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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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October 18th, 2010, 15:47 Posted By: wraggster
While we've already seen it get official in Japan, Europe is first from the gate with an official launch date for the new Wii Remote Plus: November 5th. Unfortunately, we've not been given a price. What we do know is that it will launch in the four colors shown above and integrate into a single Wiimote what used to required a separate Wii Remote and Wii MotionPlus add-on. Too bad Nintendo's pricing and availability announcement strategy isn't as simple.
http://www.engadget.com/2010/10/18/w...on-5-november/
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October 18th, 2010, 15:42 Posted By: wraggster
3DS games Metal Gear Solid: Snake Eater, PES, Contra and Frogger will all be released in Europe, Konami's confirmed.
We knew of their existence following the 3DS handheld's E3 2010 reveal in June, but now we have official word the quartet will be hitting our shores.
Details are scarce. We've got nothing on the 3DS Pro Evolution Soccer, Contra or Frogger, but there's an on-rails video of Snake Eater, which you can see below.
Today Konami president Kunio Neo promised "more news in the coming months". The 3DS will be released in Europe in March 2011.
http://www.eurogamer.net/articles/20...nfirmed-for-eu
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October 17th, 2010, 22:36 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...72d67c4f99218d
First recall the sting "Nintendomax DS Dev Competition 2010"Development of amateur competition on the DS.
The purpose of this competition is to create a game homebrew novel for DS / DSi games and applications are accepted but will be commonly classified.
The ink has flowed since the first announcement and some changes have already been adopted. We were joined by 2 sponsors www.consodreams.com and www.fls-games.com, So the jackpot has risen and will soon climb to $ 500 extra.
A contest splashscreen not originally planned has been launched between time => viewforum.php? f = 123
We rely on the generosity of our readers and those who support the amateur scene to continue to raise the pot through the wiidget ChipIn!.
* The first will receive 50% of all donations.
* The 2nd - 30% of all donations.
* The 3rd - 20% of all donations.
* The 4th - a surprise gift.
Splashscreen contest winner - 1 R4i.
You have until midnight December 31, 2010 to present your (your) project (s).
All good code .
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October 17th, 2010, 22:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...72d67c4f99218d
PypeBros offers version 1.3 of its new adventure game engine using its platform, "Bilu: Apple Assault".
Early release through because you're worth it, and at the request of my brother who is in contact with El Mobo (musician Fury of the Furries, among others) who would like to show him what gives him his music "in game". Instructions in the presentation of version 1.0.
Program, intro music for the menu, "Big Fist" and special music when you can throw shuriken. I would have expected to have the sequences "clear level!", "Try again" and "game over" planned, my trip to Paris but returned me the guts, we'll be happy with what we
http://sylvainhb.blogspot.com/search...pple%20assault
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October 17th, 2010, 22:30 Posted By: wraggster
More Dos Emulator for DS News from Pate:
This past week has seen slow but steady progress with the protected mode support in DS2x86. After the previous blog post, I started thinking about ways to make the existing real-mode code more compatible with the needs of protected mode, and 32-bit memory access. In the original DSx86 code I had used all the 16-bit registers shifted to high 16 bits, and I used the lowest byte of the currently effective segment (which I kept in r2 register) to tell whether a segment override is in effect. Most of the opcodes need to know whether a segment override is in effect to calculate the correct memory address when using BP-based indexing. While memory access normally defaults to Data Segment (DS), addressing memory with the BP register defaults to Stack Segment (SS). In DSx86 I kept the currently effective segment register in r2 highest 16 bits, with the lowest byte telling whether a segment override is in effect. The SS register value was kept in the high 16 bits of r3 register, with the DS register value in the low 16 bits of the same register. Thus, in the main loop I could easily reset the segment override to be off and r2 register having the default DS register value like this:
ldrb r1,[r12],#1 @ Load opcode byte to r1, increment r12 by 1
mov r2, r3, lsl #16 @ r2 high halfword = logical DS segment, clear segment override flags
ldr pc,[sp, r1, lsl #2] @ Jump to the opcode handler
Can't get much more efficient than that, when trying to perform two logically different operations, making r2 contain the currently effective segment and clearing a segment override flag. The BP-based memory address handling in turn checked whether a segment override is in effect and if not, made the r2 register contain the current SS value with the following code:
.macro mem_handler_bp_destroy_SZflags
tst r2, #0xFF @ Is a segment override in effect? Zero flag will be set if not
biceq r2, r3, #0x0000FF00 @ r2 = logical SS segment in high halfword, with garbage in low byte
.endm
I had used a somewhat similar approach in DS2x86, as it was just copied and translated to MIPS assembly from the DSx86 method. To prepare for protected mode, I wanted to change this method so that the register that keeps the currently effective segment (#defined to be "eff_seg", in reality register ra) directly contains a linear memory address (which in real mode would be the segment value shifted left 4 bits). So, I could not use the same trick of storing the segment override flag in this register. I really did not want to make the code slower than it currently was, so I actually spent two days just thinking how I could change the segment override flag handling so that the main loop would not slow down (my first priority), I would not need to waste a new register for just this flag (second priority), and that the BP register memory access would also be as fast as possible (third priority).
After spending two days thinking about this problem, the solution finally occurred to me. In the end the main loop did not get any slower, I did not need to use a new register, and the BP addressing was just as fast as before! Here is the resulting code, with some explanation following.
lw t1, opcode_table(t1) // Get the opcode handler address from the opcode table
move eff_seg, eff_ds // Set DS to be the effective segment
ori flags, FLAG_SEG_OVERRIDE // Fix the CPU flags, telling we have no segment prefix
jr t1 // Jump to the opcode handler
After assembling, the generated code looks like this:
8006453c: 8d290000 lw t1,0(t1)
80064540: 01e0f821 move ra,t7
80064544: 01200008 jr t1
80064548: 37390002 ori t9,t9,0x2
The MIPS assembler does a lot of changes to the original ASM code behind the scenes, due to the peculiar features of the processor. For example, all jumps and branches have a "branch delay slot" following them, which is actually executed before the branch is taken. The assembler reorders the opcodes so that the jump is moved before the preceding opcode, if the preceding opcode (ori in my example) has no effect on the branch instruction itself (which it does not here). If the jump can not be moved higher, then a NOP operation is added into the branch delay slot, wasting one CPU cycle. Also, as loads from memory (the lw opcode) cause a pipeline stall if the register that is loaded is used in the next opcode, you also lose a CPU cycle if you don't have any useful operations (that do not use the loaded register) to put immediately after the load opcode. Thus, there is no way to make the main loop code faster than what it currently is, so my first priority was fulfilled. I need to have one operation after the branch address loading, and I need to have an operation in the branch delay slot.
I managed to fulfill my second priority by using the x86 CPU flags emulation register (#defined as "flags", being in reality register t9). The x86 flags register has a reserved bit 1 (with value 2) that should always be set. I set this bit in the main loop, and then reset the bit to zero in all segment override handlers. Since the code that would need to use the full flags register value (practically only the PUSHF opcode handler) will never have a segment override, this will cause no problems in any code that handles the flags register.
The macro to handle the BP-register based segment handling looks like the following. The .set commands allow me to use the Assembler Temporary (AT) register myself, while normally the assembler uses this for all sorts of behind-the-scenes tricks and macro expansions.
.macro mem_handler_bp
.set noat
andi AT, flags, FLAG_SEG_OVERRIDE // at == 0 if we have a segment override
movn eff_seg, eff_ss, AT // If no segment override, put SS into effective segment
.set at
.endm
This is just as efficient as the original DSx86 code, just two assembler opcodes. The andi opcode puts just the flags bit 1 into the AT register (so AT is zero if the flag is not on, meaning a segment override is in effect), and the movn opcode moves eff_ss register into eff_seg register if the AT register is not zero (no segment override in effect). This fulfilled my third priority.
In addition to this change I changed all my memory address routines to not use shifted memory offsets, which was a lot of work. There were 266 locations in the code where the shift was used, but only about 220 of these were related to this address calculation and needed changing. I first used a simple find-replace operation in the editor to comment all of these out, and then used my tester program to see which opcodes got broken, and then fixed these one by one. In the end the whole code got about 3% faster! Not a big change, but it was very nice that adding a new feature made the code faster, and not slower as normally happens!
After such extensive code refactoring I finally got back to debugging the PMODE header of Trekmo in DS2x86. The PMODE header first goes to 16-bit protected mode (it jumps to a USE16 segment using the jmp 0020:138E opcode as you saw in the debug output of the previous blog post). Then it sets up the Interrupt Descriptor Table (IDT) while in the USE16 segment, and then goes to 32-bit protected mode (USE32 segment) using a RETF opcode. It took me the rest of last week to add support for the operations PMODE does in the USE16 segment, so that finally today I got DS2x86 to run the RETF opcode properly and switch to the USE32 segment. This is where I am currently at. There is only a small amount of code remaining in the PMODE header until it jumps to my own Trekmo code (jmp 00014ED4 in the debug output, which is the jmp _main command in the following code snippet from the PMODE sources).
I also hacked my debugger memory dump routines so that by dumping address FFFF:30 I can get a formatted output of the Global Descriptor Table (GDT). The GDT that PMODE uses is shown below. You can see that for example selector 20 is a USE16 code segment, while selector 08 is the actual USE32 segment (where the RETF opcode returned to, and where I am currently at). In this case PMODE uses a GDT with a limit of 0x8F (so that all the items happen to fit nicely into the DS2x86 debug screen) and located at linear address 0x000042C4.
p_start: ; common 32bit start
mov eax,gs:[1bh*4] ; neutralize crtl+break
mov oint1bvect,eax
db 65h,67h,0c7h,6 ; MOV DWORD PTR GS:[1bh*4],code16:nullint
dw 1bh*4,nullint,code16 ;
mov eax,gs:[32h*4] ; set up for new real mode INT32
mov oint32vect,eax
db 65h,67h,0c7h,6 ; MOV DWORD PTR GS:[32h*4],code16:int32
dw 32h*4,int32,code16 ;
in al,21h ; save old PIC masks
mov ah,al
in al,0a1h
mov oirqmask,ax
jmp _main ; go to main code
The next big thing to do is to add proper protected mode interrupt handling using the IDT table, and I also need to improve my stack handling so that switching between 16-bit SP and 32-bit ESP stack pointer addressing works properly. Currently it is somewhat hardcoded to just work in the current situation in PMODE/Trekmo. Besides those features, I still have a lot of new opcodes to add, so these will again keep me busy for quite a while.
http://dsx86.patrickaalto.com/DSblog.html
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October 17th, 2010, 22:23 Posted By: wraggster
News/release from mackyman7
Its not really a blimp racing.Its just a little well blimp getting to a door without hitting a block.Hope you like it.My first upload......Also i fixed the thing wher the screen shifts when you move.
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October 17th, 2010, 20:51 Posted By: wraggster
ThemeShooterTk 0.05 released by HoKaze
ThemeShooterTk is a cross-platform, Python based clone of ThemeShooter made by HoKaze.
It can be run on Windows, Linux, Mac OS X and most modern Unix-like operating systems so long as the following requirements are met:
Python 2.x (Python 2.6 and 2.7 should work fine)
Tkinter (should come with python)
Python Imaging Library, PIL (Tends to be included with python)
PIL: ImageTk Module (on Linux this tends to be kept separate, look for the "python-imaging-tk" package)
What started off as a quick and dirty clone of the original ThemeShooter has since grown and whilst it may be behind the original and ThemeShooterX, it should hopefully suffice for some basic "themeshots." I do intend on continuing to add to it on the rare occasion I have time. Please check the enclosed readme file for further information, bugs and what to look for in the future.
Features
As of version 0.06:
Dummy text (with alpha)
Theme previews
Screenshot generation
Replaces missing images (apart from the background) with images from Dark Water v2 theme
Random bubble placement on both preview and screenshots
Beginnings of an application database of sorts (possibly expanded later)
Basic configuration file support for program settings (will be expanded later)
Cross-platform!
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterTk
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October 17th, 2010, 20:50 Posted By: wraggster
Jewels v1.01 released by Dashxdr.
Jewels game for Wii. Similiar to bejeweled. It's a Wii Homebrew port of gljewels
It's a puzzle game where you have to get 3 of the same jewel in a row or column by swapping neighboring jewels. The game features 3D solid color objects, anti-aliased fonts, textures rendered with varying transparency and colorization, multiple concurrent sound effects, Wii pointer control.
http://wiibrew.org/wiki/Jewels
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October 17th, 2010, 20:48 Posted By: wraggster
Rumbler Release Candidate 2 r2 released by RTM.
This is an application that makes the Wiimotes rumble. When you press +, the Wiimotes rumble, and when you press -, the Wiimotes stop rumbling. On the first Wiimote, press B to make all the remotes rumble, and A to stop all the rumbling.
http://wiibrew.org/wiki/Rumbler
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October 17th, 2010, 20:40 Posted By: wraggster
News via http://www.codemii.com/2010/10/17/hb...%93-week-42-2/
The codemii.com website hosts the Homebrew Browser’s updates. This will be my blog where I try to give an status updates on the development progress of the Homebrew Browser
The following applications have been added/updated:
17 October 2010
» HomebrewFilter r15 -> r18
» Jewels v1.0 -> v1.01
» Pacman (emulator) v1.0 -> v1.02
» PongFWii v0.3
» Riivolution v1.04- > v1.041
» Stppwii v0.1 -> v0.3
» Yabause Wii r2604 beta14 -> beta16
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October 17th, 2010, 00:31 Posted By: wraggster
We can't help but notice that there's something wrong with your Nintendo Entertainment System. No, it's not that its connector pins are totally jacked after two decades of rough cartridge insertion -- it's that it isn't covered, toe to tip, in the autographs of some of the gaming, tech and general nerd industry's most prominent figures.
You can rectify that problem by bidding on this NES, which has been signed by folks like Penny Arcade's Mike Krahulik and Jerry Holkins, Wil Wheaton, MC Frontalot, Jonathan Coulton and many, many more. All the proceeds from the auction go to the Baystate Children's Hospital in Springfield, Mass. -- as do the proceeds from eBay user DanMckela's other auctions. Go take a look at his altruistic wares!
http://www.joystiq.com/2010/10/15/ne...-off-for-char/
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October 17th, 2010, 00:29 Posted By: wraggster
The 3DS has a touch screen instead of an arcade-spec joystick, which makes it a bit less than optimal for fighting games like Super Street Fighter IV 3D Edition. But in bringing the fighter to 3DS, Capcom has done its best to concoct a little touch-screen-ade.
The game's website details the touch screen implementation, which allows players to assign their choice of moves to four sections of the screen. You can set things like Focus Attacks, special moves, Ultra Combos, or combinations of three simultaneous button presses, according to the examples shown.
Capcom has been known to make concessions like this for systems without ideal fighting game controllers. SNK vs. Capcom EO on GameCube allowed players to launch special moves by pressing directions on the right stick, for example, and Tatsunoko vs. Capcom had optional simplified controls for use with the Wiimote and Nunchuk.
http://www.joystiq.com/2010/10/15/su...uch-shoryuken/
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October 17th, 2010, 00:28 Posted By: wraggster
If you've been troubled by audio issues or other annoyances in the WiiWare version of Cave Story, go download it again from the Wii Shop. Nicalis released an updated version of the remake this week, which addresses those sound issues and more.
According to the full list of changes we received from a reliable source, the looping in the original music has been improved, and the instrumentation in the remixed music is now mixed properly (so you can hear bass and drums, for example). In addition, the "typing" text noise is no longer far too loud. In non-sound-related changes, GameCube controller support has been added, and the "extra" modes are now unlockable instead of open from the beginning. Typos in the translation have also been edited, and transparency has been added to the graphics in several places, including when you open up the Home menu.
NeoGAFfer sfried notes that if you've saved Cave Story to an SD card, you'll have to delete the game ("channel") and redownload it. Otherwise, you can just grab the update from the Wii Shop.
http://www.joystiq.com/2010/10/15/ca...be-controller/
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October 17th, 2010, 00:25 Posted By: wraggster
If your pocket or purse makes room for a smartphone there's a good chance you've started managing your shopping lists digitally. Nintendo, however, is trying to make an ever-greater case for taking your DS with you instead, and if instant trading of content with strangers isn't enough incentive, maybe tracking groceries is. Nintendo of America has applied for a patent describing an "in-store wireless shopping network using hand-held devices." Those devices are, of course, game systems, and the images with the patent app all show a DS being used to track needed quantities of such exciting items as milk, eggs, and salsa. The picture below gives an idea of what the interface might look like, talking to a database of items and their locations to give shoppers an idea of where to find things in the store. Net result? Planning your route becomes a thrilling strategy game -- or at least keeps you from getting lost in the supermarket, ensuring you can continue to shop happily.
http://www.engadget.com/2010/10/15/n...ist-app-takes/
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October 17th, 2010, 00:18 Posted By: wraggster
The uDraw GameTablet, THQ's new peripheral for the Wii, will launch on 14th November in the US.
The tablet will come bundled with art program uDraw Studio and will sell for around $69.99 (£43 / €50).
Two other games – platformer Dood's Big Adventure and board game conversion Pictionary – will both be available from launch with a budget $29.99 price tag. THQ plans to announce more titles soon.
A European release date hasn't been confirmed yet.
THQ is pretty psyched about its new gizmo. Last month CEO Brian Farrell claimed, "I've been in the industry a long time and I've never seen a reaction to the product like this be so universal. Retail loved it and said, 'Oh, Nintendo should have done this'. This is exactly the reception we wanted."
Eurogamer's Christian Donlan came away from his hands-on session with the chunky add-on reasonably impressed.
"If you're thinking that the last thing you need for your Wii is another peripheral, this might just be the device that changes your mind," he said.
http://www.eurogamer.net/articles/20...w-launch-plans
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October 17th, 2010, 00:11 Posted By: wraggster
Nintendo's dated the Wii Remote/Motion Plus combo controller leaked last month.
The Wii Remote Plus will release in Europe on 5th November in four colours: white, black, pink and blue. We've asked Nintendo how much it costs.
It has the same physical dimensions of the standard Wii Remote and all compatible peripherals, including the Nunchuk and Classic Controller, can be plugged into its base. It works in exactly the same was as the Wii Remote with a Wii Motion Plus plugged in.
Meanwhile, Nintendo announced that FlingSmash, which comes bundled with a Wii Remote Plus, will release in Europe on 19th November.
The Artoon motion-controlled side-scrolling platformer sees players fling ball-shaped character Zip at angles to smash objects.
http://www.eurogamer.net/articles/20...us-combo-dated
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October 15th, 2010, 00:43 Posted By: wraggster
News via http://www.tigsource.com/2010/10/12/blade-buster/
Blade Buster
Posted by Derek Yu October 12th, 2010
Blade Buster is a new homebrew NES shoot ‘em up by the doujin group High Level Challenge. The game is based on the two time attack modes from the 1990 Turbografx-16 vertical shoot ‘em up Super Star Soldier, in which you try to achieve the highest possible score in either 2 or 5 minutes. So there are only two short stages in the game, with the boss battles at the end of each one. Aside from the standard enemies, boxes, and gems, there are various hidden bonuses you can get for extra points.
It’s always nice to see a high-quality homebrew title come out for the NES, and Blade Buster certainly fits the bill, with nice graphics and music, and fun level design. The game also runs very well on FCEUX, my NES emulator of choice, putting lots of fast-moving sprites on the screen with almost no slowdown or flicker. Check it out if you’re a fan of NES homebrew or shoot ‘em ups!
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October 14th, 2010, 14:41 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2995
Xflak proposes a new version of its program (formerly called NUS Auto Downloader) that allows you to easily and automatically prepare your SD Card in order to implement the softmod your Wii by downloading the files needed for its operation.
New / fixed:
- Fixed a bug in the functions HackMii Solutions that caused the backup of boot.elf Hackmii Install the root of the SD Card instead of boot.elf MMM.
- WiiXplorer is now saved in apps \ WiiExplorer instead of apps \ WiiXplorer to improve compatibility with Homebrew Browser. Downloading WiiXplorer also creates an empty folder ("config \ WiiXplorer") to allow WiiXplorer to save user settings.
- Various minor changes.
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