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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 1st, 2010, 00:48 Posted By: wraggster
New Super Mario Bros. Wii is Nintendo's motion-sensing console's first quadruple platinum selling game in Japan, fresh sales data has revealed.
When it crossed the four million copies sold barrier in Japan this week it became the first Wii game to do so. Enterbrain's latest sales results put the game at 4,001,276 units as of Sunday (revealed by Andriasang).
New Super Mario Bros. Wii became the Wii's best-selling game in March when it neared the 3.5 million mark. Is there no end to the portly plumber's popularity?
The game deserves all the sales success it enjoys. Oli gave the four-player platformer 9/10 in Eurogamer 's New Super Bros. Wii review.
http://www.eurogamer.net/articles/20...iness-in-japan
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November 30th, 2010, 01:15 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6496
DX9 debugger improvements:
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 30th, 2010, 01:15 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6496
DX9 debugger improvements:
- Fix "Pause at next" functionality for pixel/vertex shader changes, finished frames and texture changes.
- Implement dumping vertex declaration and vertex/index data.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 29th, 2010, 23:03 Posted By: wraggster
AnyTitle Deleter updated to v1.1 by bushing
A modified version of AnyTitle Deleter and AnyTitle Deleter DB by bushing which uses HBC 1.0.7+ and AHBPROT and does not require an old or patched version of IOS36. It also has all the features of AnyTitle Deleter DB. The database.txt file has to be copied to the root of the SD card.
http://wiibrew.org/wiki/AnyTitle_Del...1.1_by_bushing
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November 29th, 2010, 22:49 Posted By: wraggster
Nintendo sold 1.5 million Wii and DS consoles in the US last week, with Black Friday deals reigniting consumers' dwindling enthusiasm for its hardware.
600,000 Wiis were sold between 21st November and 27th November, and 900,000 DSes.
"US shoppers bought about 9,000 Nintendo hardware systems nonstop for every hour of every day during the week of Black Friday," said Nintendo of America boss Reggie Fils-Aime.
"For the past several years, consumers have decided that Nintendo defined both top value and all-inclusive entertainment, and that sentiment continues again at the start of this shopping season."
Neither Sony of Microsoft have published their figures yet, but it's an impressive showing for Nintendo nonetheless.
As a comparison, the Xbox 360 sold 350,000 units during the whole of October in the US, making it the best selling home console of the month.
The figures also serve to back-up Fils-Aime's recent comments about how important the holiday season is for Nintendo.
Speaking at the BMO Capital Markets Annual Digital Entertainment Conference earlier this month, Fils-Aime said, "The holidays are more important to Nintendo than to other manufacturers. We have a distinct edge when it comes to gift-giving."
50 per cent of all Nintendo's hardware sales last year came in November and December. "For everyone else that number was just over 40 percent," Fils-Aime claimed.
Black Friday, the day after the annual Thanksgiving holiday, is one of the biggest shopping days of the year in the US, with consoles and software seeing huge reductions.
Nintendo's offers this year were spearheaded by new red Wii and DS console bundles, with Donkey Kong Country Returns helping to fuel sales.
Last year, Nintendo sold 550,000 Wiis and a million DSes over the same period.
http://www.eurogamer.net/articles/20...day-sales-bump
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November 29th, 2010, 22:49 Posted By: wraggster
Nintendo sold 1.5 million Wii and DS consoles in the US last week, with Black Friday deals reigniting consumers' dwindling enthusiasm for its hardware.
600,000 Wiis were sold between 21st November and 27th November, and 900,000 DSes.
"US shoppers bought about 9,000 Nintendo hardware systems nonstop for every hour of every day during the week of Black Friday," said Nintendo of America boss Reggie Fils-Aime.
"For the past several years, consumers have decided that Nintendo defined both top value and all-inclusive entertainment, and that sentiment continues again at the start of this shopping season."
Neither Sony of Microsoft have published their figures yet, but it's an impressive showing for Nintendo nonetheless.
As a comparison, the Xbox 360 sold 350,000 units during the whole of October in the US, making it the best selling home console of the month.
The figures also serve to back-up Fils-Aime's recent comments about how important the holiday season is for Nintendo.
Speaking at the BMO Capital Markets Annual Digital Entertainment Conference earlier this month, Fils-Aime said, "The holidays are more important to Nintendo than to other manufacturers. We have a distinct edge when it comes to gift-giving."
50 per cent of all Nintendo's hardware sales last year came in November and December. "For everyone else that number was just over 40 percent," Fils-Aime claimed.
Black Friday, the day after the annual Thanksgiving holiday, is one of the biggest shopping days of the year in the US, with consoles and software seeing huge reductions.
Nintendo's offers this year were spearheaded by new red Wii and DS console bundles, with Donkey Kong Country Returns helping to fuel sales.
Last year, Nintendo sold 550,000 Wiis and a million DSes over the same period.
http://www.eurogamer.net/articles/20...day-sales-bump
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November 28th, 2010, 22:44 Posted By: wraggster
More news from Pate of his work on the Dos emulator for the DS:
After posting my previous blog post, I got an email from Grégori Macário Harbs, who said that he is interested in screen scaling and interpolation algorithms, and has some ideas to share. He suggested a more efficient division of the pixel weights when interpolating over 5 input pixels to produce 4 output pixels. He had even gone so far as to provide an example of how the WC2 title screen would look with different interpolation methods, and he also provided some source examples. Many thanks for the tips Grégori!
Using the ideas that he provided, I was able to make the DS2x86 interpolation algorithm much faster, and also improve the quality. The new algorithm converts the first 4 input pixels with 75%/25%, 50%/50% and 25%/75% weighting to 3 output pixels, and the fifth input pixel is directly output as the fourth output pixel. Since the 25%, 50% and 75% values can be given as 1/4, 2/4 and 3/4, they are much simpler and faster to calculate than my original 80%, 60%, 40% and 20% weights.
Some other ideas that I learned from him for future use is the possibility to precalculate the weighted palette values beforehand, which would be especially useful when interpolating the 16-color modes, and the fact that bilinear interpolation of the Mode-X 320x240 screen is actually 5/4 interpolation on both axis. Neither of these I have implemented yet, but I am looking forward to when I have time to implement and experiment with these. Here below are the screen copies from my original interpolation algorithm (on the left) and the new improved algorithm (on the right). I think the new image looks noticeably sharper with fewer artifacts.
Audio work
By the end of last week I had gotten the new screen interpolation working, so I finally looked into DSTwo SDK audio support. I studied the example provided with the SDK, and then began to look into ways to implement that in DS2x86. Compared to the audio features of Nintendo DS itself, the audio support of the DSTwo SDK is very limited. It only supports one 16-bit stereo audio channel, which can run at 11025, 22050 or 44100 Hz. In DSx86 I had allocated one separate 8-bit audio channel to the SoundBlaster digital audio, one PSG audio channel to the PC speaker sounds, one 8-bit audio channel to the Covox or SB Direct DAC audio, and 9 separate 16-bit audio channels for the AdLib emulation. Packing all of these to the single stereo channel will be quite a challenge.
In DSx86 I coded the audio support so that it will be as close to the x86 method as possible. The game running in the main emulator will send the audio command bytes to an I/O port, which then get sent to the ARM7 side using the FIFO mechanism. The code running on ARM7 then interpreted these bytes (like it was the actual SoundBlaster card) and performed the proper operations. Now in DS2x86 I have to use the same CPU for both running the main emulation and handling the audio emulation.
I decided to start with the simple case of trying to get the SB digital audio channel working. I still used Wing Commander II as the test bench, as it plays speech during the game intro. In DSx86 I could run the separate audio channel at whatever frequency the x86 game requested, but now I needed to select one of the supported frequencies. I decided to go with the 22050 speed, as I thought that going to the full 44100 Hz will slow the emulation down unnecessarily. Since the input audio is 8-bit and I need to convert it on-the-fly to 16-bit and use interpolation to adjust the playing frequency, the quality will be pretty poor in any case, so 44100 Hz will certainly be overkill.
The SDK example had no timing features, it just used a spin loop to check when the audio buffer is free to handle the next block of the WAV file. It was not quite clear to me how the audio buffer interaction works, and whether handling the buffer filling in a timer interrupt (like in my screen handling) will work, so I spent quite some time experimenting with different methods of filling and swapping the buffers, with different buffer sizes. I need to have a timer interrupt running at 60Hz, so that I can use it to handle screen refresh and vertical retrace signalling to the x86 game (many of which sync to the screen retrace signal). I wanted to use this same interrupt for the audio buffer filling, mainly so that the screen contents sending and audio sending from the MIPS side to the ARM side do not conflict with each other. There are some difficulties syncing this 60Hz timer with the buffer filling, as there are three different buffer sizes that need to be taken into account. The ds2 audio buffer size needs to be divisible by 128, the number of samples played during each 60Hz period is 22050/60 = 367.5, and the third size is the DMA buffer length that the x86 game (in this case Wing Commander II) uses. In WC2 the buffer is 4000 bytes (not 4096 bytes), and the frequency it uses is 10752 Hz, so that each 4000-byte x86 DMA transfer will actually generate 8203 output samples.
The current status of my audio tests is that the SB digitized audio works in WC2, but the sound has some cracks and pops. I don't handle the continuing with the next DMA transfer after the previous has finished (and left a buffer only partially filled) properly yet, so I believe that is the cause for the cracks. However, the audio buffer filling happens inside a timer interrupt (which is not recommended in the SDK documentation), same as my screen update, and the game does not see anything wrong with the SB DMA IRQs and such, so I think I will get this working fine. I am currently using a 512-sample buffer (as the buffer obviously needs to have more than one 60Hz interval's worth of samples), but I will test whether different buffer sizes will improve things. Too long a buffer will cause a lag to the audio, so that is not helpful either.
In any case, still a lot to do on the audio front, but the big step forward was that I now understand the DSTwo SDK audio buffering method and can focus on working with it to implement the audio support in DS2x86.
http://dsx86.patrickaalto.com/DSblog.html
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November 28th, 2010, 22:36 Posted By: wraggster
If, like us, you've been waiting to see Kinect in control of a truly marquee game, your wait has now come to an end. The same fella that brought us the Kinect lightsaber has returned with a hack enabling eager nostalgics to enjoy a bout of Super Mario controlled only by their body contortions. OpenKinect was used to get the motion-sensing peripheral -- originally intended exclusively for use with an Xbox 360 -- to communicate with his PC, while a simple NES emulator took care of bringing the 25-year old plumber to life.
http://www.engadget.com/2010/11/28/k...e-convergence/
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November 28th, 2010, 22:32 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15956.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
November 26, 2010
Today´s build bumps the mapper interface version up to 3.8 in order to fix a few long-standing quirks in some of its data types:
* COMPAT_TYPE´s order has been reversed (so that COMPAT_NONE comes first and COMPAT_FULL comes last) and COMPAT_NUMTYPES has been added in order to denote the number of actual compatibility levels recognized.
* In STATE_TYPE, STATE_SIZE is now the first value instead of the last one.
* In ROM_TYPE, ROM_UNDEFINED is now the first value instead of the last one; additionally, ROM_NUMTYPES has been added in order to denote the number of actual ROM types recognized.
Additionally, another 20 UNIF boards have been added, and the "Mappers Supported" section at the bottom of the page is now dynamically generated.
http://www.qmtpro.com/~nes/nintendulator/
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November 28th, 2010, 22:26 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...37cd7b19266a1d
Callum Dickinson provides an update to version 2.0.0 RC4 porting to Wii the PC game Sonic Robo Blast 2, platform game with the famous blue hedgehog, Sonic Robo Blast 2 Wii. " Note that the game includes a lot of loading.
A nunchuck is required.
The archives of the source and the official website is incomplete, it will download the archive below for playing the game
SRB2Wii Candicate v2.0.0 Release 4 has been released for testing (11/27/2010 10:46):
Features and bugfixes:
- Using aggressive compile-time optimization, Putting the distribution was huge diet and fixing Up the operating system in general, made a TON SRB2 Faster.
- Updated software versions of All the software in SRB2Wii, Which contribute "to upgrade and speedup, and removed unneeded Some software.
- Behind the scenes build-system fixed Which kill bugs, add features, and make SRB2Wii compiles Faster So You Can get your hands on it fast
Regressions and bugs:
- Will not load SRB2Wii/mini anymore, so not uploaded this time.
- Fine On The text splash screen isn't Rendered Properly. This Will Be Fixed in the Future.
- WaveBird support is not working Properly. Everyone Who Has Tried it has not Been Able to get it to work. Please say if your WaveBird works or Not In The thread. Thanks!
- Due to limitations With wminput, only one Wii Remote Can Be Connected at a time. This CAN NOT BE FIXED (at least yet), It Is Difficult to solve this in a convenient fashion.
- SRB2 Seems To Be HAVING Registering Problems with input from The Second controller (any controller) ingame. I Will talk to Alam about this, and fixed Hopefully Have It (I Might Have Already fixed this, Actually, goal Have not Tried It.)
- I broke the Internet (Not That WAS anyone using it anyway yeah purpose ...). This Will Be The Final fixed for release.
- WAD loading Completely Does not work right now.
Future features:
- Internal updates Through the Internet.
- Finished SRB2Wii Launcher.
I'm really Sorry for the huge wait, the after the last release, I'm sure you know I've Had school to tend to, and its been difficulties, I tell you. Well, school's out for the Year, and I Can développement start this again. Enjoy!
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November 28th, 2010, 22:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...37cd7b19266a1d
XEM makes the beta 2 version of "HomebreWifi" utility that allows you to download homebrew for your Nintendo DS through a wireless connection.
Application that participates in the Nintendomax DS Dev Competition 2010
Use:
- Configure the wireless on your console
- Put on your homebrewifi.nds linker (root or folder, whatever)
- Start homebrewifi
- Enter a code example for the game AAAARX Agent Eight
- It creates the appropriate files (/ HOMEBREW/111145 - Eight Agent /)
The number (111 145) for each different homebrew, lets not mix or crush homonyms, or different versions of the same homebrew on its linker.
- It downloads the game in this folder!
so here I wonder what happens to you:
my house is pretty slow: I have a DS FAT M3i Zero and it downloaded about 0.5 MB per minute.
- Wait until it says finished (it may be that it takes 4 minutes to Agent Eight)
- Ay, you can restart your console and play!
Next release:
- Splashscreen, prettier interface
- Download the zipped homebrew (currently, only. Nds alone can be downloaded)
- Able to start the download process several times without rebooting between each console
- Site and application in English and French
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November 27th, 2010, 23:58 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6483
If there is a SetBreakPoint and the actual distance is enough to achieve the BP, we wait for the FIFO Loop in dual core mode. That fix Pokemon XD in game in dual core mode (also maybe this fix Issue 3452) and hopefully others FIFO hangs related with BP. I test games like SMG and don't produce slowdowns. If you have any slowdown about this commit. Please report it.
Download Here --> http://www.dolphin-emulator.com/download.html
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November 27th, 2010, 23:58 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6483
If there is a SetBreakPoint and the actual distance is enough to achieve the BP, we wait for the FIFO Loop in dual core mode. That fix Pokemon XD in game in dual core mode (also maybe this fix Issue 3452) and hopefully others FIFO hangs related with BP. I test games like SMG and don't produce slowdowns. If you have any slowdown about this commit. Please report it.
Download Here --> http://www.dolphin-emulator.com/download.html
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