC then the Objective-C compiler is already there. I already proved that it can compiled Objective-C file. I just need to find a way to link it using the linker. It turns out that I just need to add one additional command line arguments to include the Objective-C runtime. And then, it successfully compiled and linking my Objective-C program. I’ve tried to instruct it to draw a pixel and a diagonal line to the screen and I was very happy to finally see the pixel and the line drawn on the screen. I’ve done it using Objective-C!
Ooh! What a relief!
The journey, just begun
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February 2nd, 2011, 00:48 Posted By: wraggster
News via AEP
[news]A new update of the NES emulator RockNES has been released.
Quote:
Hello folks, it´s been a long time! RockNES 5.06 has been released! Enjoy.
From this release, I´m no more including the Allegro library with the package. Download it separately. Yes, I have a compiled DLL for you, if that´s the case.
What´s new for version 5.06 (01/31/2011)
Major APU timing fix.
Minor fix for $2004 reads.
Some CPU fixes, including all possible dummy read cases.
Sound sample rate is at 44100hz and cannot be changed for now.
Created config flag to enable/disable sound output.
Changed PRG bank masking for non-power-of-2 values.
Removed disassembling at $4000-$4FFF.
Fixed a bug restoring pAPU savestate block.
Fixed PRG bank number calculation in the disassembler.
Fixed a potential bug of disassembling the main RAM.
Fixed mapper 4 and variants to include CHR-RAM bankswitching.
Fixed Atari RBI baseball mapper number.
Added mapper 86, JALECO-JF-13, partial.
Added mapper 93 "Fantasy Zone (J)".
Added checks for unexpected/non-standard cartridge configs.
Added ability to dump the secondary OAM data.
Added palette RAM viewer.
Added a new screenshot method: captures the desktop.
Added an option for sound to output like a famicom-clone console.
Reworked sound driver and pAPU startup.
No more needed to restart the emulator when changing sound settings.
Palette files are loaded on emulator startup, when specified.
Proper GUI menu items disable, instead of warning popups.
Switched back the color emphasis table.
Removed "quit emulation" key config, now it´s key only.
Lots of general cosmetic changes.
Major update to the emulator documentation.
[/news]
:: Homepage
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February 2nd, 2011, 00:04 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12895&f=54
Titmouse offers version 0.34 of its Shoot 'em up space for the Wii, " Bolt Thrower ".
See 0:34 - GAME - 29/01/2011
* Added more sounds
* Added probe mines
* Added missile trails
* Added probe mine trails
* Added player ship thruster trail
* Added player collision
* Added blue (ok) to red (overloading) shields
* Added 'Well Done' message once everything (including satellites) are destroyed
* Added 'You are very Dead' message
* Added XML configuration, data used to store graphic positions,sizes, frames & other game data like 'AmountStars'
* Added more types of explosions
http://wiibrew.org/wiki/BoltThrower
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February 2nd, 2011, 00:00 Posted By: wraggster
News via Nmax
Tantric and rodri offering version 1.1.2 of " Wii ™ "media player for the Wii. Successor MPlayer EC, it is recommended to install the IOS 58 prior to use media that is on USB. The update is automatic from the Wii if you have a wireless connection.
Version 1.1.2 has been released along with an updated WiiMC Channel that has better USB compatibility. This release is primarily a patch release, but does have one notable new feature – ext2 support! Full changelog:
* Synced to MPlayer r32815
* Fixed broken audio/subtitle switching
* Fixed “Exception (Alignment)” crash
* Changed from mpg123 to ffmp3 (fixes some audio-related problems)
* Added ext 2/3/4 support
* USB compatibility improvements
* Improved performance (set L2 cache to 64bit)
* Large file (> 4GB) support
* Fixed relative playlist paths
* Paired-singles enhancements (thanks Extrems!)
* Added whitelist IOS - Warning from the Will now appear IF You are not using IOS58 or IOS61
* Disable dvdnav over SMB (it’s too slow!)
* Added Tamil translation (thanks dpandian!)
* Other minor optimizations and bug fixes
http://www.wiimc.org/2011/01/29/vers...1-1-2-released
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February 1st, 2011, 23:58 Posted By: wraggster
News via Nmax
DrZoidBerg offers version 1.2 of its adaptation of the flash game " BASE jumping "for the Nintendo DS.
Change log (v1.2):
The first demo of playing against others! I have added them in at League 1, when you beat the exam.
Just so you know, you are always the one on the far left.
The CPU's seem perfect, I could only see one bug where if you don't jump or get a false start in League 1, you can still see thier parashoots but it's not that annoying and can be fixed later.
I have not yet added in eye animation for the CPU's but you bearly notice.
http://www.palib-dev.com/forum/index...ic,1098.0.html
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February 1st, 2011, 23:54 Posted By: wraggster
News via Nmax
First version available for the GameCube's multimedia player " MPlayer EC ", a combination of MPlayer Team of Twiizers and Geexbox .
r648 - January 30, 2011
* Upstream sync. [FFmpeg d33ed7b]
* Enabled several Broadway-specific L2 cache features.
* Added paired single optimized H.264 plane prediction.
* Various minor optimizations.
* Initial GameCube port.
Previous
* Upstream sync. [MPlayer r32724 / FFmpeg r26068]
* Improved performance and quality.
* Added support for mono audio output.
* Added Dolby Surround mixing on any 4/5.1 channels sources.
* Added disc light VU meter.
* Any synchronized Wiimote or connected GameCube controller can now be used.
* Added support for USB keyboards.
* Added hardware analog volume control.
* Added blip.tv playlists.
* Added support for IOS58's USB 2.0 interface.
* Added direct DVD drive access with HW_AHBPROT.
* Extracted DVD encryption keys are now cached on the local storage device.
* Wiimote timeout now depends on the battery level.
* Improved resume accuracy.
* Improved video scaling.
* New VI initialization.
* Added support for the title element of some playlist formats.
* Added support for international text encodings on file systems.
* Cache and memory information have been moved to a new OSD level.
* MPlayer's messages are now available over USB Gecko.
* Removed Nintendo Channel content.
* Deprecated gx_zoom, hor_pos, vert_pos and horizontal_stretch.
* Fixed crash when stopping while using libdvdnav.
* Fixed crash when stopping while a scaled DVD subtitle is displayed.
* Fixed crash related to text subtitles.
* Fixed VP6 decoding.
* Many more bugs fixed.
http://code.google.com/p/mplayer-ce/
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