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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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August 23rd, 2010, 22:06 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=2951
dimok publish a new version of its project named WiiXplorer . LibwiiGui Using this program offers many functionality and a sleek design ( done by Neorama ).
Features:
- Copy / move / delete files / folders present on SMB / USB / SD.
- Ability to rename files
- Information about the files / folders
- Exploration SD / USB / SMB
- address bar with the path
- Boot Files .dol / .elf via a double click
- New style / images Neorama
- Support files TXT/PNG/JPEG/MP3/OGG
- unzip the ZIP file ( do not work via SMB)
- Image Viewer ( functions : next , previous , zoom , zoom out and roation )
- Support USB 2.0
- FTP Access
- Support PDF
etc. ...
New / fixed:
- Update to version 2010.8.8 NTFS3G
- Fixed a bug when writing to an NTFS partition . The reading of the limits of sectors before writing was incorrectly calculated . Now libntfs should completely solve the problem .
- Consolidation of the functions of listing applications for the StarMenu . The application list is now refreshed when clicking on StartMenu - > Applications.
- Fixed alignment of StartMenu on 4:3 TV
- Changing the backup URLs . Now you will be asked if you want to download or launch a link in the chain the Internet when you click a link and not when adding a link in the list.
- Change the message when the network is not available and you try to update the application .
- Added automatic creation of the file in the download lin.k .
- Cancel button added to the network configuration
- Updated language files
Download --> http://code.google.com/p/wiixplorer/...9.dol&can=2&q=
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August 23rd, 2010, 21:11 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Pencil offers version 1.7 of its utility Muti -Spot "WiiBuilder" allowing developers to convert jpeg , png, gif, bmp , xml , bmf , MP3, MOD, etc ... in header ( .c / .h ) compatible with their project. But also send your. fraud directly to the Wii via WiFi, etc. ...
Changelog
[ edit] Version 1.7
* No Reload IOS Arguments and added to the Homebrew section
* The default font size is 18 and the default start position IS 32
http://wiibrew.org/wiki/WiiBuilder
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August 23rd, 2010, 21:10 Posted By: wraggster
News/release from Thatotherdev
Its always nice to go start something new, simple and a little bit weird to remind yourself why developing things is fun.
Hypno Blast is basically an on rails shooter but admittedly that was an afterthought. The visuals came first and what minimal gameplay there is was added to try and justify the little demos existence. Right now you just click on the purple circles to make them disappear but later I’ll add a scoring system along with a lose (and possibly a win) scenario.
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August 23rd, 2010, 21:05 Posted By: wraggster
News/release from Thatotherdev
Here is an update to something that I’m not particularly sure anyone ever cared for. Its a toy and not a game.
I added “multiplayer” support so you can now use 4 wiimotes at a time. I added background music (White Cube Art Noise by essesq). Increased the number of gliders to 1000. Made them bounce when they hit the borders. I even improved performance.
http://thatotherdev.wordpress.com/20...avity-glide-2/
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August 23rd, 2010, 20:58 Posted By: wraggster
News/release from Jayenkai
It's been a long while since I last posted a DS game.
I keep meaning to do stuff, but AGameAWeek's been taking up a whole bucketload of my time.
Still, this one's a quicky, and since I already had all the assets ready to go, I was able to clump it together in next to no time.
The Gameplay
Cardagain is a simple puzzler, but one that gets inexplicably harder as you go.
Four cards appear on the table, each with one of two symbols.
You have to remember where each one is, and then they're all flipped over.
Two cards are flipped back, one of each pair, and you then have to flip over the other two in the same order.
As the game progresses, the cards are shuffled around, and more cards are added, leading to a tougher game, as you try to memorise mountains of info all together.
The Youtube video can explain it better. (..yes, it's also on iPhings)
http://forum.gbadev.org/viewtopic.php?t=17368
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August 23rd, 2010, 20:56 Posted By: wraggster
Ant512 has posted a new release of Woopsi for the Nintendo DS:
Woopsi is a Nintendo DS GUI library for rapidly creating user interfaces for homebrew software. Modelled after the AmigaOS windowing system.
Woopsi 0.99.3 is now available:
http://www.sourceforge.net/projects/woopsi
This release fixes a number of bugs. Some of the code has been tidied up. The only change that could have an impact on user code is the removal of drawHorizLine(), drawVertLine(), drawCircle() and drawFilledCircle() from the GraphicsPort class. The drawLine(), drawEllipse() and drawFilledEllipse() methods will now automatically call the optimised form if it is available.
Fixes:
- WoopsiString::compareTo() no longer inlined (fixes SF bug 3017420).
- Moved unused FixedWidthFontBase class into extras directory.
- Moved putSDLPixel() and getSDLPixel() into FrameBuffer class from woopsifuncs files.
- Added copy() to all bitmap classes.
- Replaced call to woopsiDmaCopy() in Graphics::copy() with call to copy() method of bitmap class.
- Graphics::drawEllipse() automatically calls drawCircle() if both radii are equal.
- Graphics::drawFilledEllipse() automatically calls drawFilledCircle() if both radii are the same.
- Graphics::drawCircle() and drawFilledCircle() are protected.
- Graphics::drawLine() automatically calls drawVertLine() or drawHorizLine() if lines can be optimised.
- Graphics::drawVertLine() and drawHorizLine() are protected.
- Removed GraphicsPort::drawCircle(), drawFilledCircle(), drawHorizLine() and drawVertLine().
- Fixed TinyFont (broken in last release).
- Moved woopsiRGB() macro from woopsifuncs.h to graphics.h.
- Moved woopsiDmaFill() and woopsiDmaCopy() into new dmafuncs files.
- PackedFont1 clips correctly.
- Gadget collision detection uses routines in Rect class.
- All GraphicsPort routines use Rect class.
- Rect::hasDimensions() returns false for negative sizes.
- Rect::getIntersect() and getAddition() work correctly for negative sizes.
- Removed Rect::fromDimensions().
- Rect::fromCoordinates returns a rect rather than a pointer to a rect.
- Tidied up SDL pad updating in woopsifuncs.c.
- Removed woopsiLidClosed() from woopsifuncs.c.
- Added dmafuncs.h to woopsiheaders.h.
New Features:
- Added Rect::contains().
- Added Rect::copyTo().
http://forum.gbadev.org/viewtopic.ph...16fad0a4d5e5d3
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August 23rd, 2010, 20:54 Posted By: wraggster
Pate has posted more WIP news of his Dos Emulator for the DS
I got my free DSTwo flash cart last Monday, so I have been working on DS2x86 ever since. It took me all of Monday evening to get the DS2x86 framework (tester routine calling the MIPS ASM CPU emulation code, and it returning properly back to the tester routine) to run without crashing, so on Tuesday evening I was able to start working on the actual CPU opcode emulation with MIPS ASM language. I am actually using a strict TDD (Test Driven Development) coding technique when working on DS2x86. With DSx86 I usually coded something, then tested it with some test games, and only if that failed I coded more thorough tests. With DS2x86 I implement the test routines (or improve the old tests I used in DSx86) first, and only then start coding the actual opcode handlers. I do this because the MIPS ASM language is very unfamiliar to me, and also because I am now using the Lazy Flags approach, so I can no longer use the ARM CPU to calculate the correct x86 CPU flags for me.
By Saturday morning I had implemented the first four opcodes 0x00..0x03 (the various ADD opcode versions). Each of these actually have 256 different modrm bytes for all the different memory address modes, and as there are 6 different segment override possibilities, plus the case with no segment override, each of these opcodes actually has 7*256 different cases. My test routine runs each of these cases with random input values, and tests for correct results and correct emulated CPU flags state after the run. So in fact I had over 7000 different cases, including their unit tests, coded and tested by Saturday morning. Pretty good progress I think, considering I was only able to work on it for a few hours every evening.
The images above are screen captures from the default SDK console, using a screen capture code by BassAceGold, another SDK tester (thanks for the code!). The first one is from Saturday morning, with the first four opcodes working and opcode 0x04 stopping with an invalid result (0x59+0x1C=0x1C). The second one is the current (Sunday midday) situation. I have skipped opcode 0x0F, as it contains a lot of different 386 opcodes, and also the 386-versions of the already coded opcodes are mostly missing. The Lazy Flags handling does not yet calculate correct Overflow flag for SUB/SBB opcodes, so that too still needs work. I have the 386-specific FS and GS segment registers already supported, and also the immediate 32-bit versions like ADD EAX,0x1234567 are already coded and tested. But since my first priority is to get Norton Sysinfo running, I can leave supporting most of the actual 386-opcodes for later.
I think the font used by the SDK is not the best possible, especially the small letter g is pretty unclear, but this is certainly good enough for debug printing. The MIPS cpu is set to run at 120MHz by default (I believe that is the lowest speed it can run), which is fine while coding the tester program. There is an API call in the SDK to change the CPU speed, up to 396MHz I believe, so I am thinking of adding a configuration option to DS2x86 where the user can choose the CPU clock speed. Running at higher speeds will probably drain the battery pretty fast, so always running at the highest speed is not a good idea.
Anyways, I am already at opcode 0x27 DAA. This is one of the weird BCD (Binary Coded Decimal) opcodes that use the Adjust Flag (which is not properly supported in DSx86). Now with DS2x86 I can support the Adjust Flag properly, so I can finally code the DAA opcode so that it will always give correct results. Even though this opcode is very rarely used, it will be good to have it working correctly. :-)
http://dsx86.patrickaalto.com/DSblog.html
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August 23rd, 2010, 20:52 Posted By: wraggster
Pate has posted a new release of his excellent Dos Emulator for the DS,heres whats new etc:
This version has only minor fixes, as I have been busy with other things (work-related stuff and the SuperCard DSTwo version of DSx86). The changes in this version are the following:
Maupiti Island memory allocation problem (as mentioned in the previous blog post) has been fixed.
Support for tweaked 640x400 EGA mode added (used in Mahjong Fantasia, for example).
Fixed the hang in Bart vs. the Space Mutants. The hang was caused by two timer interrupts happening immediately after each other. This should not normally happen, but as DSx86 uses the host machine timer IRQ to drive the emulated PC timer IRQ, it is possible for a timer IRQs to happen during screen blitting, which in turn might have interrupted the handling of the previous timer IRQ. I adjusted the timer IRQ handling so that timer IRQs that happen during screen blitting are ignored.
Fixed the Space Hulk "Error in MIDI code!" problem that was introduced in 0.22 (caused by the new AdLib Timer 2 handling for B.A.T. 2). I improved the AdLib timer handling so that both B.A.T. 2 and Space Hulk are happy.
Fixed the unsupported INT call at the start of Fire & Ice (it tries to load custom EGA fonts, which is not yet supported).
Added some missing graphics opcodes, based on the error logs I have received.
I also spent several hours tracing the null pointer jump problem in the Superhero Legend of Hoboken game, but could not fix it yet. I found out that the problem is caused by a routine overwriting data in the stack, so that the routine then returns to address 0000:0000. This same routine is used without problems hundreds of times before it fails, so tracing the actual reason for the failure is pretty difficult and time-consuming.
Not a lot of changes, and as I am moving my focus from DSx86 to the new SuperCard DSTwo version, at least for the time being, it is possible that DSx86 itself will progress very slowly for a while. I will possibly increase the two-week release cycle, especially if I have not had time to do any worthwhile improvements.
DS2x86 progress
I have not yet received the free DSTwo card that SuperCard has sent me, so I have not been able to fully start coding for it yet. I have been learning MIPS assembly language and have started converting some of the ASM macros I have used in DSx86 to MIPS ASM for DS2x86, though. I am using mostly the same ideas that I have used in DSx86, but will include 386/486 opcodes from the start, and will switch from using the CPU flags directly to a Lazy Flags-type approach. MIPS has so many general purpose registers that I believe I can fit the lazy flags into registers, which should make the code run reasonably fast. Not as fast as the ARM version, obviously, but on the other hand the MIPS processor has quite a bit higher clock speed.
I hope the DSTwo card arrives next week!
http://dsx86.patrickaalto.com/DSblog.html
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August 23rd, 2010, 20:48 Posted By: wraggster
News/release from MBJ007
My first attempt at using DS Game Maker and anything like programming.The code has a remarkable similarity to the one in the Manual(it's all I know and I haven't figured out much else, though I got my own angle on it).Looks pretty though.I only downloaded it last night and I'm still up this morning.I am a cartoonist and up till about 12 hours ago had no intention of making games.Had a bitch of a time really and now I'm really tired.
In Grandma's filthy kitchen, several chicken carcasses are horribly moldy.And infested with ghosts, not just any ghosts, poultrygeists.Help Miffy the cat get to the best chicken grandma has left on the floor.
http://dsgamemaker.com/forum/viewtopic.php?f=28&t=5429
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August 23rd, 2010, 20:44 Posted By: wraggster
News via http://damicha.drunkencoders.com/2010/08/18/2ds-v0-5/
Here comes the second release of my project 2ds+.
I used the time after the last release to get more involved in calculation of 3D coordinates and vectors and in using the openGL stuff. I added and updated the following objects and scenes:
•A satellite spinning around Earth (added)
•A waving plane (added)
•Some rotating cubes (updated)
•A photograph
The satellite scene is new and it contains a satellite (of course) that’s flying around an Earth object. Additionally the satellite’s path and a starry sky is displayed. You can control the flight direction of the satellite by using the NDS keys: B and X or you can rotate the entire scene by dragging it on the touchpad.
picture: Satellite
Controls:
SELECT – switch between the scenes
Touchpad – rotate the objects manually
B – turn the satellite to the left
X – turn the satellite to the right
Binary and sources files:
•2ds_plus-0.5.zip
•2ds_plus-0.5-src.tar.gz
Regards,
damicha
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August 23rd, 2010, 20:36 Posted By: wraggster
B12Core has posted an entry into the Neoflash Coding Contest:
Heres the details
Nickname: B12CORE
Project name: Flake Out! DS
From: Canada
Division: Retro GAME
Platform: Nintendo DS
Original entry: YES
Support Motion: YES
In last NEO Compo this project have won in the top 10: NO
Project description:
Flake Out! DS is my entry for this year's Neoflash Competition. It's a fast-paced, challenging, arcade-esque game involving a nightclub full of intoxicated snowflakes.
It's Christmas Eve 2009, and there's no snow to be found. In fact, just recently, all you've been getting has been rain.
Your task, as the new bouncer of Club Zero, is to prevent the snowflakes from escaping the nightclub, catching them before they reach the Earth's surface.
How to use:
1. Download Flake Out.nds by clicking here.
2. Move it into your flashcard's root directory.
3. Play Flake Out.nds!
Mr. Claus has given you the powers of Sun, Moon and Wind to aid you. Further details on how to use these are in the game.
Controls
* L/Up/X - Activate Sun's Power
* R/Down/B - Activate Moon's Power
* Left/Y - Move Left
* Right/A - Move Right
* Touch Screen - Activate Wind's Power
* Start - Pause Game
* Motion - Tilting your DS left and right move the paddle left and right
There is also a high score system implemented for the top 10 scores. The high score table is saved and loaded from FAT for later play.
Credits
Thanks to:
* Neoflash for supporting the homebrew community with their annual competitions (hope to see more)
* devkitPro for maintaining their distribution of libraries for free, public use
* ModArchive for organizing royalty-free module sound files
Music Credits:
* scorpik PULSE - Crying Boy
* projex - Christmas Dance Mix
* CyberZip - Christmas Mixes
http://www.neoflash.com/forum/index....ic,6309.0.html
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August 23rd, 2010, 19:31 Posted By: wraggster
DragonMinded has updated DragonMedia Player to 0.2
Music player for the Wii. It has a nice interface and is skinnable. It plays mp3, ogg, flac and other formats but does not work with wma or aac. It is a native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii. As of 0.2, DMP now supports Samba sources as well as USB and SD already available.
Changelog
0.2 Alpha
Added ability for wav files to read ahead
Added configurable samba shares
Added ability to hot-plug USB and SD
Updated render loops to be multithreaded
Updated resampling code for better quality audio
Updated audio out code for better handling when network hiccups occur
Updated readahead code to work better
Fixed themes/langauges to display in alphabetical order
Fixed FFT display to have less noise and no frequency offset
Fixed theming engine not retaining default text if language string doesn't have a custom string
Fixed possibility of crashing on filenames with long/no extension
Fixed a few memory leaks in skinning engine
http://dmp.dragonminded.com/
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