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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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October 18th, 2009, 19:13 Posted By: wraggster
News via aep
byuu has released a new version of its SNES emulator bsnes for Windows and Linux.
Quote:
bsnes v0.053 released (2009-10-18)
This release greatly polishes the user interface, adds a new cheat code search utility, adds the snesfilter library, and adds Qt-based GUI support to both snesfilter and snesreader. snesfilter gains 2xSaI, Super 2xSaI and Super Eagle support, plus full configuration for both the NTSC and scanline filters; and snesreader gains support support for multi-file ROM archives (eg GoodMerge sets.)
Statically linking Qt to bsnes, snesfilter and snesreader would be too prohibitive size-wise (~10MB or so.) I have to link dynamically so that all three can share the same Qt runtime, which gets all of bsnes and its modules to ~1MB (including the debugger build); and Qt itself to about ~2.5MB.
However, there is some bad news. There´s a serious bug in MinGW 4.4+, where it is not generating profile-guided input files (*.gcno files.) There is also a serious bug in Qt 4.5.2/Windows when using dynamic linking: the library is hanging indefinitely, forcing me to manually terminate the process upon exit. This prevents the creation of profile-guided output files (*.gcda files.) It would be tough enough to work around one, but facing both of these issues at once is too much.
I´m afraid I have no choice but to disable profile-guided optimizations until these issues can be addressed. I did not know about these bugs until trying to build the official v053 release, so it´s too late to revert to an all-in-one binary now. And I´m simply not willing to stop releasing new builds because of bugs in third-party software. As soon as I can work around this, I´ll post a new optimized binary. In the mean time, despite the fact that this release is actually more optimized, please understand that the Windows binary will run approximately ~10% slower than previous releases. I recommend keeping v052 for now if you need the performance. Linux and OS X users are unaffected.
Changelog:
save RAM is initialized to 0xff again to work around Ken Griffey Jr Baseball issue
libco adds assembly-optimized targets for Win64 and PPC-ELF [the latter courtesy of Kernigh]
libco/x86 and libco/amd64 use pre-assembled blocks now, obviates need for custom compilation flags
added a new cheat code search utility to the tools menu
separated filters from main bsnes binary to libsnesfilter / snesfilter.dll
added 2xSaI, Super 2xSaI and Super Eagle filters [kode54]
added full configuration settings for NTSC and scanline filters (12+ new options)
further optimized HQ2x filter [blargg]
added Vsync support to the Mac OS X OpenGL driver
added folder creation button to custom file load dialog
fixed a few oddities with loading of "game folders" (see older news for an explanation on what this is)
updated to blargg´s file_extractor v1.0.0
added full support for multi-file archives (eg GoodMerge sets)
split multi-cart loading again (BS-X, Sufami Turbo, etc) as required for multi-file support
cleaned up handling of file placement detection for save files (.srm, .cht, etc)
file load dialog now remembers your previous folder path across runs even without a custom games folder assigned
windows now save their exact positioning and size across runs, they no longer forcibly center
menus now have radio button and check box icons where appropriate
debugger´s hex editor now has a working scrollbar widget
added resize splitter to settings and tools windows
worked around Qt style sheet bug where subclassed widgets were not properly applying style properties
http://www.byuu.org/
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October 18th, 2009, 18:35 Posted By: wraggster
[Bradley] decided to tackle the challenge to recreate the original Nintendo Entertainment System’s processor in a Field Programmable Gate Array. Say what? The original NES is a Legacy System, still used but no longer manufactured. If a system breaks, it becomes more and more difficult to repair or find replacements parts as time passes. By using a programmable integrated circuit such as a CPLD or a FPGA to clone the functionality of the original hardware, legacy systems can live on long after the original hardware has given up the ghost.
It took [Bradley] about a year to fully implement the NES processor as part of his Master’s project at Bradley University. He used what was known about the processor combined with some detective work with logic probes along the way. The programming was done in VHDL and those files are available for download (click on Documentation).
With the ubiquity of NES emulators on every device known to man you probably won’t be replicating this unless you want a reason to play with a FPGA. What interests us is the hardware solution this type of work provides for obsolete hardware that still serves a useful purpose. If you’ve used a FPGA or similar device to keep an old system running, let us know about it in the comments.
http://hackaday.com/2009/10/17/nes-p...ned-on-a-fpga/
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October 17th, 2009, 23:51 Posted By: wraggster
News/release from zhedelta
Hello.
This is my first project: Plain Pong. If you haven't realized yet, it is a Pong clone. I've made it taking this video as inspiration (read: copying/ripping the resources):
I've seen many other Pong clones around here, so I wasn't going to make a thread with my version... But in the end, I suppose that if just one person enjoys it or if somebody spots a bug that helps me to improve my coding/PAlib knowledge, it will be worth it, so here it is:
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October 17th, 2009, 23:47 Posted By: wraggster
News via http://gbatemp.net/index.php
The Goomba fork, Goomba Palatted, has been updated. Please see the change log for more information.
QUOTE(Change Log)
• Support EZ4, Supercard, and F2A exit natively.
• Adds Gameboy Color Palettes, mixed by Asaki.
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October 17th, 2009, 23:42 Posted By: wraggster
News via http://www.nintendomax.com/
A version MegaZeuX was also focused on the Wii by Alistair John Strachan there was almost 1 year and no one has published. We are making up the delay in offering this archive for the Wii.
Reminder:
MegaZeux can create role-play and run games created by / for MegaZeux.
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October 17th, 2009, 23:40 Posted By: wraggster
News via http://www.nintendomax.com/
kvance offers "DSMZX v2"A second version of porting MegaZeux DS for almost 2 years after the first version.
Reminder:
DSMZX is a game engine that allows MegaZeux to run games created by / for MegaZeux.
Quote:
This is a port of MegaZeux to the Nintendo DS. Extract it to the root of your flash card so the files are in / games / megazeux. Apply the appropriate DLDI patch.
Because of the small amount of main memory on the DS, a SLOT-2 device with extra memory (eg SuperCard) is recommended. Without it, large game worlds will run out of memory.
Once The Game loads, the top screen shows a zoomed-in portion of the screen, and the bottom screen shows the entire screen scaled to fit. The stylus can be used to perform mouse clicks and pan around the top screen. Use the right trigger to toggle a software keyboard.
DSMZX currently builds against devkitARM-r26, libnds-1.3.8, and 1.0.4-libfat. The libnds keyboard graphic has been replaced with this fixed version with better transparency.
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October 17th, 2009, 18:57 Posted By: wraggster
BlackAce83 and TiMeBoMb have released StartPatch v4.2.3(U, E, J, & K).
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.
Features Of v4.2.x
Disable HAXX, DVDX, RZDx Checks - Disables the System Menu from blocking Homebrew.
Block Disc Updates - Blocks updates, which have been embedded in Discs.
Block Online Updates - Prevents online updates being installed.
Force WiFi Connection Test Error - Forces a WiFi Connection Test Error.
Region Free Channels - Allow installation of any region Channels.
Region Free GC Games No VM Patch - Removes region restrictions on Gamecube games.
Remove NoCopy Protection (Need To Install ALL Five) - Removes the Save File Copy Protection, which prevents Save Files from being copied to SD Cards.
Move Disc Channel - Enables the Disc Channel to be moved.
No Menu BG Music - Removes the System Menu's background music.
Recovery Mode 4th GC DPad UP - Allows you to enter the Wii's Recovery Mode easily.
Remove Diag Disc Check - Remove Diagnostic Disc check.
Auto-Press A At Health Screen - Automatically presses "A" for you at the Health Screen.
Replace Health Screen With Black - Instead of seeing the Health Screen, it shows a black screen.
http://wiibrew.org/wiki/StartPatch
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October 17th, 2009, 18:46 Posted By: wraggster
Tantric has released libwiigui 1.05
libwiigui is a GPL licensed GUI library for the Wii, created to help structure the design of a complicated GUI interface, and to enable an author to create a sophisticated, feature-rich GUI. It was originally conceived and written after I started to design a GUI for Snes9x GX, and found libwiisprite and GRRLIB inadequate for the purpose. It uses GX for drawing, and makes use of PNGU for displaying images and FreeTypeGX for text. It was designed to be flexible and is easy to modify - don't be afraid to change the way it works or expand it to suit your GUI's purposes! If you do, and you think your changes might benefit others, please share them so they might be added to the project!
Features
Extensible classes
Built-in TTF, PNG support (uses FreeTypeGX and PNGU/libpng)
Built-in sound support (OGG and PCM)
Integrated hotspot support
Automatic handling of navigation via controller pad
Window focus support
Sophisticated object positioning
Comprehensive object state and event system
Support for animated effects
Included template and sample class extensions (eg: on-screen keyboard)
Update History
1.05 - October 16, 2009
Text alignment corrections
Compatibility with devkitPPC r18 and libogc 1.8.0
Removed outside dependencies - uses only devkitpro portlibs now
Added grayscale method to image class (thanks dimok!)
Other minor optimizations
http://wiibrew.org/wiki/Libwiigui
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October 17th, 2009, 18:38 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13663.html
The SNES emulator Snes9x v1.51 rerecording, which is based on SNES9x, has been updated.
Quote:
r83
add memory.registerexec
r82
Lua: add SA1 registers and PBPC (returns 0x10000*PB+PC)
r81
1.43: (ASMs changed!) ugly huge update which fixes the PB/PC value. Now memory.getregister should return a stable value. However, modifying the PB/PC on a memory hook function still doesn´t change the next instruction position.
r80
defined PC_t to fix PC/PB register value (NOTE: reassemble all ASMs before compiling!)
http://code.google.com/p/snes9x-rr/
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October 17th, 2009, 17:04 Posted By: wraggster
When Nintendo returns to its roots next month by releasing a new, 2-D, side-scrolling Super Mario Bros. game for the Wii, it's trying to do more than simply hop on the retro bandwagon many publishers have ridden in recent months. Speaking at a roundtable discussion in New York this week, Nintendo game designer Shigeru Miyamoto talked about how they're trying to satisfy fans of the series who want challenging gameplay in addition to attracting new or casual players just looking for an entertaining platformer. Quoting:
"... you can play the story mode single-player all the way through from beginning to end, and at any point along the way, you can add players from the world map and have up to four players cooperate to complete the levels. And beyond that, there are two dedicated multiplayer modes, one of which is free-for-all, which lets you select the stages from story mode ... so you can easily find the stage you like. And then there’s also a coin battle mode which is a competitive multiplayer mode, in which you’re actually competing for points and you’re getting ranked based on how many points you’ve collected. The free-for-all mode has kind of a similar feel to something like Mario Kart where you just happen to have four people over and you want to sit down and play a quick match in your favorite level."
http://games.slashdot.org/story/09/1...ardcore-Divide
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October 16th, 2009, 23:44 Posted By: wraggster
News via Kayvon
RED - by B. Perry
Based on "Red" by Case Hollingsworth
CONTROLS:
Shoot with the stylus.
Hold any button while shooting for a super shot.
Press [SELECT] to change the soundtrack.
Press [START] to pause.
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October 16th, 2009, 23:29 Posted By: wraggster
The Lemon Man has just published Taiko
Taiko is an opensource NANDloader for Nintendo Wii channels but focused on the use with Wiiware/Virtual console channels. The NANDloader its a lil piece of code embedded in each channel and bootstrapped by the sysmenu when you click the "Start" button on the Wii.
Features
Nearly 100% compatibility with any channel.
Exclusive LZ77 0x10/0x11 decompression code.
Builtin Video mode patcher.
002-error blocker.
Ram patching engine.
How to use it
You must replace by hand the title nandloader either with FSToolbox or some other software, then press reset when you boot the game and the taiko menu will appear. At the moment the configuration saver is broken and wont save the settings for each game, feel free to submit a patch for the issue
http://wiibrew.org/wiki/Taiko
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October 16th, 2009, 23:27 Posted By: wraggster
Sam carmichael has released Sar
Sar is a a Nintendo Wii game made in America where you can move around in 3d over a colorful terrain. You can switch between 3 camera types with the button (still, following, pointing), jump with the button, zoom with buttons, rotate the camera with buttons, and move around (as if on flat ground) with on the remote in a fully 3d environment. to exit.
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October 16th, 2009, 23:13 Posted By: wraggster
News via http://www.aep-emu.de/
VisualBoyAdvance Rerecording is a Nintendo GBA and GB/GBC emulator (based on VisualBoyAdvance).
Quote:
r166
Lua: add memory.registerexec
r165
Lua: add register manipulation functions for GB
r164
Lua: memory.[get|set]register now works for GBA games (r0...r15, cpsr and spsr).
r163
Lua: re-implement memory.registerwrite with gens style code. add stub of memory.getregister and memory.setregister.
r162
LuaGui speedup
r161
minor edit
r160
add dlls for SubWCRev
http://code.google.com/p/vba-rerecording/downloads/list
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October 16th, 2009, 22:58 Posted By: wraggster
Newly released today:
features
Become a Pokémon and experience the world in a whole different way. Enter into a spectacular adventure to save the Pokémon world
Uncover new chapters in the immersive Pokémon Mystery Dungeon storyline by playing new Special Episodes
Play as one of 19 different Pokémon (including five additional starter Pokémon). Find out which one you will become. Interact with more than 490 Pokémon as you explore
Trade items with your friends via a local wireless connection. Also, you can trade with Pokémon Mystery Dungeon: Explorers of Time and Pokémon Mystery Dungeon: Explorers of Darkness and see what happens
Send a demo dungeon to your friend’s Nintendo DS™ or Nintendo DSi™ system via a local wireless connection
With a wireless broadband Internet connection, access special Missions or rescue fallen friends over Nintendo® Wi-Fi Connection
description
Pokémon Mystery Dungeon: Explorers of Sky is the newest installment in the Pokémon Mystery Dungeon video game series. The game expands on the fun found in Pokémon Mystery Dungeon: Explorers of Time and Pokémon Mystery Dungeon: Explorers of Darkness. Players become a Pokémon and team up with a partner Pokémon. Together the two set out on an adventure of exploration and discovery, ultimately saving the world from destruction. With additional Pokémon to become, new “Special Episodes” and enhanced communication features, this is a grand adventure with a moving story and stunning finale. This game is a great starting point for players to enter the world of Pokémon Mystery Dungeon and for returning players to discover even more secrets.
http://www.play-asia.com/SOap-23-83-...j-70-3g1p.html
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October 16th, 2009, 22:51 Posted By: wraggster
Newly released today:
JU-ON: The Grudge is a “Haunted House Simulator” where accessibility and instant scares are given priority over everything else. Using the Wii Remote as a flashlight, explore haunted areas such as an abandoned warehouse, a dimly-lit hospital, and a mannequin factory. Much like a haunted house, you must proceed forward even after being frightened.
http://www.play-asia.com/SOap-23-83-...j-70-3idw.html
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October 16th, 2009, 22:05 Posted By: wraggster
At a New York City roundtable event, Nintendo's resident wunderkind Shigeru Miyamoto showed Joystiq and several other press outlets his latest creation: New Super Mario Bros. Wii (more on that later). During the Q&A that followed, when asked if he was particularly surprised by the reception of any of his games, Miyamoto responded that while he wasn't "truly surprised" by the reaction it got, he thinks "there may still be some possibility with ... Wii Music," the Big N's poorly received music title.
"The development team members, the directors of Wii Music were I think, maybe a little bit shocked by the reaction and had hoped it would get a better response than it did," Miyamoto explained through a translator. "So I think if we were to do anything, it would be a matter of getting back together with them and trying to understand what their expectations were and where the gap was between their expectations and what the resulting product was."
That doesn't mean Miyamoto doesn't have any insight into the game's failure to connect with gamers. He explained that the "gap between the positives and the negatives seems to be pretty big," referring to the games reception. "The thing that's interesting about Wii Music is there are people who are very versed in music and play the game and their evaluation of it is very high but at the same time there are a lot of people who play it and don't have a very good opinion of it."
As if to prevent any "Wii Music 2 confirmed!" headlines from finding their way online, Miyamoto clarified, "We have talked about it but it isn't anything that's concrete at this point." As unusual as it is to see a Nintendo product miss the mark, it's similarly unusual to hear the company acknowledge as much.
http://www.joystiq.com/2009/10/15/mi...-wii-music-fr/
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