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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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March 28th, 2010, 22:35 Posted By: wraggster
News via http://www.wii-addict.fr/forum/mPlay...72-t19309.html
scip, Rodris, agentx and djdynamtie123 we have just released a new version of its media player for our Wii.
This new drive can read files from:
SD-HC
USB
Video & DVD DATA DVD
Samba SMB (manager partarge file)
RADIO
QUOTE
CHANGELOG rev572
=================
Upstream-sync. [MPlayer r30972 / FFmpeg r22705]
-Backported code from Wii ™.
Regenerated-configuration disabled internal decoders.
-Added initial surround mixing.
-Added support for mono audio output.
-Took care of a significant bottleneck in the video driver.
-Moved to MEM2 textures.
-Fixed crash when stopping while using libdvdnav.
-Fixed crash when stopping while a scaled DVD subtitle is displayed.
-Other minor fixes and changes.
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March 28th, 2010, 22:26 Posted By: wraggster
libWiiSharp v0.1 released by Leathl.
libWiiSharp is a Wii related .NET (2.0+) library.
It can be used with any .NET language to easily develop Wii related applications.
All public functions are documented and most should be pretty self-explanatory.
There are also some example applications that use libWiiSharp included.
http://wiibrew.org/wiki/LibWiiSharp
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March 28th, 2010, 22:25 Posted By: wraggster
CustomizeMii v3.0 released by Leathl.
CustomizeMii is a custom channel creator for the Wii.
The .NET Framework 2.0 is required to run this application!
A mono version is available which runs under Linux / Mac OS X (Requires the mono framework to be installed!)
Version 3.0
Switched backend to libWiiSharp (http://libwiisharp.googlecode.com)
Speed improvements through using RAM instead of temp files on HDD
No separate Mono version anymore, the normal version works with Mono (even compiling forwarders!)
Fixed complex forwarder loading screen to be fullscreen (thanks wilsoff / tantric!)
Fixed bug where startup IOS was set to 0 when sending channel to Wii
Doesn't require common-key.bin anymore
Added checkerboard for transparent areas in images (preview window)
Added ability to change a TPLs format (preview window)
Added ability to rename and resize TPLs (right click on listbox)
http://wiibrew.org/wiki/CustomizeMii
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March 28th, 2010, 22:11 Posted By: wraggster
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March 28th, 2010, 21:26 Posted By: wraggster
News via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- fixed off-by-one buffer size issue in S-PPU RTO calculations [PiCiJi]
added XML parser;
- added XML-based memory mapping system;
- moved header-based memory mapping code into snesreader library;
- added some linker flags for Fedora [belegdol];
- added cheat code database; with codes for over 1,500 games [mightymo];
- fixed a bug where S-CPU IRQs were being tested one cycle early on direct page indexed read opcodes;
- added global cheat system enable/disable checkbox to cheat code editor;
- fixed bug in overflow calculation of S-CPU ADC and SBC opcodes in BCD mode [blargg];
- emulated the S-CPU ALU MUL and DIV hardware delays with partial result calculation steps [blargg];
- controller port read now returns real-time results of B button when strobe latch is raised;
- major improvements to emulation of the S-SMP TEST register [blargg, byuu];
- fixed DSP2 memory map [Overload];
- "Apply Patch" checkbox will now scan UPS patch folder if one is set in the paths section;
- fixed S-CPU TSC negative flag calculation in emulation mode [address];
- added "make uninstall" command to Makefile for Linux users;
- S-CPU (H)DMA now updates the S-CPU MDR; fixes a freeze in Speedy Gonzales - Stage 6-1;
- very substantial code cleanups and optimizations as a result of moving from C++98 to C++0x.
http://byuu.org/
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March 28th, 2010, 21:17 Posted By: wraggster
Nintendo hyped up Star Fox 2 and the leaked beta shows the game was near completion. Actually, Dylan Cuthbert, developer and now founder of Q Games, says it was “fully completed.” So, why didn’t it come out?
Cuthbert sheds some light on the situation.
Star Fox 2 was fully completed. I was lead programmer and whilst Giles made Stunt Race FX, myself and the rest of the original Star Fox team (i.e.. Nintendo’s artists and designers) expanded Star Fox into a full 3d shooting game. We used state-of-the-art technology such as arbitrary plane clipping (which has only been seen recently in such games as Crash Bandicoot 2 & 3) to create some rather spectacular effects. (for the time)
The reason for non-release was the then impending Nintendo 64, which of course was intended to be released a lot sooner than it actually was. Miyamoto-san decided he wanted to have a clean break between 3D games on the SNES and 3D games on the new superior 64 bit system. In retrospect, he could have released Star Fox 2 and there would have been over a year and a half before the N64 came out. But hindsight is always 20/20.
Star Fox 64 incorporated a lot of the newer ideas we created in Star Fox 2 but it didn’t, in my view, take the genre a full step forward. Star Fox 2 really was a different direction of gameplay.
http://www.siliconera.com/2010/03/28...el-star-fox-2/
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March 28th, 2010, 01:23 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
MGH offers the opportunity to compete drunkencoders 2009 his homebrew Christmas IQ, "a quiz where you can test your knowledge about Christmas in meeting the many multiple choice questions. Even if the game is in English, questions remain open and mini-game is included in EXTRAS.
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March 28th, 2010, 01:13 Posted By: wraggster
News/release from Frizo
This is more of a notepad type approach.
You draw with the stylus on the bottom of the screen. For a first project, its not that bad IMO. I use it on my DSTT, and its fine. If any issues are happening please post them or pm me so I may work on it! Thanks!
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March 28th, 2010, 00:53 Posted By: wraggster
News via http://www.wii-addict.fr/forum/Plaat...30-t19293.html
PlaatScore is an application developed by wplaatIt is an application that allows you to manage the highscores for any game for Wii PlaatSoft is to say: towerdefense, RedSquare, Spacebubble, pong2 & BibleQuiz.
QUOTE
Key Features:
=============
- Collects formatted xml (highscore) data from the Internet.
- Modify data.
- Send changes to webservices.
- Http proxy support.
CHANGELOG v0.30
===============
-Added support for dynamic XML data.
Make-table resizable.
-Added popup menu.
-Disable column sorting (Did not work good).
Improve-screen layout.
-Build with QtCreator v1.3.1
CHANGELOG v0.20
===============
-First release for the windows (Qt) scene
-Added settings page.
-Added HTTP proxy support
Code-Cleanup
-Build with QtCreator v1.3.1
CHANGELOG v0.10
===============
Start-building.
-Created GUI.
-Added basic menu.
-Added basic about box.
-Load / Save window position on start / exit.
-Added application icon.
-Build with QtCreator v1.3.1
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March 28th, 2010, 00:45 Posted By: wraggster
Simon Kagstrom has posted some WIP News concerning his Amiga Emulator for the Wii:
Well, I've already got two correct answers: It's a classical byte order problem. It comes from UAE-Wii, and I've had this problem for quite a long time. I only found out what was causing it last week, thanks to some questions by Fredric Blåholtz, and I actually realised what the problem was when going to bed one night.
The reason I didn't understand the issue quicker (maybe apart from general slowness!) was that the graphics works well in games. I therefore assumed that this was caused by the Wii resolution (640x480) and problems with scaling it to 640x512. Fredric showed me that it works fine on the host when using 640x480, so this couldn't be the problem.
But byte order can. With 16-bit color depth, the relevant part of drawing looks like this:
while (dpix < stoppos) {
uae_u32 spix_val;
uae_u32 dpix_val;
uae_u32 out_val;
dpix_val = xcolors[ham_linebuf[spix]];
spix++;
out_val = dpix_val;
dpix_val = xcolors[ham_linebuf[spix]];
spix++;
out_val = (out_val << 16) | (dpix_val & 0xFFFF);
*((uae_u32 *)&buf[dpix]) = out_val;
dpix += 2;
}
and as you can see, it's done in chunks of 32-bit stores. Uh oh. Problem.
This particular source code is generated by a tool shipped with UAE. Autoconf is a true horror to work with though, so I resorted to just putting together the makefile for the Wii port by myself instead. And took a few shortcuts - like generating the files once and for all. So on the big-endian Wii, the two neighboring 16-bit pixels are swapped (see the last assignment to out_val). With half-resolution (320x256) the problem doesn't show, simply since the order of two same-colored pixels doesn't matter.
In hindsight, the problem is pretty obvious.
http://simonkagstrom.livejournal.com/48891.html
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