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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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December 15th, 2010, 01:59 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6581
When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.
Download Here --> http://www.dolphin-emulator.com/download.html
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December 15th, 2010, 01:59 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6581
When the gfx debugger is saving shaders make sure the directory exists.
Make sure the gfx debugger unpauses when the emulator is stopped.
When a wad is installed make sure directories exist.
For the cmake build if a header is not provided in the check_lib macro don't check for it, and assume pkg-config was supposed to work.
Download Here --> http://www.dolphin-emulator.com/download.html
To read more of the post and Download, click here!
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December 15th, 2010, 01:50 Posted By: wraggster
[ViDAR] was looking for a project to keep him occupied and settled on creating a VGA converter for his Game Boy. He had some difficulty finding pinouts for the LCD and CPU but working with what was known, and an oscilloscope, he found the necessary signal. Tap into just a few lines using those thin blue wires; Vsync, Hsync, clock, and two data pins. From there a development board with an Altera Cyclone II field-programmable gate array takes care of the heavy lifting. The board already has hardware for a VGA connection so it was just a matter of processing the incoming signals into the VGA standard. His demo video is embedded after the page break.
Want a dedicated solution? Check out this Game Boy video adapter inside a VHS cassette.
http://hackaday.com/2010/12/12/game-...using-an-fpga/
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December 15th, 2010, 01:47 Posted By: wraggster
In honor of the 25th anniversary of Super Mario Bros., and the release of Super Mario All-Stars: Limited Edition, Satoru Iwata has gathered up more members of the Mario team for another round of questioning. The developers probed include Katsuya Eguchi, who joined the team in 1986, and Super Mario Galaxy director Yoshiaki Koizumi, who didn't join until 1991.
As always, Iwata proves an expert interrogator, drawing neat information out of his employees. For example, New Super Mario Bros. on DS was originally conceived as a fifth game in the GBA's Super Mario Advance series. "After we released Super Mario Advance 4: Super Mario Bros. 3," says Hiroyuki Kimura, "people were asking if a '5' in the series would be released. That's right when the Nintendo DS system came out, which was perfect timing, so I thought if we're gonna make it, it should be a new title."
Additionally, Koizumi describes the experience of working with Miyamoto on Super Mario 64, which Miyamoto directed himself. While Koizumi expected written instructions, instead he got, well ... "it was just Miyamoto-san and me in the office, and he starts showing me how Mario is supposed to swim while saying, 'It's not really a breast stroke, and not a crawl, but something like this maybe...?' And he was completely sprawled out on the desk doing these swimming motions." This is the part where you laugh, perhaps nervously.
http://www.joystiq.com/2010/12/13/iw...ut-the-series/
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December 15th, 2010, 01:35 Posted By: wraggster
News via http://mobiles.gx-mod.com/modules/ne...p?storyid=9422
The Cyclops team, which announced the arrival of a new linker there is a little over a month, is back with new details on their youngest, but not least.
They announce that indeed it would be able to run in native mode DSi, which would make the first real DS linker (other backward compatibility mode using the DS).
This opens the door to a new generation of homebrew (and later to commercial games) that could benefit from additional capacity of the DSi: camera, SD card, more power (ram, processor). A free copy will be distributed to the same legitimate homebrew developers who request them.
Quote:
As promised, the Cyclops team is proud to announce a revolutionary new feature to its next linker, available soon. The competition that currently does to run the linkers in DS mode, depriving them of features unique to the DSi: camera, wifi improved, additional RAM, processor speed greater, DSP, etc..
IEVO the linker will be the first market to enable these features, initially for the homebrew, and later for commercial games. It will be possible to take advantage of multiple ways, and we are sure that the homebrew scene will be pleased to support these features.
The Cyclops team will be happy to provide free, homebrew developers to legitimate copies of their linker to assist development. Please send an email to "support@teamcyclops.com" for more information.
A new era seems well and truly on, much to the delight of fans of homebrew.
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December 15th, 2010, 01:06 Posted By: wraggster
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS and Now Apple Iphone
Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.
My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.
Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.
When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The delete key should work on Macs. (Konstantin Stupnik)
Typos in the animate forest description fixed. (Paul Nguyen, Kender)
You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
Items that fall in a hole will not be revealed up on the next level's map. (Kender)
Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
Giant Spiders have defences better fitting their explevel. (Mental Mouse)
The earth hammer is now made from stone as you'd expect. (Kender)
The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
Typo fixed in Golden Tridude description. (Mental Mouse)
Clarify cave troll description. (Metnal Mouse)
s/byte/sting/ for scorpion description. (Mental Mouse)
Clarify butcher skill description. (Mental Mouse)
Water elementals no longer leave corpse.
Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
Vampire bats will no longer chase players which they aren't interested in. (Kender)
Option to email character dumps on the iPhone to get them out of the black box.
Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone.
Makefiles for Linux have $(LDFLAGS) added.
The torches in the Lomaka tiles have been fixed to show up in the correct hand. (Martin Rittweger)
The Wish command now includes the ability to take on a monster's form and stats, so you can play as a monster if you wish. (Robert Barber)
On level up, the number of Piety points you have in each class is displayed beside the class name so you can better judge which class to pick. (Matthew Wyatt)
http://www.zincland.com/powder/index...gename=release
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December 15th, 2010, 01:06 Posted By: wraggster
To understand POWDER, you should first understand roguelikes. "Roguelike" is a term applied to a wide variety of games which share a common inspiration from the game Rogue. A non-exhaustive list of such games would be: ADOM, Nethack, Crawl, Diablo (I & II), Moria, and Angband. My apologies to the many excellent roguelikes I didn't list. What characterizes these games? The exact specifications are a matter of debate - indeed, I may receive hate mail for including Diablo - but I shall try to write a few:
Tactical play. The unit of action is based on the individual adventurer. The game is not twitch oriented (like Quake, rewarding reflexes & well trained actions) nor is it strategy oriented (like Civilizations or Warcraft, requiring working on the large picture)
Based in Hack and Slash. A roguelike isn't primarily about plot development or telling a story. It is about killing things and acquiring treasure.
Random games. A roguelike is a dungeon crawler where no two games are the same. The maps are different, the items are different, there are no guaranteed win paths.
Permadeath. You die, that is it. No restoring a savegame. Good roguelikes delete your save game after loading them. This is compensated by the replayability of the game.
Complex interactions of properties. While the commands for a roguelike are simple, the potential interactions are not. My favourite example is equipping a silver ring as a weapon in order to damage a creature vulnerable to silver, but not one's other weapons. [Editor: This matches the Hack branch of the roguelike tree, not the Angband branch]
Steam rolling monsters. If a critter is in your way, and weak, you shouldn't even notice it is there.
For more information about roguelikes there is the Rogue Basin, a Wiki documenting this genre, and the Temple of the Roguelike, a newsite tracking developments in the field.
Having defined Roguelike, POWDER is easy to describe: A Roguelike designed for the Gameboy Advance and Nintendo DS and Now Apple Iphone
Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.
My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.
Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.
When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The delete key should work on Macs. (Konstantin Stupnik)
Typos in the animate forest description fixed. (Paul Nguyen, Kender)
You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
Items that fall in a hole will not be revealed up on the next level's map. (Kender)
Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
Giant Spiders have defences better fitting their explevel. (Mental Mouse)
The earth hammer is now made from stone as you'd expect. (Kender)
The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
Typo fixed in Golden Tridude description. (Mental Mouse)
Clarify cave troll description. (Metnal Mouse)
s/byte/sting/ for scorpion description. (Mental Mouse)
Clarify butcher skill description. (Mental Mouse)
Water elementals no longer leave corpse.
Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
Vampire bats will no longer chase players which they aren't interested in. (Kender)
Option to email character dumps on the iPhone to get them out of the black box.
Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone.
Makefiles for Linux have $(LDFLAGS) added.
The torches in the Lomaka tiles have been fixed to show up in the correct hand. (Martin Rittweger)
The Wish command now includes the ability to take on a monster's form and stats, so you can play as a monster if you wish. (Robert Barber)
On level up, the number of Piety points you have in each class is displayed beside the class name so you can better judge which class to pick. (Matthew Wyatt)
http://www.zincland.com/powder/index...gename=release
To read more of the post and Download, click here!
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December 15th, 2010, 00:59 Posted By: wraggster
POWDER 115-1 released by insin
A port of POWDER to the Wii using SDL Wii.
115-1 - 14th December, 2010
Updated to version 115 of POWDER, see the POWDER releases page for changes.
Just in time for the new, high res, iPhones, POWDER's tiles have caught up to the previous, low res, iPhones. The 12x12 Akoi Meexx tiles have been hand smoothed for a better landscape experience.
My old file server died. Fortunately, I was already in the process of migrating to a new one, so it really couldn't have been better timing. Unfortunately, my attempt to restart the PSP toolchain failed. I'll have to give this another try later, but this release is way too delayed already.
Note the iPhone version, as usual, won't show up right away. First, because even with immediate submission there is a delay for approval. Second, because one reason this release kept being delayed was a real frustrating bug where the keyboard wasn't showing up half the time. I think I fixed it, hence this release, but I want to do some more testing on my commute.
When the iPhone version does hit the light of day, I hope players on that platform will appreciate that you can now email your character dumps. This provides a way to get a record of your win without resorting to pen and pencil.
The delete key should work on Macs. (Konstantin Stupnik)
Typos in the animate forest description fixed. (Paul Nguyen, Kender)
You can no longer petrify or stone to flesh quest items. (Lorenzo Batallones)
Items that fall in a hole will not be revealed up on the next level's map. (Kender)
Zapping a wand of invisibility at yourself when you are already invisible from a permament source no longer reports "You are invisible." (Kender)
No longer falsely get system shock if a creature you possessed, but released when it was polymorphed, is finally slain. (Mental Mouse)
The Regenerate spell now works for creatures with No Regeneration, as was intended. (Mental Mouse)
Flesh golems can once more regenerate. (They lost this in the no-regen sweep) (Mental Mouse)
Giant Spiders have defences better fitting their explevel. (Mental Mouse)
The earth hammer is now made from stone as you'd expect. (Kender)
The spell Summon Daemon now spells Daemon like the rest of POWDER. (Mental Mouse)
Typo fixed in Golden Tridude description. (Mental Mouse)
Clarify cave troll description. (Metnal Mouse)
s/byte/sting/ for scorpion description. (Mental Mouse)
Clarify butcher skill description. (Mental Mouse)
Water elementals no longer leave corpse.
Eaten intrinsicly poisonous corpses now has a significantly shorter timeout. (Kender)
Attacks which deal multiple types of damage in the same hit will have damage reduction applied to each of the types, rather than only to the first type. (Mental Mouse)
Vampire bats will no longer chase players which they aren't interested in. (Kender)
Option to email character dumps on the iPhone to get them out of the black box.
Searching due to intrinsics will put Searching on the status line, and multiple manual searches will report Seached x10.
Improved the Akoi Meexx 12x12 tiles, for less ugly pixels when in landscape mode on the iPhone.
Makefiles for Linux have $(LDFLAGS) added.
The torches in the Lomaka tiles have been fixed to show up in the correct hand. (Martin Rittweger)
The Wish command now includes the ability to take on a monster's form and stats, so you can play as a monster if you wish. (Robert Barber)
On level up, the number of Piety points you have in each class is displayed beside the class name so you can better judge which class to pick. (Matthew Wyatt)
http://wiibrew.org/wiki/Powder
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
To read more of the post and Download, click here!
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
To read more of the post and Download, click here!
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
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December 13th, 2010, 23:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...483f43a93298ef
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits.
- Configure all the emulators for immediate use in good conditions.
- Configure the gamepad to potential emulators (plug and play
- Automatic Update emulators included
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
http://xotob14.free.fr/eng/downloads.php?cat_id=1
To read more of the post and Download, click here!
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December 13th, 2010, 23:18 Posted By: wraggster
Nintendo talisman Shigeru Miyamoto has admitted that at one time he intended to try and "destroy" the game genres that he had helped create.
Speaking in a lengthy, fascinating interview with The New Yorker, the Mario creator explained how he watched on with admiration as his favourite manga artists created a brand new genre from nothing and then later completely subverted it.
"When they became much older, they started to destroy the style they themselves had created," he explained.
"When I started working for the company, I thought that someday I would like to do the same. I wanted to destroy the styles that we ourselves created.
"I don't think we can do so completely, but I think that in the way that we are making video games today we might be getting closer to my idea of destroying the original style.
"Because we ourselves have created the original format or style of video games," he continued, "we understand why we had to do it at the time. Because we understand that, we can also understand why some of them must be kept intact and why some of them we can destroy."
Once famously banned from talking about his current hobbies by Nintendo top brass out of fear competitors might steal his game ideas, Miyamoto also shed a little light on what currently floats his boat outside of the office.
"I like changing the interiors of the house, or sometimes even the exterior of the house. Sometimes I'm called the Sunday carpenter," he revealed.
"Even at midnight or at some early hour in the morning, I will change the location of the sofa in the living room. That's me. Something tells me that by changing it my life is going to be more enjoyable. At least it's going to give me some fresh feeling."
Elsewhere in the piece, Miyamoto offers insight into perfectly balancing difficulty in his games, why he's not interested in photorealism and who he most admires in the games industry.
http://www.eurogamer.net/articles/20...nintendos-past
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December 12th, 2010, 21:57 Posted By: wraggster
Pate has posted more news of his Dos emulator for the DS:
Last week I worked on the EGA opcodes. Currently the great majority of the opcodes (that are supported in DSx86) have been ported to DS2x86, so a couple of EGA games are already running fine. Some string opcodes are still missing, all the BIOS-based character output functions have yet to be coded, and I currently only have a blitting routine for the 320x200 resolution mode, so many games still fail. I just this morning decided to experiment with the EGA mode linear interpolation screen scaling routine. I first coded it by handling the palette calculations while blitting, and after I got that working I switched to a precalculated look-up-table that has the interpolated output pixel colors precalculated for each two input pixels. Since the 16-color EGA mode uses 4 bits per pixel, it is simple to lookup the output pixel value based on an 8-bit input value containing two adjacent pixels. The routine that handles the LUT filling whenever the palette value changes is obviously rather slow now, but since that specific routine is only used in the 16-color modes, and those rarely perform fast palette animations, this will most likely not be much of a problem. The actual blitting routine is almost as fast as the non-scaling routine, so there will be practically no performance penalty in using the scaled screen mode!
I was mainly interested in seeing what the scaling quality would be when scaling screens with some small text, so here below are screen copies of some screens from Duke Nukem 1 and Duke Nukem 2. In my opinion the text is for the most part quite readable, much better than with the hardware scaling as used in the original DSx86.
I also figured out a faster way to handle the separate memory access methods between normal RAM, EGA VRAM and ModeX VRAM. Since the graphics mode memory is organized so that each input byte addresse maps to a word address in the emulated VRAM, I now precalculate the two-bit-shifted memory addresses into the main page mapping table, so that the result address into the graphics memory can be taken simply by shifting the address generated by the common memory address calculation macro. Previously I first had to subtract the logical memory start address, then shift the value, and then add the physical graphics memory start address to the value. This simple change increased the Trekmo framerate by 0.5 fps, which together with some earlier general speedups now give a total framerate of 12.9 fps. Compared to the 11.9 fps value a few blog posts back, that is quite a nice increase. Now DS2x86 runs Trekmo at about the speed of a 40MHz 386 machine. There is most likely still room for improvement in various locations in the code, I just haven't yet figured out proper ways to improve them yet.
I have a two-week Xmas vacation starting on the 20th, so my current plan is to work on DS2x86 adding the most essential missing features, so that I can then release the first alpha version before the new year. Some of the biggest features that exist in DSx86 but are still missing from DS2x86 are:
Mouse support.
CGA graphics mode support.
Other EGA modes besides the 320x200 resolution.
Many Mode-X graphics opcodes are still missing.
All graphics BIOS features besides setting the graphics mode are missing, the most essential being the BIOS character output features.
All audio support (besides 8-bit SB digital audio) is still missing, and even that one still needs improvement.
All the configuration features on the touchscreen (including updating the lower screen upper part based on the current configuration) are still missing.
The blinking cursor in the text mode (command prompt) is missing.
The crash logging feature is still missing.
A lot of other minor things here and there.
I will certainly not be able to add all of these before the new year, so the first alpha version of DS2x86 will be quite limited. It will mostly be meant as a technical demonstration and as a test bench for you DSTwo card owners, so that you can help me in testing various games on it and report the still missing features.
http://dsx86.patrickaalto.com/DSblog.html
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