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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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July 18th, 2010, 20:57 Posted By: wraggster
Tantric has released a new version of his Nes emulator for the Gamecube and Wii
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PC's. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.3
* Open Source!
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.1.9 - July 14, 2010]
* Fixed 16:9 correction in Original mode
* Fixed PAL/NTSC timing switching issue
* Ability to use both USB ports (requires updated IOS 202 - WARNING: older
versions of IOS 202 are NO LONGER supported)
* Hide non-ROM files
* Other minor improvements
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July 18th, 2010, 20:54 Posted By: wraggster
The Emulatemii team have released a new version of their Playstation emulator for the Gamecube and Wii:
Without further adieu, we would like to present a quick bug-fix release for WiiSX and CubeSX - Beta 2.1
Get it now!
This release mainly addresses the issues to do with games resetting to their title screens and having unresponsive controls as well as a few other minor bugs. Save states made in the previous version will no longer work in this version as a result of some changes made to save audio state.
For more detailed changes on what’s new in WiiSX Beta 2.1:
* Fixed issues where saving was not actually saving
* Many input plugin improvements
* Added “Home” button as a menu combo for CC
* Fixed inverted Y-axis for nunchuk and classic controllers
* Fixed rumble and added “disable rumble” setting
* SMB correction to allow anonymous user and password
* Threaded network init and proper error messages when it fails
* Audio state saved/loaded for save states
We’d like to thank the quick and responsive users which have reported the issues we’ve addressed above.
Enjoy WiiSX Beta 2.1, and if you feel like donating to support our projects, please feel free to visit our Donations page
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July 18th, 2010, 20:54 Posted By: wraggster
The Emulatemii team have released a new version of their Playstation emulator for the Gamecube and Wii:
Without further adieu, we would like to present a quick bug-fix release for WiiSX and CubeSX - Beta 2.1
Get it now!
This release mainly addresses the issues to do with games resetting to their title screens and having unresponsive controls as well as a few other minor bugs. Save states made in the previous version will no longer work in this version as a result of some changes made to save audio state.
For more detailed changes on what’s new in WiiSX Beta 2.1:
* Fixed issues where saving was not actually saving
* Many input plugin improvements
* Added “Home” button as a menu combo for CC
* Fixed inverted Y-axis for nunchuk and classic controllers
* Fixed rumble and added “disable rumble” setting
* SMB correction to allow anonymous user and password
* Threaded network init and proper error messages when it fails
* Audio state saved/loaded for save states
We’d like to thank the quick and responsive users which have reported the issues we’ve addressed above.
Enjoy WiiSX Beta 2.1, and if you feel like donating to support our projects, please feel free to visit our Donations page
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July 18th, 2010, 12:27 Posted By: wraggster
News via http://www.aep-emu.de/
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
July 11, 2010
Not much new today - just a few timing tweaks to satisfy a few more of Blargg´s test ROMs.
July 5, 2010
While in prior versions of Nintendulator, PPU debug information (pattern table, nametable, and palette views) was only updated once per frame, the improved debugger (introduced June 29, 2008) had been made to update such information immediately, resulting in considerable slowdowns; today´s build restores the original behavior, as well as incorporating various other bits of code cleanup.
June 22, 2010
Today´s build includes brand new logic for DPCM sample fetching - under some circumstances, the old code could skip samples (and get thrown into an infinite loop if there was only 1 sample).
Also, a rather glaring bug (introduced during the C to C++ upgrade back from March 19, 2009) was reported in the Winamp plugin which prevented it from working at all. This has been fixed, and the release file and sources for 0.970 have been reuploaded. In the process of fixing this, I´ve also updated all of the Winamp plugin structures to match the latest SDK and have added Unicode build targets (and downloads below).
June 14, 2010
Today´s build fixes a few minor APU emulation accuracy issues, as well as solving a potential crash when opening files via drag-and-drop from another application (most notably from ZIP files).
June 12, 2010
MMC3 (iNES mapper 4) and MMC6 (UNIF-only) emulation has been updated to be more consistent with newly discovered behavior.
June 10, 2010
Some rather interesting behavior was recently discovered involving accessing $2007 during rendering. Nintendulator should now properly emulate this behavior, fixing several significant display glitches in the game "The Young Indiana Jones Chronicles".
June 1, 2010
Today´s build fixes a minor PPU bug regarding sprites - specifically, the SPR-RAM address register ($2003) is no longer reset at the beginning of each frame.
http://www.qmtpro.com/~nes/nintendulator/
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July 18th, 2010, 09:00 Posted By: wraggster
Newly released
Sentinels of the Starry Skies is the newest Dragon Quest game and the newest world in which you can live your alternate life. Beautiful CG movies, new music arrangements with a full orchestra and a grand setting make a true epic fantasy world comes to life.
All sorts of customization are available, create your own character, determine his or her job. To make your party well rounded, create more characters for your own customized team. Turn on the Wi-Fi facility of your hand held console and ask your friends in the real world to join you on your adventure.
http://www.play-asia.com/SOap-23-83-...j-70-3r1v.html
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July 18th, 2010, 08:39 Posted By: wraggster
We looked at [Gerry's] PLCC based programmable Game Boy cartridge back in May and mentioned that he was working on a how-to video. He did quite a bit more than that. He’s made a PDF version of the instructions but went into deep detail with a collection of four videos on his YouTube channel. We’ve embedded all four after the break. They include an introduction and background about the cartridges, desoldering the ROM chip, preparing sockets and wire, and making the solder connections. Whether you’re interested in this particular hack or not, seeing [Gerry's] soldering practices make the videos worth watching.
http://hackaday.com/2010/07/14/progr...-walk-through/
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July 18th, 2010, 01:09 Posted By: wraggster
It may or may not actually be the most compact Nintendo 64 we've ever seen, but even if it's holding down the second spot, you can't knock the ingenuity here. Crafted by one Evil Nod, the self-proclaimed N Gear 64 is little more than an N64 console tucked, shoved and crammed inside a Sega Game Gear enclosure. Best of all, the modder somehow stuffed an N64 controller in there too, yet still left all of the original markings for nostalgia's sake. Head on past the jump for a video of it in action, or tap that source link to learn more about the build process. Riveting stuff, we tell ya.
http://www.engadget.com/2010/07/16/m...for-n64-video/
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July 17th, 2010, 22:42 Posted By: wraggster
THQ has claimed that the upcoming Nintendo 3DS will best the piracy problems that have dogged the DS range to date.
Executive VP of global publishing Ian Curran told website CVG that what most excited him about the new handheld was that "there's technology built in that device to really combat piracy."
Nintendo "know they've been hurt across the world, and they believe the 3DS has got technology that can stop that."
He argued that rampant use of copied game tech such as the notorious R4 cartridge had "made it almost impossible to shift any significant volume" of THQ games, but that the new copy protection systems in the 3DS presented "the opportunity for people to invest more in product development and bring more 3DS products to market."
Piracy on portable consoles (also including the PSP) is estimated to have cost the industry $41.5 billion over the last five years, although that figure was based on the unproven presumption that every illegal download of a game equates directly to a lost sale.
Unfortunately Curran was unable or unwilling to describe just how the 3DS would combat piracy. "I actually asked Nintendo to explain the technology and they said it's very difficult to do so because it's so sophisticated," he claimed.
http://www.gamesindustry.biz/article...-combat-piracy
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July 17th, 2010, 22:40 Posted By: wraggster
The NPD figures for June show that Tiger Woods PGA Tour 11 didn't have a debut comparable to the previous year's game. In fact, Tiger Woods PGA Tour 11 only managed to unload 32% of the copies sold during Tiger Woods PGA Tour 10's initial launch month, Venturebeat offers. We contacted the NPD, who told us the same thing: "The new Tiger Woods release sold only 32 percent of what last year's release sold in its introductory month at retail. That said, last year's game saw a huge sales increase over previous versions, but still, Tiger Woods PGA Tour 11 did not break into the top 10 games for the month."
Of course, the first thing that comes to mind is Tiger's promiscuity -- a likely factor behind Tiger's waning popularity. But, EA's Rob Semsey contributed that the slowing Wii market and Tiger's performance on the course as of late are also contributors to the dip in sales. Now the real question is: with the drop in sales, will EA still stand by its man?
http://www.joystiq.com/2010/07/16/np...d-to-tiger-10/
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July 17th, 2010, 22:39 Posted By: wraggster
Super Mario Galaxy 2 was the best-selling non-cowboy game in the United States last month. The 548,000 copies sold during June put the spacefaring platformer above the one-million mark in US sales, as proclaimed by Nintendo in a triumphant announcement. In kind of a bummer of a month in terms of general software sales, Super Mario Galaxy 2 was one of the few success stories for June.
While one million copies in two months (41 days of NPD reporting time) is impressive, it doesn't approach the level of success enjoyed by the first Super Mario Galaxy, which broke a million in its first month on the market, only 12 days of which counted for NPD. (The fact that its first month was November may have had something to do with that strong start.)
Nintendo also announced that DS hardware sales have reached "nearly 42 million," with Wii sales "closing in on a cumulative milestone of 30 million units sold in the United States alone." Both systems enjoyed sales spikes last month.
http://www.joystiq.com/2010/07/16/su...on-sold-in-us/
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July 17th, 2010, 22:17 Posted By: wraggster
Nintendo UK general manager David Yarnton has admitted that demand for the Wii and DS has "declined".
Speaking on Radio 4 this morning, Yarnton blamed falling demand for the Wii and DS on the "cycle" and the recession, but made a point of saying everybody was in the same boat.
"We've had very good years," he said. "It's [falling demand for Nintendo consoles] part, I suppose, of the cycle. We're not recession proof. We've probably as an industry been better than other industries."
When asked whether demand for the Wii and DS had peaked, Yarnton replied: "We obviously would like to be selling more. It has declined. But the whole market has as well. It's not just ourselves."
The Wii and DS have been hugely successful in the UK. Nintendo's sold 12 million DS consoles and eight million Wiis on these shores.
Despite the mammoth sales, Yarnton reckons there's plenty of room for even more.
"We think there's still plenty of opportunity for the product. There are a lot of people still waiting to get into gaming. There is a lot of interest from older people, people that normally didn't game. We've got some innovations on the way as well.
"We've got Nintendo 3DS. I think it's quite a leapfrog, actually. Especially when you look at the other technology out there in TV and movie, where with 3D you have to wear glasses, whilst with our 3D offering you don't have to wear glasses.
"There are no real new models coming out [from Sony and Microsoft]. No leapfrogging. They're [the new Xbox 360 250GB] just derivatives of the original versions they've had. We still with Wii have got a lot of technology we haven't fully harnessed and a lot of development of games coming that I think will still wow people when they see it."
Yarnton also denied the accusation that Nintendo has been forced to slash prices ("The actual price, when we launched Wii in 2006, recommended retail was about £179. We don't set the price. And that price hasn't changed"), and had his say on UK tax breaks for game developers, which were scrapped in the last budget.
"We support it very much," Yarnton said. "We as an industry want to be on a level playing field, not only on a global basis, where we know there are tax breaks right around the world, from Canada to Korea to Australia, but also with other creative industries, such as the movie industry, where there are tax breaks. There are sound arguments that show with the tax breaks we'll actually create more jobs."
http://www.eurogamer.net/articles/ni...emand-declined
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July 17th, 2010, 22:17 Posted By: wraggster
Nintendo UK general manager David Yarnton has admitted that demand for the Wii and DS has "declined".
Speaking on Radio 4 this morning, Yarnton blamed falling demand for the Wii and DS on the "cycle" and the recession, but made a point of saying everybody was in the same boat.
"We've had very good years," he said. "It's [falling demand for Nintendo consoles] part, I suppose, of the cycle. We're not recession proof. We've probably as an industry been better than other industries."
When asked whether demand for the Wii and DS had peaked, Yarnton replied: "We obviously would like to be selling more. It has declined. But the whole market has as well. It's not just ourselves."
The Wii and DS have been hugely successful in the UK. Nintendo's sold 12 million DS consoles and eight million Wiis on these shores.
Despite the mammoth sales, Yarnton reckons there's plenty of room for even more.
"We think there's still plenty of opportunity for the product. There are a lot of people still waiting to get into gaming. There is a lot of interest from older people, people that normally didn't game. We've got some innovations on the way as well.
"We've got Nintendo 3DS. I think it's quite a leapfrog, actually. Especially when you look at the other technology out there in TV and movie, where with 3D you have to wear glasses, whilst with our 3D offering you don't have to wear glasses.
"There are no real new models coming out [from Sony and Microsoft]. No leapfrogging. They're [the new Xbox 360 250GB] just derivatives of the original versions they've had. We still with Wii have got a lot of technology we haven't fully harnessed and a lot of development of games coming that I think will still wow people when they see it."
Yarnton also denied the accusation that Nintendo has been forced to slash prices ("The actual price, when we launched Wii in 2006, recommended retail was about £179. We don't set the price. And that price hasn't changed"), and had his say on UK tax breaks for game developers, which were scrapped in the last budget.
"We support it very much," Yarnton said. "We as an industry want to be on a level playing field, not only on a global basis, where we know there are tax breaks right around the world, from Canada to Korea to Australia, but also with other creative industries, such as the movie industry, where there are tax breaks. There are sound arguments that show with the tax breaks we'll actually create more jobs."
http://www.eurogamer.net/articles/ni...emand-declined
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July 17th, 2010, 22:07 Posted By: wraggster
Evidence is growing that the upcoming Nintendo 3DS may see Nintendo fully embrace digital distribution.
While the console-maker has dabbled in downloadable games with WiiWare and DSIWare, these had seemed very much secondary to traditional physical game sales.
According to website Siliconera, Nintendo president Satoru Iwata admitted to investors that the company had not fully leveraged the potential of its online stores.
"We are thinking the release of new hardware should be good timing for a dramatic improvement of this situation," he said, and boasted of the new handheld's "enhanced wireless communication function."
While he did not detail the nature of the downloadable content, he did describe its method: "Nintendo 3DS will receive various pieces of information automatically if there is a chance of communication while a user carries it even when he or she does not try to start communication pro-actively by unfolding Nintendo 3DS."
By combining Nintendo 3DS with such function, we are now planning to expand our digital-distribution type of business."
However, this may not mean solely game downloads - Iwata has previously claimed that the 3DS will be capable of automatically downloading "newspaper and magazine articles."
http://www.gamesindustry.biz/article...ution-business
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July 11th, 2010, 22:07 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12046&f=19
Update to 2010.07 Wind Pro DSi, PC application including 3 multi- emulators for the Nintendo DS ( No $ gba / DeSmuME / iDeaS ) and 1 for the Game Boy Advance ( VBA - M) and tools ( customizable emulator / Zoom / etc ...).
Reminder : Uninstall the previous installation before installing the new version.
Wind Pro 2010.07 Changelog:
- Updated SVN DeSmuME 3694 ( x86 and x64 )
- Updated USRCHEAT.DAT (Temp) 06/20/2010
- Updated VBA- M SVN 947
- Updated iDeaS 1.0.3.6
- Updated 15/09 to Open 7zip compressed ROMs
- New options in the default emulator nds
- Improved the default configuration of VBA Link
- Improved the default configuration of VBA - M
http://windspro.blogspot.com/
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July 11th, 2010, 22:04 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12044&f=19
stravingo offers a first version of "Secret Hordes" Utility / gadgets designed to browser game Hordes ( Apocalyptic RPG Free Online Motion twin) that you will have some useful info on your town by simulating the use of cameras placed at different location .
Hello everyone!
It's been a long time since I had retouched the dev on DS, I missed Smiley
I checked the other day , it was more than 2 years Shocked
History of myself back a little, I developed a small utility unpretentious , designed for browser game Hordes . This game immerses you in a post -apocalyptic zombie infested where you must survive as long as possible in a city with 39 other players.
My utility is more a gimmick than a real tool. This is a case control surveillance cameras that you arranged all over town to try to improve your survival : a camera to monitor the city gate , another for the edge of town , another to monitor the water level of wells, etc. . Everything is perfectly functional, as hordes of designers provide access to a wealth of info on the game via an XML file .
I tried to give the whole look dirty, dilapidated , battered , like the sinking of this world in which we play. The basic idea of my application is that it is an old video material once used in a reality show , discovered in the rubble of a television studio in ruins because I find many similarities between Hordes and concepts of reality TV : a group play , players eliminated day after day, a winner at the end. Anyway.
I note in passing that I just vomited reality TV , eh , I have not exploited this idea because I'm a fan of the genre.
http://stravingo.over-blog.fr/articl...-53583310.html
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July 11th, 2010, 22:02 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12042&f=19
relminator we devised a new tech demo for the DS , "Bullet Rel DS"Library / physics engines simulate physical interaction between different shots and objects.
Bullet Hell Engine Done!
I Was a little busy with life for the past month Since My dad " Derwent "under the knife ".
Goal I coded like crazy for the past 3 days ( Ave. of 4 hours a day ) and I recoded my bullet hell engine from scratch.
Bullet Rel Download ( with source) ...
features:
1. All fixed- point engine
2 . Data -driven interface
3. Less memory usage
4. Easier to use the PC version Than
5 . Patterns are easy to make
BTW , you Might want to lessen the " num_turrets " var to 1 just to see all the patterns so far . Those are the only ones I made this morning. LOL
http://rel.betterwebber.com/junk.php?id=107
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July 11th, 2010, 21:56 Posted By: wraggster
News from Pate concerning his Dos Emulator for DS
AdLib emulation finished for now
Last Monday I added the last missing features of the AdLib emulation, frequency modulation (vibrato) and amplitude modulation. I figured out a way to handle the vibrato without slowing down the code all that much. The sound frequency should change (using the 32kHz sound output frequency) after every 674 samples, but as I fill the buffers 64 samples at a time, I decided to change the frequency after every 640 samples, so I can move the calculations outside of the sample building loop. So the vibrato is slightly faster than it should be, but I don't think that is much of a problem. I did a similar change to the amplitude modulation, it should change the sound volume every 168 samples, but I change it every 192 samples, again to move the calculations outside of the 64-sample loops.
I just need to comment the code better and create a test project that would use my AdLib emulation code and then I could release the sources, in case people are interested in those.
Some compatibility improvements
I have so far tested Adventures of Robin Hood, Silpheed and SimAnt. Adventures of Robin Hood crashed with an sunsupported opcode, and when I debugged it I noticed that it uses only a 32-byte(!) stack! That is so little space that when a timer interrupt happens when the code calls a subroutine (after receiving a keypress) it runs out of stack space. Actually, the stack pointer should wrap to the end of the stack segment (which has unused space in the game launcher program), but my DSx86 stack emulation implementation did not handle this properly and thus crashed. I changed my stack emulation to handle stack pointer wrap-arounds properly, so Adventures of Robin Hood started up fine.
Silpheed progressed pretty far with the single-opcode internal refactoring I had already done, but then it ran into a problem with my string opcodes that still didn't handle writing to graphics memory with a segment address pointing to plain RAM properly. It did draw most of the enemy ships with the plain opcodes, but their removal from the screen was done using string opcodes, so after a while the screen was full of enemy ships. :-) It needed the refactored string opcodes before I could continue with it.
I then tested SimAnt, and noticed that it used the EMS memory in a way that also was incompatible with my segment-based memory access mode handling. It got the wrong data from the EMS memory using my old string opcodes, and thus filled the screen with garbage data instead of the Maxis logo at the start, for example. So, I decided to start working on the string opcode refactoring next.
Internal refactoring
I have now refactored many of the simple opcodes, like all OR operation variants and most of the MOV opcodes. What was interesting when I did this refactoring was that after every build the resulting DSx86.nds file got smaller. This was due to the new memory access handling using more common code for both the normal RAM and graphics opcodes, as only after the effective memory adress is calculated the code will branch to different handlers. Originally I had completely different opcode handlers, depending on where the effective segment poinst to. Thus, the new code has a lot more branches (which makes the code slower), but on the other hand there is much more common code which will help with the cache hit percentage. So perhaps the total slowdown is not quite as drastic. I also have a couple of speedup tricks I can still use, but those I can not do until all of the code is changed to use the new memory access strategy. So, looks like the next version will be quite a bit slower than the current version, but after I have refactored all the opcodes I can make the code slightly faster again.
I am currently working on the string opcode refactoring, and now I am pretty happy with the way the code looks. I am splitting the memory moves, for example, so that they are done in blocks that fit within the same 16K memory page, both for the source and target address, and also possible SI and DI segment wrap is taken into account. So all EMS memory and graphics memory access with the string opcodes should now always handle the correct data, so I can look elsewhere for erractic behaviour in games. I have already coded most of the string opcodes for main RAM and EGA graphics memory, but Mode-X handling is still completely missing. I still have a week before the next release, so I should have enough time to handle those as well.
After I coded the main RAM and EGA string operations, both Silpheed and SimAnt looked to be playable. Silpheed still hangs after intro if Enter is not pressed, and it also hangs when going to the debugger and trying to continue, so there are still some issues. SimAnt I haven't tested any further than by going to the main menu. It uses 640x480 graphics mode so it is a bit awkward to play in any case.
The heat wave continues here in Finland (as it seems to do for most of Europe), so I shall see how much coding I can get done during the next week.
http://dsx86.patrickaalto.com/DSblog.html
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July 11th, 2010, 21:52 Posted By: wraggster
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