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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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January 17th, 2011, 22:07 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
For the past week I have been adding the protected mode opcodes for the games I have been using for my tests. The current status of the test games is as follows:
Zone 66 is still on hold, waiting for my implementation of the Virtual 8086 mode.
Jazz Jackrabbit is also on hold, waiting for some improvements to the protected mode segment handling and then for the addition of proper General Protection Fault handling. This is a bit bigger issue so I have not worked on Jazz Jackrabbit any further during the past week.
After putting those two games on hold, I wanted to add a new game to test so that I can hopefully add two different opcodes before testing the new version again. I took Warcraft II as the other game. However, pretty soon I had to put it on hold as well. It turns on the 386 CPU paging system, which is yet another feature that needs a lot of extra work to support. I had thought that only Windows would use the paging (virtual memory) system, but looks like some games do that as well.
Doom is currently progressing fine. It is already in 32-bit protected mode, using the flat memory model, so hopefully it just needs more of the 32-bit opcodes implemented to actually run. Currently it looks very promising, but of course I may encounter something difficult to implement at any moment.
The problem in Doom that I mentioned in the previous blog post, where it jumped to a row of INT 3 opcodes, turned out to be a simple issue. I had forgotten to remove an instruction pointer masking (to a 16-bit value) from one of the jump opcodes I copied from the 16-bit protected mode code, so when Doom attempted to jump to offset 0x00101234 (near the beginning of the extended memory) it jumped to 0x00001234, which happened to have some data containing 0xCC (INT 3) bytes. However, after fixing this issue and adding a few new opcodes, I fought for two days with a problem where Doom suddenly attempted to return from a subroutine to a segment that was not marked executable. Finally after a lot of debugging I found the problem in my LEA opcode handling. I had used the output register as a temporary register in the opcode handler, which was not a smart thing to do when the input and output registers could be the same register! For example, with opcode LEA EBP, [EBP+12], both the input and output register is EBP. I first loaded the immediate byte 0x12 into the output register (EBP), then added the input register (EBP) value to that and finally put the result to the output register (EBP)! After fixing this problem I have been able to add opcode after opcode without any new problems.
Pretty much all of yesterday went to other things besides working on DS2x86. I rearranged the furniture in my appartment, which also meant rerouting all the cabling for my home theater system. That took quite a long time, so I had practically no time left to do any programming. Finally today I have been adding the opcodes that Doom needs, but it keeps encountering new opcodes that I haven't yet implemented for 32-bit protected mode.
That's it for this short update, let's see if I can get Doom actually running by the next weekend!
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January 17th, 2011, 21:17 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16221.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.024 (1/16/2011)
-Added proper options dialog for changing screen size and keymappings
(but you need to restart the emulator to apply the new settings - will fix that
sooner or later but I need to write code to completely rebuild the window first.)
-Removed the old INI file - now settings are saved in your home folder
-Now remembers the position of the window and the last folder you loaded a ROM from
-Fixed a few more bugs in the graphics code so now the intros of Solstice and
Ninja Gaiden look the way they should.
http://code.google.com/p/halfnes/
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January 17th, 2011, 21:16 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16218.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 16, 2011
Project files for Microsoft Visual Studio 2010 have been added, and several code changes have been made to ensure that everything still compiles, including changing the build paths once again.
Unlike the existing project files for Visual Studio 2003, these produce only Unicode binaries, as executables produced by Visual Studio 2010 cannot be run on any operating system prior to Windows XP SP3.
http://www.qmtpro.com/~nes/nintendulator/
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January 17th, 2011, 21:04 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16212.html
The NES emulator My Nes has been updated.
Quote:
Version 2.1.0.0 :
==================
* New optimized code that isolate the nes engine from the windows interface, now it´s
more flexable and easy to be ported into another platform.
* Included SlimDX library with the binary.
* Added DirectX video mode
* Added DirectX sound mode
* DirectX input instead of SlimDX, so you can use My Nes without SlimDX !!
* Added sound changable modes (SlimDX and DirectX)
* Easy to switch video modes, sound modes and control profiles using the new menu items.
* Added x4, x5, x6 window sizes
* My Nes runs faster with new optimized code, using buffers for video rendering instead
the call of RenderPixel method.
* Fixed sound timing which caused garbages in the sound playback.
* Fixed save state feature which caused My Nes to hang.
* Fixed ppu x scroll and nametable reload bits update times.
http://sourceforge.net/projects/mynes/files/
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January 17th, 2011, 20:45 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...e68909b47d0f8c
Awesomisoft offers version 0.4.7 of " DS App Studio , "FDI to facilitate the development of homebrew on Nintendo DS.
Awesomisoft was creating a new Easy to use Homebrew developing program called DS App Studio
DS App Studio uses a programming language he made called DSAL(DS Application Language) that makes making DS homebrew development easier for beginners. Here is a piece of code that shows that language:
Code: Select All
start2D(256, 256);
say("Hello, World!");
wait();
endif();
http://www.awsomisoft.com/index.html
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January 17th, 2011, 20:28 Posted By: wraggster
Breaking: the 3DS is compatible with the DSi and DSi XL power cable.
This is huge.
Also, 3DS game boxes are slimmer than DS game boxes. Repeat: your shelves haven't grown; your game boxes have been on a diet.
These tidbits come from a GoNintendo roundup. This also tells us the Street Pass feature - which talks to other 3DS owners while dormant in your pocket - can transfer data for up to 12 games at once!
Street Pass transfers happen on a fundamental system level but have parental controls to limit your kids' 3DS chatter capacity, apparently.
The 3DS also allows you to bring up the home menu and browse online or take notes while playing a game.
Japan will play Nintendo's 3DS first from 26th February. The West (and Australia) must wait until sometime in March.
The price: ¥25,000 (converts to £190) - the most expensive DS yet.
http://www.eurogamer.net/articles/20...si-power-cable
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January 15th, 2011, 23:55 Posted By: wraggster
Man, what is it about the Aliens franchise that makes its video game adaptations so easily cancelable? Long, long before Obsidian's Aliens RPG ended up on the cutting room floor, Square had its own unreleased entry into the franchise: A 1987 side-scrolling action game for the Famicom Disk System (the disk-loading NES attachment which never quite made it stateside).
A ROM for the canned title recently appeared online; you can check out some footage from an emulated version of the game over at 1UP. It actually doesn't look too terrible -- though back in 1987, we really only had room in our hearts for one unstoppable, alien-obliterating heroine, and that room was totally already spoken for.
http://www.joystiq.com/2011/01/15/sq...stem-uncovere/
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January 14th, 2011, 23:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...0170f5174402d5
Metatarsal offers version 1.03 of " PacMan E ", excellent adaptation of the famous arcade game" Pac-Man "for the Nintendo DS.
I started this game early summer 2010, blasted at it for a week or so then left it pretty much untouched for a few months, spent another week or so on it and then didn't come back to finish the last bits off until now, January 2011. It has been a great project to work on for programming, pixel art, game design, problem solving and more skills and through it I've come a long way in improving myself. If I were to recode I'm sure I could do a lot of things better now but I am ready to shelf it and move on to bigger projects.
The 'sound effects' I took from the original arcade game, copyright for them belongs to Namco.
The music in the game is a song called 'Exhale' by Mr.Lou of Dewfall Productions, found at the site http://indiegamemusic.com/, which is a fantastic resource.
I made my graphics using MSPaint and Photoshop when I needed more zoom. I've found DSGM a really useful tool for prototyping pixel art, especially animated works also.
It's not perfect, and I know about some rare and hard to produce bugs (why I had to avoid saving the high score) but without a rewrite they aren't feasible to correct at this stage. In any case I hope you enjoy playing, the making of it was a blast.
http://dsgamemaker.com/dsgmforum/vie...php?f=14&t=147
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January 14th, 2011, 22:38 Posted By: wraggster
Perhaps if there was some sort of Brundlefly-style gadget mix-up five years ago, the outcome would look like this: an HTC Hermes jammed inside a GameBoy Advance housing. This prototype, presented by Windows Phone Hacker, features some fun changes that make it feel more like your beloved handheld gaming console, and less like your dated Windows Mobile Pocket PC, including a startup GIF animation of the original GameBoy Advance boot screen, custom software that keeps the OS in landscape mode, and custom notifications and ringtones from the Mario games. Also included is PocketGBA emulator for playing GameBoy Advance ROMs on the phone itself. Of course, this is just the beginning of the project: we look forward to seeing a version where the buttons work! In the meantime, check out the thing in action after the break.
http://www.engadget.com/2011/01/14/g...y-who-built-i/
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January 14th, 2011, 02:02 Posted By: wraggster
Goomba is a Gameboy emulator for the Gameboy Advance. Beyond the advantage of being able to store many games on one cart, Goomba also includes save states and customizable borders. At least, my fork does. Also available are many palettes, along with the ability to make your own.
The process to actually included custom borders can be quite complex, so I've created a tutorial which should help guide you through the process. Currently this project is somewhat ongoing. The most probable future release would include a cheat finder of some nature. But, it will probably be a while before any attempts to add this are made.
2011-01-10 - Support GBC preset palettes. Renamed the included GBC palettes.
http://kuwanger.net/gba/goomba/
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January 14th, 2011, 01:21 Posted By: wraggster
Not all 3DS games will have to make use of the device's 3D capabilities, Nintendo has revealed.
Answering a question from Earthbound creator Shigesato Itoi in a new Iwata Asks interview as to whether the handheld will be compatible with DS cartridges, Nintendo guru Shigeru Miyamoto explained, "It's compatible with software for previous Nintendo DS systems, which will be viewed in the 2D mode.
"New game cards, however, will be specific to Nintendo 3DS, but whether they will be in 3D or not is basically up to the maker, just like how much to use the touchscreen was up to developers for Nintendo DS."
The Mario creator went on to explain that he thought it was too much to expect all developers to immediately start developing in 3D.
"Suddenly requesting all the game developers to only make 3D games on game cards exclusive to the Nintendo 3DS from now on would really raise the hurdle for them.
"We thought it would be better for developers, as well as players, if they could do as they please depending on the software, having images jump out just a little or making games based significantly on 3D."
Nintendo's new handheld is expected to launch in Europe and the US in March, with an official release date to be announced on 19th January at a showcase event in Amsterdam.
http://www.eurogamer.net/articles/20...-will-be-in-3d
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