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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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December 27th, 2009, 17:57 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...83f014f1c8a3c4
BALROG offers version 2.73 of his game coded in Lua for the DS, "CarPlaying"Version that closes the project.
Goal Game : You should avoid cars that will darken it.
I am announcing the completion of this project. I do not know what to do to improve it and I have too much time to think about it.
So this is the last version, which adds only (the user) can pass the introduction screen with A, which is useful if you restart the game because it can cause malfunction of the touch. By cons, leaving the game is not recommended, because after the music stops working.
There are, for those who have the version before, as the guard.
The other good game!
http://microlua.xooit.fr/t395-CarPlaying.htm
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December 27th, 2009, 17:54 Posted By: wraggster
Pate has posted more WIP news concerning his DOS emulator for the DS:
Well, this last week has been somewhat slow progress with DSx86, with the Christmas and all. I have however managed to code some necessary enhancement that are needed for the release, like configuration file handling (with the possibility to have game-specific key mapping and screen update methods) and crash logging to a file on the SD card. I have also added a lot of opcodes needed by the 4DOS help system and the example btm file. This still needs some work, though.
Solar Winds has been a real trouble maker recently. The first major problem was that it seemed to jump into a memory address that did not contain code (the area was full of zeroes) occasionally. When I later noticed that this happens every time I tried to fire the weapon, I began debugging this problem to see what was happening.
Pretty soon I discovered that the problem is that one of the SoundBlaster driver jump addresses point to non-existing code, but what was strange was that it pointed there even at the very start of the game, and no code ever changed this address! I ran Solar Winds in a debugger inside DOSBox to see what is going on, and in there the jump address is the same invalid address at the start of the game, but then when I fire a cannon the address has magically changed into a valid address!
It was pretty difficult (and took me two days) to find out what was really happening here, but I finally noticed (in DOSBox) that the jump address changes when a certain byte is written to the SoundBlaster DSP Command port! After some more studying I found out that Solar Winds uses a rather poorly documented SoundBlaster DSP command, that DOSBox sources call "Weird DMA identification write routine". As good a name as any, I suppose. This command uses the SB DMA channel to write one byte to the PC RAM, which is calculated in a complex way from the byte that is written to the DSP. Solar Winds SB driver uses this method to update the invalid jump address in it's jump table to a valid value! Why it does this, I have no idea. Perhaps just to make life hard for emulator coders!
I managed to code a similar routine to DSx86, and now the jump table gets a correct address and firing the weapon works. But, it only took me a few minutes of testing further to find the next big problem. When firing at another ship, Solar Winds uses an ADPCM -packed sound file that it tries to send to SB for playing. The problem is, DSx86 does not support ADPCM sound files yet. This is yet another big new feature that I need to add for Solar Winds.
I'm not yet sure when I get the first DSx86 alpha version released, but I still have a week of vacation time left, so we shall see whether that is enough time for me to finish the most important enhancements still remaining. There are also quite a few bugs still in the code, but I doubt I will be able to fix all the bugs in the next couple of days, so the first release will be buggy. Isn't this actually the way Alpha releases should be? :-)
http://dsx86.patrickaalto.com/
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December 27th, 2009, 17:32 Posted By: wraggster
TowerDefense 0.7 released by wplaat
TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over. Good luck!
Created by wplaat (www.plaatsoft.nl).
http://wiibrew.org/wiki/TowerDefense
27/12/2009 Version 0.70
- Added “Easy, Medium, Hard” level (map) select screen.
- Added six medium level and six hard level maps.
- Adapted six easy maps to be more easy.
- Added game version information in web service call.
- Adapted weapon specifications (Weapons are more powerfull).
- Adapted enemy specifications (enemies are less powerfull).
- Increase enemy walk speed after each 20 waves.
- BugFix: Highscore screens now show correct amount of entries!
- Build game with devkitPPC r19 compiler.
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December 27th, 2009, 11:27 Posted By: wraggster
StartPatch is a homebrew application that patches your System Menu v4.0, v4.1, or v4.2 in a similar fashion as Starfall. It is based upon Menu Patcher by Isaac356.
Changelog
v4.2.x
v4.2.5x
Added Region Free Wii Games.
v4.2.4x
Added IOS Selection.
Removed IOS-Reload to 250.
Removed IOS-Check code.
http://wiibrew.org/wiki/StartPatch
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December 26th, 2009, 23:44 Posted By: wraggster
GeeXboX is a media center program built on Wii Linux. It uses MPlayer with a graphical front end. It can play videos and music (with visualization) and display photo slideshows.
Specially added features in the Wii port are: bluetooth (remote control, obex file push, networking and audio partially working), USB storage, USB Ethernet, http/telnet/ftp server, netstreaming, image viewer, goom visuals for audio playback, .... Most of added features are fully or partially tested, some are not, yet.
Changelog
20091225: 0.1beta2. Routine release.
Update linux to 2.6.32.2;
Fix compatibility with multi-channel audio;
Fix issues with device mounting/unmounting.
http://wiibrew.org/wiki/GeeXboX
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December 25th, 2009, 23:04 Posted By: wraggster
TowerDefense 0.6 released by wplaat
TowerDefense is an classic 2D action game. Protect your base with all kind of defense systems and kill all the waves of enemies. If ten enemies reach the base the game is over. Good luck!
Created by wplaat (www.plaatsoft.nl). Special thanks to my family for their support during the development of this game.
http://wiibrew.org/wiki/TowerDefense
This is the second official release for the wii homebrew scene. I hope everybody like the game! Comments are still welcome.
24/12/2009 Version 0.60
- Increase enemy walk speed after each 25 waves.
- Show mini enemies moving on map select screen.
- Update credit screen with beta testers nicknames.
- Improve game information panel design.
– Show price and strengh information about new weapons.
– Show detail information about selected weapon.
- Only allow to build weapons on land (not bridges or road)
- Not allowed anymore to stack weapons on one location.
- Optimise screen layout for 60Hz (640×480 pixels) TV Mode.
- BugFix: The rumble is now working for all the four WiiMotes.
- Build game with devkitPPC r19 compiler.
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December 24th, 2009, 22:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...71b64923702bcf
Ant512 proposes the demo "Woopsi"V0.43, GUI library for creating homebrew on the pattern of fenestration of theAmiga OS,.
Changelog:
- Fixes:
- ListBox draws correctly when Dragged (clipping from problem 0.41).
- Multiple fixes to the PackedFont set of classes.
- Bmp2font checks the Windows default location for grit.
- Bmp2font fonts adds to the WoopsiUI namespace.
- Bmp2font follows # ifdef / # endif guard style.
- Bmp2font uses more appropriate casing for filenames, etc..
- CycleButton redraws correctly when released if it contains no options.
- Label and subclasses recalculate their position text and redraw when their fonts are changed.
- TextBox does not attempt to move cursor when clicked if it contains no text.
- TextBox cursor moves correctly when clicked PackedFont if a font is used.
- Template project no longer references Gadget:: Rect.
- MultiLineTextBox redraws and adjusts position when text font is changed.
- ListBox does not attempt to draw -1 in item list.
- PackedFontBase: isCharBlank () returns the correct value.
- Renamed class DefaultStyle to GadgetStyle.
- Instance of GadgetStyle created Woopsi at startup instead of using static properties of DefaultStyle class.
- Removed global SystemFont; Relying on defaultGadgetStyle instead.
- Removed global tinyFont; Debug class now creates its own instance.
- TinyFont follows class pattern used by Jeff's PackedFonts.
- Graphics:: FloodFill () no longer gets stuck in an infinite loop.
- Moved logos out of demo data folder and into new logos in bmp folder.
- Removed unused bitmaps from demo.
- Added missing FileListBox class.
- ScrollbarHorizontal passes are object (via style) to Gadget constructor correctly.
- BitmapWrapper:: getData (x, y) no longer causes a compiler warning.
- Removed from PAGfx binary demo.
- Removed file from zombie.c demo and replaced with bmp2bitmap-generated class.
- Removed BitTest files from demo and replaced with bmp2bitmap-generated classes.
- Removed file from all_gfx demo.
- Uses stack instead of heap for converting floats to strings.
- New Features:
- Added packedfonts example.
- Added dozens of packed fonts.
- Replaced make pointer in constructors gadget with a pointer to a GadgetStyle object.
- Changed default font to NewTopaz.
- Added old system are under the name Topaz class using the same pattern as the TinyFont.
- Added defaultstyle example.
- Built with devkitARM libnds r27 and 1.4.0.
- Replaced FontBitPacker with bmp2font has. NET app that can convert a BMP to any of Woopsi's 4 font sizes.
- Added bmp2bitmap has. NET app that will convert a BMP to a Woopsi BitmapWrapper class.
- Added font2bmp has. NET app that will produce a BMP from a Windows form.
- Added font2font has. NET app that will convert a Windows form directly to make a Woopsi class.
- Added new GadgetEventHandlerList class and event raising code moved into it from the Gadget class.
- Duplicate gadget event handlers can not be added to a gadget.
- Added build and deploy batch files for libwoopsi.
- Tests all against libwoopsi build instead of the raw Woopsi source.
- Most examples build against libwoopsi instead of the raw Woopsi source.
http://forum.gbadev.org/viewtopic.ph...83cb0c53958778
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December 24th, 2009, 22:44 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...71b64923702bcf
Quirky proposed version 0.8 of its excellent Internet browser for the DS "Bunjalloo".
changelog:
What's New?
* Updated to the latest devkitARM, libnds, libfat and libpng
* Fix the updater that was broken in 0.7.7
* Fix some randomness layout (eg one config screen)
* Change the progress bar to be Textless
* Fix for occasional giant whitespace
* Use last-modified cache in calculations
* Fix flashing when swapping from keyboard to browser
* Show password on-screen fields with circles
* Change the password field to use circles
* Speed up scrolling
* Performance improvements
* Change to make Okiwi generation and rendering
* Fix some major memory leaks
http://code.google.com/p/quirkysoft/...allooChangelog
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December 24th, 2009, 22:36 Posted By: wraggster
MLlib 1.2 released by Minishlink
The MLlib (or Minishlink's Library) is a simple library to develop on Nintendo Wii. Technically, it's a wrapper of libogc and others librairies. Coding with this lib on Wii is way easier and faster now ! :-) I created this because I needed a library with I could code with easy functions. It uses GX for drawing, libpng for handling PNG, FreeTypeGX for TTF fonts (I needed to recode it in C) and libs of libogc...
Update History
1.2 - December 24, 2009
Compatible with DevkitPPC r19 and libogc 1.8.1. Go update them ! TTF Font support, at last ! Collisions detection functions !
added: float ML_Distance(x1, y1, x2, y2)
added: float ML_TrueDistance(x1, y1, x2, y2)
added: bool ML_IsCollisionSpriteRect(sprite, x, y, width, height)
added: bool ML_IsCollisionSpriteCircle(sprite, centerX, centerY, radius)
added: bool ML_IsCollisionRectRect(x1, y1, width1, height1, x2, y2, width2, height2)
added: bool ML_IsCollisionCircleCircle(centerX1, centerY1, radius1, centerX2, centerY2, radius2)
added: bool ML_IsCollisionRectCircle(x, y, width, height, centerX, centerY, radius)
added: ML_Font structure
added: ML_InitFont()
added: ML_QuitFont()
added: ML_DeleteFont(ML_Font *font)
added: ML_LoadFontFromBuffer(ML_Font *font, const uint8_t *filename, FT_Long bufferSize, FT_UInt pointSize)
added: ML_LoadFontFromFile(ML_Font *font, const char *filename, FT_UInt pointSize)
added: ML_DrawText(ML_Font *font, int x, int y, char *text, ...) (arguments are not currently working though)
fixed: relative paths now working
fixed: ML_ShutdownWii() now freeing like ML_Exit()
fixed: ML_ReturnToWii() now freeing like ML_Exit()
http://wiibrew.org/wiki/MLlib
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December 24th, 2009, 22:34 Posted By: wraggster
Tantric has released a new version of the GBA Emulator for Wii:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, Gamecube controller, Keyboard and Mouse support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS/PPF patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatiblity based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–*—–*—–*—–* –*—–*—–*—–*—–*—–*—–*— *—–*—–*— *—–*—–*—–*—–*—–*—–*—–* —-*—–*-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.1.2 - December 23, 2009]
* Numerous core optimizations (thanks dancinninjac!)
* File browser now scrolls down to the last game when returning to browser
* Auto update for those using USB now works
* Fixed scrollbar up/down buttons
* Minor optimizations
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December 24th, 2009, 22:29 Posted By: wraggster
Tantric has released a new version of the Snes Emulator for Wii:
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x 1.51 ( http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew ( www.wiibrew.org).
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| FEATURES |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
* Based on Snes9x 1.51
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD (requires DVDx), SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| UPDATE HISTORY |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.1.5 - December 23, 2009]
* Changed default folders to snes9xgx/roms and snes9xgx/saves. Old folders
will be automatically moved to the new location
* File browser now scrolls down to the last game when returning to browser
* Auto update for those using USB now works
* Fixed scrollbar up/down buttons
* Minor optimizations
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