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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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November 29th, 2009, 21:05 Posted By: wraggster
DCEmu Member Simon Kagstrom has posted some WIP News concerning the Commodore64 emulator for the Nintendo Wii:
I've recently been working on some improvements on the Frodo/Wii networking
implementation. The problems I wanted to address were these:
The connection to the Frodo network broker was a confusing process, with the user having to select master or client connection beforehand
Sound was not transferred over the network!
There were too few bells and whistles :-)
The first problem can easily be seen on the network statistics for Frodo/Wii. Most people will connect twice, first trying as a client and then as a master to await some other player. The current subversion trunk has this fixed so that you connect in one way only, and then either select a peer to play with, or wait for someone to connect.
For more bells and whistles, I now transfer a small screenshot of the C64 display when someone connects. This is supposed to be used in two places: In the peer selection menu and on the broker network stats. I don't run the new broker online yet, but the new statistics web page will look like this:
I'm also redesigning the menu support to make it look better, but this work is still a long way from finished (i.e., nothing works!)
But the most important part is the sound transfer. After all, International Karate is soo much better with music and sound. The reason I haven't implemented it until now is that sound is a bit more tricky than graphics and joystick data:
Joystick and text message data generate very low traffic, so that's the easiest part
Graphics and sound on the other hand, generate much more data
Graphics is still pretty easy, since you can drop frames and skip updates without affecting gameplay that much
With sound on the other hand, dropping data will be very irritating
My first approach (implemented a long time ago but never enabled), was to simply take the generated audio and transfer that. This, however, is problematic in at least two ways:
16 bits of data at 44KHz is simply a lot of data to transfer, even with the (fairly primitive) compression techniques I employed
The audio format is platform dependent. My linux box has 16-bit at 44KHz, while the Wii uses 16-bit at 48KHz or 32KHz, so the sound will not be cross-plaform
The implementation of the first approach never worked well. So what I've done now is to do this in a different way. The basic idea is to transfer SID register writes instead of audio-data and simply re-emulate them at the other end. I've so far known very little of the actual C64 emulation, but needed to look a bit more into it for this.
I first did a small test to determine how much data this would actually be by simply printing out all SID register writes. Simple eyeball investigation showed that this wouldn't be too much. The implementation is then pretty simple: Just log each register write together with the temporal offset since the last write (given in number of VIC lines because of the way the emulation works), and then send this out to the peer each 100 ms or so.
And this also works pretty well in the real world as well, when tested between my X41 and Lindas X40. The bandwidth used varies a lot depending on the type of sound characteristics the game has. The music and sound effects in Uridium for example doesn't require much, whereas the "kiay" sound effects in International Karate generate a lot of SID traffic. There is probably a lot to be learned there for those that are interested in how the actual SID works.
I've also registered the c64-network.org domain, which I plan to use for the network stuff in the future. Right now, I'm working on the improved menu support though, and this looks like it might become time-consuming. I don't like GUI work in general, but in this type of application it's really a must. Oh well, sooner or later it will hopefully be functional...
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November 29th, 2009, 20:35 Posted By: wraggster
The results of a survey on purchase intent for the DSi LL conducted by Japanese group Orimo have been released, according to a report at Inside Games. A total of 416 people took the survey, with the male:female ratio being 212 : 204.
Of the total people surveyed, 26.4% indicated that they "wanted to buy it a lot" or "kind of wanted to buy it." Purchase intent for the device was particularly high among men and women in their 30s. 28.3% of potential buyers were 30-something males and 24.5% were female. However, the DSi LL seems to appeal most greatly to men in their 40s, who comprised 31.7% of consumers that were interested in buying the device. This makes sense as Nintendo targeted the DSi LL at an older audience that may have trouble reading text on a smaller screen.
Here are some other interesting facts from the survey. Do note that these figures may not be accurate as 416 people are hardly a representation of the entire market.
30% of people surveyed that own a PSP are men in their 30s.
21% of people surveyed that own a PSP are women in their 30s.
22.5% of people surveyed that own a PSP are women in their 20s.
over 40% of people surveyed that own a DS Lite are women aged 30-39.
http://www.siliconera.com/2009/11/29...olds-in-japan/
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November 28th, 2009, 21:21 Posted By: wraggster
Ben_j has posted some WIP news of his app for the DS:
MIDIPad DS is an Kaoss Pad-like application for the Nintendo DS.
It sends both X and Y positions as MIDI CCs and also a CC that is at 127 when the screen is pressed, and 0 when it's released.
Here are a few things I'm working on :
- 12 MPC-like Pads, with velocity, maybe aftertouch, and other features I'm thinking about.
- Slider knobs with feedback from the software.
- Customisable parameters : CC/Note numbers, max/min values, etc.
If you have other interesting ideas, tell me.
I'm also willing to do something special with Ableton Live. If you're familiar with Live API and Python, then you could help me to do a MIDI Remote Script, more evolved than the simple txt file you can easily do for Live.
Pads part is almost finished. Here's a screenshot :
http://www.sbrk.fr/pics/midipad_ds_screen1.jpg
Here's a video :
http://forum.gbadev.org/viewtopic.ph...56baf81baef321
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November 28th, 2009, 21:18 Posted By: wraggster
News via http://www.nintendomax.com/index.php...12&format=news
BALROG proposes a new version of FireGhouls. Game code in Lua, requires the interpreter Micro Lua DS to run.
Quote:
Version 1.15:
Improvements to the user:
-Adding sound.
-Added a type of monster.
-Increase the number of ammunition and game time
-The display of victory is now harder to see. ^ ^
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November 28th, 2009, 21:15 Posted By: wraggster
News via http://www.nintendomax.com/index.php...09&format=news
brkirch offers the final version 1.9.3 of "Gecko" version fully compatible with the system menu 4.2.
Reminder:
Gecko OS / Gecko software is very popular on the Wii because it can make console Region Free and use cheat codes like an Action Replay for example.
These are functions that "minor" because it is also possible via USB Gecko and cracker hacked games, make screenshots and more ...
Quote:
Gecko 1.9.3
* Loading games no longer requires a second disc spin-up
* Added support for the new Homebrew Channel ID
* Fixed channel loading to use the selected hook type, instead of always using the VBI hook
* Improved the 002 error prevention method for channels
* Add support for using cIOS for reboot
* Fix dol / elf loading
* Add support for System Menu 4.2
* Bug fix for function in poke gameconfig.txt (thanks to WiiPower)
http://wiird.l0nk.org/forum/index.ph...,3228.210.html
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November 28th, 2009, 21:01 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14017.html
GameGuha is a new Nintendo Game Boy and Game Boy Color emulator for all Systems with a Java VM for a project for a Computer Science 2 class at the University of Central Florida.
Quote:
GameGuha is a Nintendo GameBoy (and eventually GameBoy Color) emulator for a project for a Computer Science 2 class at the University of Central Florida. It is open source and written in the Java programming language, thus running on any machine with a JVM installed. Planned features include sound, save states, pixel scaling algorithms, and high compatibility and speed.
r109
Changed the way MBCs are handled (fixes some game crashes).
Fixed load/save states (breaks compatibility with previous version though).
Fixed unzipped files from being created in program directory.
r108
Interrupt check now occurs before opcode execution (Bomb Jack intro runs properly).
r107
Changed way halt opcode is handled.
http://code.google.com/p/gameguha/
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November 28th, 2009, 20:56 Posted By: wraggster
News via http://emu-russia.net/en/
Nintendo DS emulator for Windows has been updated recently. Changes:
0.9.5 introduces an entirely rewritten main emulation loop
This totally changes the timing, and totally breaks old savestates.
The OSX build is now based on the GTK port which is more up-to-date.
Assorted Highlights:
* synchronous SPU mode to fix streaming sounds
* win32: lua engine, path configuration, 7z dearchiving support
General/Core:
bug: rewrite main emulation loop and cycle accounting, fixes a lot of timings
bug: add more detailed timing emulation, removes much bogus lag
bug: rewrite DMA,gxfifo,gxstat; fix many games and no more alternate flush mode
bug: fix cflash directory support for non-windows and sector-writing
bug: fix freeze in cart irq
bug: correctly emulate dma to/from tcm
bug: fix in thumb LSR carryflag
bug: fix thumb BX PC switch to arm state
bug: fix adpcm looping, remove adpcm caching (no longer necessary)
bug: fixes to swi 3,4,5,8,0x10
bug: fixes to exmemstat and ipc sync registers
bug: support new backup commands
bug: improve bootup bios/firmware emulation steps
enh: gbaslot: add guitar grip, gbagame flash support, expansion memory pak
enh: add more powerful antigrain-based drawing library and rewrite OSD system
enh: ideas-style debugging prints
enh: most optimizations now SSE instead of SSE2
enh: more improvements to frameskipping and frame advance/speed controls
Graphics:
bug: fix backdrop blending with garbage
bug: fix 256B granularity sprite addressing for sub gpu
bug: fix obj blending, bmp obj rendering, and some obj window cases
bug: fix 128-wide captures
bug: fix 16color BG line buffer overflow
bug: fix color overflow in capture blending
bug: fix disp fifo capture
bug: fix simultaneous vram display and capture via same bank
bug: fix 3d overflow acknowledge registers
bug: fix 32bit toon table writes
bug: change 3d cores to use 18bit color
bug: fix boxtest (addition overflow!), move clipper to main graphics engine
bug: fix failure in some cases of polygon clipping
bug: fix disp3dcnt emulations
bug: fixes to poly sorting
bug: fix ogl renderer wireframe support
bug: swrast: fix backface culling of nonconvex polys
bug: swrast: add clear image and scroll emulation
bug: swrast: add fog emulation
bug: swrast: fixes to shadow rendering
bug: swrast: preliminary edge marking, works decent
enh: swrast: multicore optimization for a few fps speedup
Windows:
bug: fix support for multiple gamepads and gamepad hotkeys
bug: fix mic noise code and load wav instead of raw; effective in more cases
bug: fix for several sticky and broken hotkeys, and f10 hotkeys
bug: fixes in ram search, add DTCM and ITCM searching, ...
bug: fix sound settings vol slider
bug: recover from missing window -32000 problem
bug: don't turn on mic unless mic input is enabled
enh: x64 build type now supported
enh: side-by-side and single screen view modes, many fixes to window resizing
enh: choose any gap size by dragging bottom window edge (must be enabled)
enh: choose a gap color
enh: import/export no$GBA savefiles directly
enh: multicore optimization for filters, rotation, OSD
enh: soundview can now mute channels
enh: new ioregview
enh: common commandline system, many arguments shared with linux
enh: improve map view tool to support more modes
enh: add "FORCE AS CURRENT" recovery tool for mis-sized savefiles
enh: add some kind of very small savestate rewinding buffer
enh: autoframeskip works better
enh: add Italian translation
enh: added 2x resizing filters (hq2x, hq2xs, lq2x, lq2xs, 2xsai, supereagle)
(scanlines, nearest2x, bilinear)
Linux:
enh: alsa microphone support
enh: hud and osd notification for gtk and cli frontends
enh: add support for the SSE optimizations
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November 28th, 2009, 20:39 Posted By: wraggster
Sprite_tm] has whipped up yet another interesting tutorial – software-based this time. He basically describes how he connected his Wiimotes to an HTPC. A USB Bluetooth receiver, and a little bit of Linux scripting, was all that was necessary to get the system up and running. To add to the fun, [Sprite_tm] configured a the controllers to work with MAME (an arcade machine emulator), allowing one to play Duck Hunt on a computer in its full glory!
http://hackaday.com/2009/11/28/how-t...motes-w-linux/
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November 27th, 2009, 20:47 Posted By: Shrygue
via Computer and Video Games
Bethesda's futuristic racer, Wheelspin is the "worst Wii game ever", with a boot-up-the-arse score of 11% in Official Nintendo Magazine.
That's the lowest rating the mag's ever given to a Wii game, beating previous record holder, Hotel for Dogs, which got a seminal 12%.
The mag wades in with the opening paragraph: "Wheelspin is one of the worst games we've ever played."
"On paper the game sounds like an impressive achievement... In practice it falls apart quicker than a roll of toilet paper in a car wash," it adds.
The handling is "atrocious", the unavoidable collisions are "ridiculous", and the eight-player split-screen mode is "as fun as having a bath with defensive hedgehogs", apparently. But it does have lens flare.
Read the full Wheelspin review over on ONM.
You can also name and shame your own 'worst game evah' in the comments field below. Nominate a few and we might even do a Christmas feature on them.
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November 27th, 2009, 20:37 Posted By: wraggster
Mplayer CE is a fork of the Team Twiizers MPlayer port, combining elements of MPlayerWii and GeeXboX
Changelog
0.76
Fixes for 4.2 update
Stability fixes (hopefully freezing is gone forever now)
Network (LAN and WAN) speeds increased
Added directory play feature
YouTube section entirely revamped
Added Nintendo Channel content (quality may not yet be optimal) (thanks to yellowstar6 for his work on ninchdl-listext)
[blip.tv was planned but couldn't make it on time]
Many, many more bugs fixed
http://wiibrew.org/wiki/MPlayer_CE
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November 26th, 2009, 23:33 Posted By: wraggster
News via http://www.nintendomax.com/index.php...05&format=news
Wind Pro DSi now in version 2.3.8, PC application involving several emulators including 3 for the Nintendo DS (No $ gba / DeSmuME / ideas) and 1 for Game Boy Advance (VBA-M) and tools (customizable emulator / Zoom / etc. ..).
Quote:
DSi Wind Pro 2.3.8:
- New DirectX Updater (9.27.1734.0)
- Fixed ShellDS Trimmer
- New VBA-M SVN 926 Official (November 22, 2009)
- New VBA-Over.ini Official (November 25, 2009)
- New DeSmuME SVN 3095
- Better setup program
http://windspro-en.blogspot.com/
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November 26th, 2009, 23:12 Posted By: wraggster
It’s hard to believe we missed this one from a couple of years back but we’re thankful that reader [Christian] tipped us off about it. This a Nintendo DS with two tablet pc screens being used as an external display. He’s using an FPGA but not to emulate the processor. It is translating the video data from the DS board into usable signal for the larger LCD screens. In the video after the break you can see that pen input has been implemented, with the FPGA sending location data back to the DS.
[Neal], the creator, priced the project out at around $580. It’s worth a lot more considering the know-how needed to get the video scaling and pen input right using the FPGA. It won’t fit in your pocket, but it doesn’t have a case either so it’s not going anywhere anytime soon.
http://hackaday.com/2009/11/26/ds-go...ly-in-protest/
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November 26th, 2009, 23:10 Posted By: Shrygue
via Joystiq
Nintendo's resident name jotter-downer and kiester-kicker recently divulged to BMO Capital Markets attendees that the Wii is outperforming its rivals when it comes to female gamers. According to its estimates (via Kotaku), 80 percent of the female console gaming crowd prefers Wii over the alternatives. With an estimated 11.7 million female console gamers in the Americas -- it's important to note this data of Nintendo's doesn't take into account DS owners or PC users -- the figure comes out to roughly nine million ladies waggling their way into the fun zone.
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November 26th, 2009, 16:18 Posted By: wraggster
News/release from Sverx:
I'm happy to announce the release of libXM7 version 1.04
Some bugs were patched and MOD replay has been introduced. Now it loads and play MOD modules of the following subtypes:
Code:
- M.K., M!K! and FLT4 module subtypes 4 channels modules
- OCTA, CD81 and FLT8 module subtypes 8 channels modules
- TDZx module subtype 1 to 3 channels modules
- xCHN module subtype 2 to 9 channels modules
- xxCH module subtype 10 to 16 channels modules
and also features the on-the-fly sample change capability used in many ProTracker modules. This has been set as the default replay style for MOD tunes, but you can deactivate it (or you can activate it on XMs... lol).
Documentation, complete changelog, support forum, examples, demos, etc... look here -> http://wcms.teleion.it/users/cgq/nds/libxm7/
XM7Play r2009-006 XM/MOD Player
Based on libXM7 1.04 of course, no other big changes since previous version. It plays XM/MOD modules with up to 16 channels directly from your FAT memory card. Download here -> http://wcms.teleion.it/users/cgq/nds....r2009-006.zip
Feedback is always appreciated. Also please point to me those XM/MOD modules that the player can't reproduce properly. Thanks!
http://forum.gbadev.org/viewtopic.ph...7cf7a28f411041
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November 26th, 2009, 16:15 Posted By: wraggster
News via http://www.nintendomax.com/index.php...04&format=news
Roman Adler offers "Stopphur DS"A truly comprehensive stopwatch equipped with an interface similar to the system DS / DS Lite.
Quote:
A stopwatch with a little lapcomputer.
I've programmed it Because none of the DS Stopwatches I've tried are accurate.
Mine is not 100% accurate either, but it's OK, I'm using it at work and for cooking. smile.gif
Features:
---------
- Works like a real life stopwatch
- Pretty accurate compared to other DS stopwatches
- DS firmware look and feel
- Lapcomputer (logging period, checkpoints, records)
- Top screen can be turned off (X button) to save energy
Controls:
---------
Touchscreen is self explanatory but you can use the buttons, too:
A = START / STOP
B = LAP / RESET
SELECT MODE =
L = scroll down (lapcomputer)
R = scroll up
X = turn off / on top screen
http://gbatemp.net/index.php?showtopic=192904
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November 26th, 2009, 09:50 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13998.html
The SNES emulator Snes9x rerecording, which is based on SNES9x, has been updated.
Quote:
r123
1.43 v17: changes in r122
r122
1.43: probably fixed an issue between Lua speed setting and AVI recording (should be ported to 1.51 later); fixed revision number update
r121
fixed wrong line of changelog
r120
some minor corrections/clarifications
r119
A bunch of updates to LuaScriptingFunctions
r118
increment version number
r117
remove 1.43 from trunk
r116
copy 1.43 from trunk to branches
r115
1.51 v6 tagging
r114
1.43 v17 tagging
r113
1.51: rename changelog
r112
1.51: update changelog
r111
1.51: remove old unzip headers
r110
1.51: moved lua_todo.patch into unix dir.
r109
Update ChangeLogs
r108
1.43: APU.NextAPUTimerPos and APU.APUTimerCounter are stored in savestate, so there are no need to reset them after snapshot load. (this is not a fix for the weird savestate bug of RSaga)
http://code.google.com/p/snes9x-rr/
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November 26th, 2009, 09:49 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13994.html
GameGuha is a new Nintendo Game Boy and Game Boy Color emulator for all Systems with a Java VM for a project for a Computer Science 2 class at the University of Central Florida.
Quote:
GameGuha is a Nintendo GameBoy (and eventually GameBoy Color) emulator for a project for a Computer Science 2 class at the University of Central Florida. It is open source and written in the Java programming language, thus running on any machine with a JVM installed. Planned features include sound, save states, pixel scaling algorithms, and high compatibility and speed.
r106
Sound voolume controls and manifest file added. Use minus and plus to change volume. Can set key mappings if necessary thru controls
http://code.google.com/p/gameguha/
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