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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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November 21st, 2010, 23:31 Posted By: wraggster
News via http://emu-russia.net/en/
CaH4e3 released a new version of his FCEU MM (NES emulator with improved mappers support based on FCE Ultra). Changes:
- mapper 25 - game bug fixed lol, ganbare goemon gaiden credits now works fine finally ;
- mapper 69 - debugger crash fixed;
- mapper 253 - fixed somehow, but I'm sure not ideal;
- UNIF OneBus - parent for UNIF DANCE board now, without PCM samples, emulation improved, new dumps working too;
- UNIF WITG - removed, dupe 193 mapper.
news source: http://cah4e3.shedevr.org.ru
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November 21st, 2010, 23:29 Posted By: wraggster
Pate has posted more WIP News of his Dos emulator for the DS
Since last weekend I have been working on the I/O port handling and other things that already exist in DSx86 but which I had not ported over to DS2x86 yet. When I got DS2x86 running, I wanted to immediately start working on the protected mode stuff, so I left a lot of code commented out. Now I thought is a good time to port this code as well, so that DS2x86 could run most of the same games that DSx86 runs. I got most of the EGA/VGA port addresses done, and then also coded the MCGA graphics support, so that Wing Commander II will progress up to the part where it attempts to play digitized sounds.
After I had coded the straightforward MCGA mode blitting (where only a 256x192 window of the original 320x200 screen is converted to 16-bit color and copied to the DSTwo SDK internal buffers), I thought that this might be a good time to look into improved screen scaling methods. Many users of DSx86 have requested a smoother screen scaling method, but I have not yet added that as it needs going from the 256-color palette mode to 16-bit color mode. Now with DS2x86 I need to use the 16-bit color mode in any case, so this is a suitable test bench for the better scaling method.
The biggest problem with the more advanced screen scaling methods is that they are quite expensive computationally. The direct palette conversion code is reasonably straightforward, it just needs an extra table lookup to convert the palette index to a 16-bit color that can then be written to the output buffer, like this (shown for a single row):
la v0, BG_PALETTE // v0 = address of the palette table
1: lbu t3, 0(t1) // Get a byte (palette index) from VGA VRAM
addu t1, 1 // Increment input index
sll t3, 1 // Palette table has 16-bit values
addu t3, v0 // t3 = pointer to the palette table
lhu t3, 0(t3) // Get the 16-bit color from the palette table
addu t0, 2 // Increment output index
sh t3, -2(t0) // Store the 16-bit color to output table
bne t0, t2, 1b // Loop until one row done
However, even the simplest smooth scaling method, linear interpolation, needs a division and two multiplications per pixel. I am actually not sure how many CPU cycles multiplications and divisions take on the MIPS processor of DSTwo, but I assume they are more expensive than normal additions and subtractions. In any case, I used a calculator and some experimenting, and noticed that what I actually need is a way to smoothly draw 4 output pixels for every 5 input pixels (as 320/256 = 5/4). So, I have only four separate cases, and in fact the two rightmost output pixels are mirror images of the two leftmost pixels, so actually I only have two different cases. I was sure that I can come up with some shortcuts for these two situations, so I began to look into these more closely.
Linearly interpolating over 5 input pixels showed that the first output pixel should have a color of 80% of the first input pixel and 20% of the second input pixel. The second output pixel should have 60% of the second input pixel and 40% of the third input pixel. Mirroring these, the third output pixel should have 40% and 60%, and finally the last output pixel needs 20% and 80% weighting of the colors. To get rid of the divisions, I looked into multipliers that would let me divide the result by a power of two (so that I can use a shift instead of division). The first 80%/20% case is pretty close to 25/32 (78.125%) and 7/32 (21.875%), and the 60%/40% case is close to 5/8 (62.5%) and 3/8 (37.5%). I coded the first version of a linearly interpolating scaling code using simple shifts and additions to handle this pixel weighting, and I thought the result looked satisfactory, especially as the pixel weighting percentages are not quite correct. The code did not seem to cause any noticeable slowdown, even though it is still far from fully optimized. Here below are screen copies of the zoomed and scaled versions of the same Wing Commander II title screen.
Next I plan to start looking into the audio support. The whole audio playing technique in the DSTwo SDK is still completely unclear to me, as I haven't looked into it at all yet. That is the biggest feature still completely unsupported, so it is time to start working on it.
http://dsx86.patrickaalto.com/DSblog.html
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November 21st, 2010, 01:28 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,11766.html
Dynamic-Designs has officially revealed a new project, Princess Minerva for the Super Famicom.
Seems Bongo` was looking into the code last year some unsuccessful attempts to hack Albert Odyssey 1 and 2 for SFC. So he started looking at PM’s code, thinking it would be easier. It wasn’t, but in the end he cracked the code on all three games.
If you’re a dedicated translator and want to help D-D give Minerva the same quality translations as their other works, you should contact them.
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November 20th, 2010, 23:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15916.html
Mednafen GUI is a Windows-frontend for the multisystem-emulator Mednafen.
Quote:
Mednafen GUI
A Windows GUI for the popular multi-system emulator Mednafen, written in C#.
Usage
Extract the contents of this package into your mednafen directory and start mednafengui.exe.
v1.0.0.0 - Initial Build
*Simple, just find a rom and start
*gui remembers the last rom
*Non-descriptive about box with MS stock art
TODO
Basic settings for paths, files, input, video, audio, etc
more advanced settings like input assigning, and other deeper settings
system specific settings
TODO Maybe
More advanced rom browser
type of rom detector
http://sourceforge.net/projects/mednafengui/
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November 19th, 2010, 12:26 Posted By: wraggster
News via http://www.planetvb.com/modules/news...hp?storyid=311
Here are the final results of the community voting for this year's coding competition. Congratulations!
Project Points
1. Hunter
by DanB 102 (35%)
2. Capitan Sevilla II
by rubengar 49 (17%)
3. Mandelbrot Explorer
by Fwirt 33 (11%)
4. Soviet Union 2010
by HorvatM 32 (11%)
5. GoSub 3D
by VirtualChris 27 (9%)
6. PongInvaders
by usch 25 (9%)
7. Super Bounce
by DogP 22 (8%)
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November 19th, 2010, 00:45 Posted By: wraggster
Newly on sale at Divineo USA for a really cheap $ 19.94
Ranger is the first GPS navigation system in the world for Nintendo DS and DS Lite (Not compatible with DSi). It connects to Slot-2 of the console making it a complete GPS navigator that helps you easily reach any destination. Works with GPSFS MAP, based on Google Maps, which already has a very extensive database of maps that guarantees you guide us with this device for almost any city in the world. It also includes points of interest (restaurants, gas stations, hotels ...) and useful information related to the GPS satellites and the speed at which we are traveling or altitude.
As in other similar tracking devices, also has the option to enable audio to guide us on the road. Its interface lets you view maps in 2D or 3D choose to display the desired zoom levels. The Ranger device includes 32MB of memory and other features such as internet browser. Also you can connect via USB to other devices such as computers, PDAs or mobile phones and to use the locator from there.
For use with DS or DS Lite flash cartridge is required (not included).
- Ranger, the first GPS navigation system for the NDS Lite console
- You won't be getting lost again on the roads
- Whether you are visiting a new city or traveling locally you will be able to get to your destination with the helpful navigational guide of the Ranger
- Ranger support active navigation, voice prompts, facilities Query PC-side software necessary to support and connect on a personal mobile computer
- Ranger tool download: http://www.ds-gps.com/download.htm
- Features:
1. GPSFS map:
- From Google Earth to the library, involving a global scope of the various cities
- A detailed route and facilities information
- Enhance map data (multi-scale map zoom ratio Level switch)
2. High-performance navigation system:
- High-precision positioning
- Touch Panel for easy operation
- Express intuitive route to explore
3. Advanced technology:
- U-blox 5 chip high-performance positioning
- 32MB Extended Memory function
- NDS host automatic calibration time (UTC time calibration)
4. Computer Internet:
- High-precision retrieval Destinations
- Mobile PC touchpad (mouse) and keyboard for easy operation
- User friendly route guide
- Mandarin, Cantonese optional voice prompts
5. System upgrade:
- Map database updates
- System software upgrades
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November 19th, 2010, 00:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12622&f=54
PiX Juegos directed "PiX Bros" (not to be confused with "PiX Dash"), an adaptation of the excellent Wii platform game / puzzle game for Windows with the same name combining the Snow Bros, Bubble Bobble and the Tumble Pop (as the character you are taking). The author states that this is a Preview, it might happen that there are still some bugs.
It has Been Quite a While Since I Told You I Was Working with Pix Juegos' Pixel to Bring you a preview release of Pix Bros for Wii, But It's Already Arrived for your gaming pleasure!
As I Said Earlier today, it's "still a preview so Be Sure to Understand thats what we're releasing today Is Only a preview of the game: When the final version is released, bugs get fixed and Will Will the game look Much Prettier. It Is, however, a very playable version of the game: It's running at 32bpp, With MP3 music and It Will open event the designer's group website When Asked to! (More on this Later we post. If you want to give it a try, give-an Eye to the game's code).
Today's preview Does Have A Few limitations, though. Fonts are not working as One Might expect 'em to, so we've released a version of the game That uses The default system font. That IS are available for debugging Purposes Basically, It Is so barely visible and looks plain wrong.
This game showed aussi Some Issues With The joystick handling routines Which Might Be Caused By The SDL port. To Avoid Them, only one player CAN play at Any Given Time, sorry for That.
It was the final note, the game Seems to slow down a bit at some points. This Is Caused by it running at 32bpp: Looks Like We hit the Wii's limited graphics processing When icts Without GPU. In Case We can not solve this, We Might Have to release The Final Version with 16bpp mode set by default.
On the bright side of life, you'll enjoy The Latest and Greatest version of Pix Juegos' game, Which Has Gone Through Major improvement sincere icts last release. I Can Promise You The Game Is really, really entertaining. I've Been Waiting For It On The Wii for a long time
For the rest, The Game Is Completely playable. I have not finished the game (Those Rarutos keep killing me ...) It Seems to pretty rock-solid. It's really Encouraging to See That
Both Juegos Pix and me wish you an absurd level of fun to remember this IS only a preview and Things Might Be Broken. If That's the case, please let us know so That We Can Fix Them.
http://www.pixjuegos.com/
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November 19th, 2010, 00:13 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12624&f=19
New recall for the "DS Dev Nintendomax Competition 2010", amateur competition development on the DS organized by us.
The purpose of this competition is to create a game for the DS homebrew unpublished / DSi games and applications are accepted but will be commonly classified.
You've probably noticed, the current amount of the jackpot climbed to $ 880, thanks to your participation and those of our two official sponsors. $ 880 is good and there is one month and a half before the dead line, so we rely on your generosity to further push up the kitty and why does not reach $ 1,000.
The splashscreen contest with a win R4I Gold, meanwhile, ends November 28, 2010, the date is fast approaching, I invite you to try your luck ...
Reminder of the prizes:
* The first will receive 50% of the total pot.
* The 2nd - 30% of the total pot.
* The 3rd - 20% of the total pot.
* The 4th - a surprise gift.
Contest Winner splashscreen - 1 R4i.
You have until midnight December 31, 2010 to present your (your) project (s).
All good code.
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November 19th, 2010, 00:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12630&f=54
tueidj offers version 1.00 of "Desert Bus", adapted for the Wii driving simulator bus contained in Smoke and Mirrors (Sega Mega CD).
Your objective is pretty simple: stay on the road. You Can Tell If You're Too Far Over The Edge By The sound of crunching gravel. Staying There For too long Will cause to get bogged The Bus and you'll overheat. Likewise, Will Remaining stationary aussi Overheating issue.
The desert scenery Will Reflect real-world time - if you play the game at night, You'll Be driving at night. It will change as the Day Goes On (The Original Unlike was, Which Had a habit of getting stuck in a night-> Dawn-> night loop).
The full trip Will take 8 hours, Assuming you travel at your top speed Constantly.
No, you can not pause the game. At all. If your wiimote batteries die, Grab the Number Two wiimote and use while you That puts The batteries in number one.
The only way to exit the game Manually Is To Use The Wii power button is. This Prevents accidental button presses wiimote from ruining your high score.
http://wiibrew.org/wiki/Desert_Bus
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November 19th, 2010, 00:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...ceab135e0c3156
Stealth offers a new version of "Engine02" 2D game engine for DOS, Windows, Linux, Intel / PPC MacOS, PSP, and Wii. The games created, their maintenance and updating of the program are directly downloadable from the program.
Engine02 Is A script-driven, multiplatform 2D game engine for DOS With builds, Windows, Linux, Intel / PPC MacOS, PSP, and Wii.
Complete documentation for Creating games IS Included with PC and Mac builds, and est disponible On the website.
Created Games gold hosted by the Author and His Team are downloadable from Directly Inside the program. Updates for the program, in gold "any game installed, can aussi Be Downloaded From The Same interface When They Become available.
Currently-available games:
Megaman: Triple Threat - A Megaman 7 style fangame. Currently in-progress demo year
Sonic the Hedgehog: Project Mettrix - A Sonic 3 style fangame. Currently in-progress demo year
http://stealth.hapisan.com/E02/
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November 17th, 2010, 23:38 Posted By: wraggster
UPDATE: Nintendo UK has contacted Eurogamer to say it has not discontinued Wii Speak, and that the Amazon listing referenced in the article below was an error.
ORIGINAL STORY: Nintendo has discontinued its Wii Speak peripheral, according to an Amazon listing.
The product's sales page, spotted by GoNintendo, now reads "Discontinued by manufacturer: Yes."
This tallies with comments made last week by the developers of forthcoming SEGA FPS, The Conduit 2. High Voltage's creative officer Eric Nofsinger told BitMob that it was supporting the third party Headbanger headset for online multiplayer modes, rather than Nintendo's own hardware.
"Nintendo told us to not use Wii Speak," he explained.
Wii Speak, which allowed users to chat with friends online in supported games, launched in 2008, bundled with Animal Crossing: Let's Go to the City. It's only been utilised in a handful of games since, including Monster Hunter Tri, Endless Ocean 2, NBA 2K10 and Tetris Party Deluxe.
http://www.eurogamer.net/articles/20...nues-wii-speak
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November 17th, 2010, 14:18 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15891.html
Mednafen a multi-system emulator has been updated. Mednafen emulates the following systems: Atari Lynx, Game Boy/Game Boy Color, GameBoy Advance, NES/Famicom, PC Engine (PC Engine CD), TurboGrafx 16 (TurboGrafx 16 CD), SuperGrafx, NeoGeo Pocket/NeoGeo Pocket Color, PC-FX, WonderSwan/WonderSwan Color and Nintendo Virtual Boy
Quote:
The Win32 build will be uploaded later Saturday or Sunday.
-- 0.9.15-WIP: --
November 12, 2010:
SNES: Reworked a floating-point compare to work correctly with x87 FPU math on gcc(and probably most 32-bit x86
compilers). TODO: Audit code to find and correct any other instances of similar problematic floating-point code.
November 11, 2010:
MasterCycles field of EmulateSpecStruct is now assigned in more emulated systems.
November 10, 2010:
Genesis: Converted the "md.region" and "md.reported_region" settings to enum types, to allow for automatic document
generation for the various values for these settings.
Genesis: Fixed various issues that were preventing emulation from working properly on big-endian systems.
SNES: Updated the PowerPC code in libco with "blargg_libco_ppc64-5".
November 9, 2010:
VB: Fixed an endian-related bug with joystick input state decoding.
VB: Made the VIP emulation code big-endian-compatible.
VB, PC-FX: Made the V810 core´s "fast" mode work on big-endian platforms.
Genesis: Fixed a major problem with illegal instruction handling; executing a long string of illegal instructions
will no longer lock up Mednafen. Thanks to Zombie for pointing out the lockup problem.
November 8, 2010:
Fixed(hopefully) OpenGL pixel shader initialization error detection.
Fixed "supereagle" special scaler crashing when the source surface was large.
VB: Added setting "vb.sidebyside.separation", which controls the number of pixels between the L/R view(pixel count is
pre-scaling by xscale(fs)), with a default value of 0. Previously, the effective separation for the sidebyside
was 16, so if you want to replicate the behavior of previous versions, set this setting´s value to 16.
November 7, 2010:
NGP, SMS, NES: const-ified some const data.
NGP, PC-FX, NES, WonderSwan: Fixed various initialization issues(they´re not a problem now, but it´s done for future-proofing).
WonderSwan: Fixed internal EEPROM initialization to not persist across game loadings(this doesn´t apply to Mednafen...
yet ). TODO: Evaluate removing persistence across power events.
MDFND_DestroyMutex() now actually frees the memory for the mutex wrapper.
Fixed a few initialization and deinitialization bugs in cdrom/cdromif.cpp (thanks to Rakashazi for pointing them out)
http://forum.fobby.net/index.php?t=msg&th=589&start=0&
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November 17th, 2010, 14:17 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15895.html
JzintvWii is a port of the Intellivision emulator jzIntv for the Nintendo Wii.
Quote:
History:
03/06/2010: v1.0.0:
Initial release
16/11/2010: V1.0.1:
Recompiled with latest devkitpro and sdl, now usb-keyboard is enabled again. Thanx to GPer.
Modified wiibrew link, now the right link is reported.
Fixed wrong sort of romslist, now sort is purely alphabetical without considering roms date.
Sources integrated with J.Z. sources in jzintv-20101114-src.zip
Todo (maybe..in the future...):
Config file for key mapping
Graphical interface
http://wiibrew.org/wiki/JzintvWii
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