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October 14th, 2009, 19:42 Posted By: wraggster
News via aep
1964Video a Nintendo 64 Graphics Plug-In has been updated.
(Based on Rice´s 6.1.1 beta 10 source code)
Quote:
r35
* added support for a WIP folder for enabling the reloading of newly designed
textures of retexture artists. WIP has to be a direct subfolder of the main
folder of the hires pack. Nested folders are possible
* fixed a bug with texture dumping
* fixed the counter display for texture loading. Now it indicates the real
amount of loaded textures and does not restart at 1 for each sub folder
* adjusted displayed messages
* added hint for caching option (forgot to port this from my private codebase
last time)
* started to comment the hires code in TextureFilters.cpp. It should now be
veeery easy understandable even for beginners
r34
Edited wiki page through web user interface.
r33
added further todo´s
r32
1964Video: Add the hires background loading technique to another background
loading code.
Microdev please check this as it doesn´t seem to cause any regressions not sure
if there is any improvement but there may be in some games.
r31
Edited wiki page through web user interface.
http://code.google.com/p/emu-1964/downloads/list
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October 14th, 2009, 19:41 Posted By: wraggster
News via aep
Game INI update of the N64 Emulator 1964
Download Link - 1964 Rom Ini
Quote:
Changelogs :
Update : October 11, 2009
Changes :
New game :
* Legend of Zelda, The - Ocarina of Time - Master Quest (U) (GC) [!] (Thanks Clements)
Status changes :
* 007 - The World is Not Enough (E) (M3) [!] --> Playable (Use 1964 Audio 2.7)
* 007 - The World is Not Enough (U) [!] --> Playable (Use 1964 Audio 2.7)
* 40 Winks (E) (Proto) --> Playable
* Bakuretsu Muteki Bangaioh (J) [!] --> Playable! (Use Glide64WX Napalm R1)
* Banjo-Kazooie (U) (v1.1) [!] --> Playable
* Bomberman 64 - Arcade Edition (J) --> Playable
* California Speed (U) [!] --> Playable (Use Glide64WX Napalm R1)
* Cruis´n USA (E) [!] --> Playable (Use 1964 Video Plugin 1.0)
* Cruis´n USA (U) (V1.0) [!] --> Playable (Use 1964 Video Plugin 1.0)
* Cruis´n USA (U) (V1.1) [!] --> Playable (Use 1964 Video Plugin 1.0)
* Cruis´n USA (U) (V1.2) [!] --> Playable (Use 1964 Video Plugin 1.0)
* Dark Rift (E) [!] --> Playable (Use Glide64WX Napalm R1)
* Dark Rift (U) [!] --> Playable (Use Glide64WX Napalm R1)
* Diddy Kong Racing (J) [!] --> Playable
* Disney´s Tarzan (E) [!] --> Playable (Use 1964 Audio 2.7)
* Diddy Kong Racing (F) [!] --> Playable (Use 1964 Audio 2.7)
* Diddy Kong Racing (G) [!] --> Playable (Use 1964 Audio 2.7)
* Diddy Kong Racing (U) [!] --> Playable (Use 1964 Audio 2.7)
* Doom 64 (U) (V1.1) [!] --> Playable
* Duke Nukem 64 (F) [!] --> Playable
* F-1 World Grand Prix (E) [!] --> Playable (Use Glide64WX Napalm R1)
* F-1 World Grand Prix (F) [!] --> Playable (Use Glide64WX Napalm R1)
* F-1 World Grand Prix (G) [!] --> Playable (Use Glide64WX Napalm R1)
* F-1 World Grand Prix (J) [!] --> Playable (Use Glide64WX Napalm R1)
* F-1 World Grand Prix (U) [!] --> Playable (Use Glide64WX Napalm R1)
* Flying Dragon Fighters (Hiro no Ken Twin) (J) [!] --> Playable
* Hamster Monogatari 64 (J) [!] --> Playable
* Hexen (F) [!] --> Playable
* Hexen (G) [!] --> Playable
* Hoshi no Kirby 64 (J) (V1.1) [!] --> Playable
* Hoshi no Kirby 64 (J) (V1.2) [!] --> Playable
* Hoshi no Kirby 64 (J) (V1.3) [!] --> Playable
* Hydro Thunder (E) [!] --> Playable (Use Glide64WX Napalm R1 and 1964 audio 2.7)
* Hydro Thunder (F) [!] --> Playable (Use Glide64WX Napalm R1 and 1964 audio 2.7)
* Hydro Thunder (U) [!] --> Playable (Use Glide64WX Napalm R1 and 1964 audio 2.7)
* International Superstar Soccer 2000 (E) (M2) (Fre-Ita) [!] --> Playable
* J. League Tactics Soccer (J) (V1.1) [!] --> Playable
* Jikkyou World Soccer - World Cup France ´98 (J) (V1.1) [!] --> Playable
* Jikkyou World Soccer - World Cup France ´98 (J) (V1.2) [!] --> Playable
* Legend of Zelda, The - Majora´s Mask (E) (M4) (V1.1) --> Playable
* Les Razmoket - La Chasse Aux Tr�sors (F) [!] --> Playable (Use 1964 Audio 2.7)
* Major League Baseball Featuring Ken Griffey Jr. (E) [!] --> Playable (Use 1964 Video Plugin 1.0)
* Major League Baseball Featuring Ken Griffey Jr. (U) [!] --> Playable (Use 1964 Video Plugin 1.0)
* Mario Golf (E) [!] --> Playable (Use Glide64WX Napalm R1)
* Mario Golf 64 (J) [!] --> Playable (Use Glide64WX Napalm R1)
* Mario Golf (U) [!] --> Playable (Use Glide64WX Napalm R1)
* Mia Hamm Soccer 64 (U) [!] --> Playable (Use Glide64WX Napalm R1)
* Michael Owens WLS 2000 (E) [!] --> Playable (Use Glide64WX Napalm R1)
* Off Road Challenge (E) [!] --> Playable
* Off Road Challenge (U) [!] --> Playable
* Pachinko 365 Nichi (J) [!] --> Playable
* Pokemon Stadium (E) (V1.1) [!] --> Playable
* Pokemon Stadium (I) [!] --> Playable
* Pokemon Stadium 2 (I) [!] --> Playable! (Game uses D-Pad)
* Powerpuff Girls, The - Chemical X-traction (U) [! --> Playable
* Puyo Puyo 4 - Puyo Puyo Party (J) [!] --> Playable (Use Glide64WX Napalm R1)
* RTL World League Soccer 2000 (G) [!] --> Playable (Use Glide64WX Napalm R1)
* Shadowgate 64 - Trials Of The Four Towers (E) (M2) (Ita-Spa) [!] --> Playable
* South Park (G) [!] --> Playable
* Star Fox 64 (U) (V1.1) [!] --> Playable
* Supercross 2000 (E) [!] --> Playable (Use Glide64WX Napalm R1)
* Supercross 2000 (U) [!] --> Playable (Use Glide64WX Napalm R1)
* Telefoot Soccer 2000 (F) [!] --> Playable (Use Glide64WX Napalm R1)
* Tom Clancy´s Rainbow Six (F) [!]--> Playable
* Turok - Rage Wars (E) (M3) (Eng-Fre-Ita) --> Playable
* Turok 2 - Seeds of Evil (E) (Kiosk Demo) [!] --> Playable
* Turok 2 - Seeds of Evil (E) (M4) [!] --> Playable
* Turok 2 - Seeds of Evil (U) (V1.1) --> Playable
* Waialae Country Club - True Golf Classics (E) (M4) (V1.1) [!] --> Playable (slowdown)
* WWF No Mercy (U) (V1.1) [!] --> Playable
* Zelda no Densetsu - Mujura no Kamen (J) (V1.1) [!] --> Playable
* Zelda no Densetsu - Toki no Ocarina (J) (V1.1) [! --> Playable
* Zelda no Densetsu - Toki no Ocarina (J) (V1.2) [! --> Playable
Settings changes :
* Legend of Zelda, The - Majora´s Mask (E) (M4) (V1.1) --> Expansion pack : Yes.
Games renamed :
* 40 WINKS --> 40 Winks (E) (Proto)
* Banjo-Kazooie --> Banjo-Kazooie (U) (v1.1) [!]
* BOMBERMAN64 --> Bomberman 64 - Arcade Edition (J)
* Diddy Kong Racing --> Diddy Kong Racing (J) [!]
* Doom64 --> Doom 64 (U) (V1.1) [!]
* DUKE NUKEM --> Duke Nukem 64 (F) [!]
* Frogger 2 (U) Alpha--> Doraemon - Nobita to 3tsu no Seireiseki (J) [!]
* HEXEN --> Hexen (G) [!]
* HEXEN --> Hexen (F) [!]
* I.S.S.2000 --> International Superstar Soccer 2000 (E) (M2) (Fre-Ita) [!]
* J. WORLD CUP 98 --> Jikkyou World Soccer - World Cup France ´98 (J) (V1.1) [!]
* J. WORLD CUP 98 --> Jikkyou World Soccer - World Cup France ´98 (J) (V1.2) [!]
* Kirby64 --> Hoshi no Kirby 64 (J) (V1.1) [!]
* Kirby64 --> Hoshi no Kirby 64 (J) (V1.2) [!]
* Kirby64 --> Hoshi no Kirby 64 (J) (V1.3) [!]
* POKEMON STADIUM --> Pokemon Stadium (E) (V1.1) [!]
* POKEMON STADIUM --> Pokemon Stadium (I) [!]
* POKEMON STADIUM 2 --> Pokemon Stadium 2 (I) [!]
* RAINBOW SIX --> Tom Clancy´s Rainbow Six (F) [!]
* SHADOWGATE64 --> Shadowgate 64 - Trials Of The Four Towers (E) (M2) (Ita-Spa) [!]
* South Park --> South Park (G) [!]
* STARFOX64 --> Star Fox 64 (U) (V1.1) [!]
* TACTICS SOCCER --> J.League Tactics Soccer (J) (V1.1) [!]
* THE LEGEND OF ZELDA --> Zelda no Densetsu - Toki no Ocarina (J) (V1.1) [!]
* THE LEGEND OF ZELDA --> Zelda no Densetsu - Toki no Ocarina (J) (V1.2) [!]
* THE MASK OF MAJURA --> Zelda no Densetsu - Mujura no Kamen (J) (V1.1) [!]
* Turok 2: Kiosk --> Turok 2 - Seeds of Evil (E) (Kiosk Demo) [!]
* Turok 2: Seeds of E --> Turok 2 - Seeds of Evil (U) (V1.1)
* Turok 2: Seeds of E --> Turok 2 - Seeds of Evil (E) (M4) [!]
* Turokl: Rage Wars --> Turok - Rage Wars (E) (M3) (Eng-Fre-Ita)
* Waialae Country Club --> Waialae Country Club - True Golf Classics (U) (V1.1) [!]
* Waialae Country Club --> Waialae Country Club - True Golf Classics (E) (M4) (V1.1) [!]
* WWF No Mercy --> WWF No Mercy (U) (V1.1) [!]
* ZELDA MAJORA´S MASK --> Legend of Zelda, The - Majora´s Mask (E) (M4) (V1.1)
http://www.emutalk.net/showpost.php?...97&postcount=8
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October 14th, 2009, 18:56 Posted By: davidtube
Thank you to all the members of DCEmu who voted in the R4 DS Homebrew Contest. The votes have been counted and the results are in.
You can see the full top 10 along with interviews nearly all the developers. If you're a DS homebrew fan, don't miss this.
Top 20 R4 DS Homebrew
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October 14th, 2009, 18:55 Posted By: wraggster
New from Divineo USA
Traditional one handed pistol-like grip. Tactile trigger activates the "B" button Aiming sight increases accuracy Wii Remote easily slides into grip and locks into place Accessory pass-through port for other attachments like the Nunchuk and Classic Controller One hand remains free to operate the Nunchuk or other attachments simultaneously.
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October 14th, 2009, 16:19 Posted By: wraggster
Newly released from Superufo.com
This PS2 to Wii converter is the best way to save your time and money. It allows you to make the most use of PS2 controllers on Wii, so that you do not need to look for other Wii controllers one by one. The PS2 controllers applicable to it include guitar, joypad and arcade stick.
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October 14th, 2009, 15:59 Posted By: wraggster
According to Bright Side of News' secret sauces sources, Nvidia is in talks with Nintendo about the hardware for the successor to the Nintendo DS. Nintendo is reportedly interested in Nvidia's Tegra line of chips for mobile devices, like the one in the Zune HD. Considering that the Zune HD can do things like play HD video, it sounds like a power boost over the existing DS hardware. The lower-end Tegra APX has a clock speed of 600 MHz, compared to the current DS cores, which run at 67MHz and 33MHz.
However, BSN believes that the potential timing of the announcement (late next year) suggests that Nintendo could use the next generation of Tegra chips, which, the site says, use "GeForce 9 based hardware." And if they're cheap enough, Nintendo might consider it! The only question (well, the only other question, besides "is any of this true") is whether the capability to play ported console games is really a good thing for the DS.
http://www.joystiq.com/2009/10/14/ru...generation-ds/
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October 14th, 2009, 15:55 Posted By: wraggster
Black versions of the Wii remote and nunchuk will go on sale on Nov. 16, Nintendo announced this morning.
The new black remote controller will be available with a black Wii MotionPlus add-on for $50. The black nunchuk will sell separately for $20.
"The Wii Remote revolutionized not only how people play games, but also who plays them," said Cammie Dunaway, Nintendo of America's executive vice president of Sales & Marketing. "The new color lets people customize their setup, and the controllers make great stocking stuffers for players of any age."
http://kotaku.com/5381366/black-wii-...nunchuk-priced
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October 14th, 2009, 15:49 Posted By: wraggster
See that up there? That's an exercise bike. And a Wii. Amazingly enough, there's a strong correlation between the two, and unless the entire world is being pranked here, BigBen interactive is actually looking to ship a "full-size" Wiimote-compatible fitness machine with its next game. We can't even fathom how quickly this thing is bound to fall apart (or how absurdly expensive it'll be if there's even a smidgen of quality), but we're more than anxious to learn of an MSRP. Now, if only Ford would pump out a Wiimote-friendly Focus to use in the next installment of Mario Kart, we'd be set.
http://www.engadget.com/2009/10/14/b...-license-badl/
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October 14th, 2009, 15:27 Posted By: wraggster
Three of the top five biggest selling games over the last decade are likely to be Wii ones, according to the latest US sales data from the NPD Group.
The data puts Wii Play in first place as the single best selling SKU since 2000, with more than 11.1 million units of the Wii remote-bundled game sold in the US. The second biggest selling game, GTA: San Andreas, has sold 8.25 million to date.
Nintendo's Wii Fit is also fast catching up with the Rockstar title, with 7.9 million sales, and Nintendo sales and marketing EVP Cammie Dunaway told IGN it's expected sales will have grown further over September despite the imminent release of Wii Fit Plus.
"When we see the September sales, we think that's going to be strong and that'll put us over the eight million mark. And then with October, we'll just have to see."
Just behind Wii Fit is GTA: Vice City with 6.9 million units sold, and a third Wii title - Mario Kart Wii - currently stands in fifth place with 6.7 million units.
http://www.gamesindustry.biz/article...rs-this-decade
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October 14th, 2009, 15:25 Posted By: wraggster
Nintendo is to release a DSi successor in late 2010, according to reports which also suggest nVidia is to supply the new handheld's processing chip.
According to sources speaking to BSN, Nintendo has struck a deal with nVidia to supply the chip for its DSi successor, currently in development.
While the exact processor being used hasn't been revealed, it's thought Nintendo might opt for the single chip Tegra in contrast to the DSi's dual ARM processors. Tegra debuts in February 2010, and a second generation could be available in time for the DSi successor.
Given the fact the DS hardware is based on 16-bit and 32-bit ARM, it seems likely the next generation DS running on a CorTex-A9-based Tegra would be backwardly compatible with the DS application library, added the report.
http://www.gamesindustry.biz/article...e-2010-release
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October 13th, 2009, 12:53 Posted By: wraggster
FluBBa has today released what could be for the first release a near perfect emulator for the DS, heres the release notes from Flubba:
More or less a port of SMSAdvance to the NDS now under the name of S8DS, as it's a SEGA 8-bit emulator for the DS.
The biggest difference from the GBA is probably that you don't have to use a builder to add roms, you can use zipped files directly and the screen doesn't have to be scaled to fit.
*Pretty much everything works perfectly.
*Supports zipped files.
*No scaling needed for most games.
*Can scale to correct aspect for PAL, NTSC & GameGear.
*Savestates.
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October 13th, 2009, 04:06 Posted By: wraggster
Nintendo's resident gaming legend, Shigeru Miyamoto, foresees long-term -- nay, long-tail -- sales for New Super Mario Bros. Wii, a prospect that isn't completely insane when you take a few things into account:
The game has Mario in it. Its DS counterpart is the second highest-selling DS game of all time and has sold consistently since its release in 2006. It's super fun. So, when Miyamoto says that the game "will continue selling even after one year has passed" during a play session in Japan (translation), we have a tough time arguing with the guy. Any sane person would, right?
http://www.joystiq.com/2009/10/12/mi...ario-bros-wii/
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October 13th, 2009, 03:29 Posted By: wraggster
Tehpola has posted some wip info of the N64 emulator for Wii/Gamecube:
It was probably around two years ago that I first got a recompiler working that could actually recompile something. I had written some MIPS assembly code in a computer architecture course which would compute factorials. I fed my MIPS code into my recompiler and it computed factorials on the Wii. At the time, that was really exciting for me, but the recompiler was very far from doing much useful. Over the two years, a lot of the original recompiler was overhauled, and I made a couple attempts at rewriting the recompiler more or less from scratch; however, in the end, I came back to the once-reworked original code, and continued to improve on it. After a while I was starting to run more than carefully crafted demos, and after a lot of blood, sweat, and tears, we have a dynamic recompiler which will stably run several games at full speed. This is the first release with a working dynarec. It generates native code for almost all of the N64 instructions; it has, as far as I’ve seen, an accurate cycle count (as relative as mupen64, anyways); and already several optimizations have gone into it. Its still not perfect, several games won’t run at all, and not all games that do run are full speed, but we’re working on improving on that for subsequent releases. For more technical details on the dynarec, see Wii64 Dynarec Part 1 and Part 2 (I’m still planning on continuing the series when I have a chance).
Also, due to sound quality issues with the RSP plugin we were using (rsp_hle-ppc), we’ve begun fixing mupen64’s rsp_hle to be endian agnostic. I believe that rsp_hle-ppc was derived from an early version of the RSP plugin which would later become the rsp_hle in mupen64. Unfortunately, whoever had done all the significant improvements to it since had neglected to maintain endian-neutrality. So, we had to either use the dated, but working, rsp_hle-ppc or work to fix rsp_hle, with all its improvements, so that it would work on the big-endian systems. Up until this release we’ve been using rsp_hle-ppc which has resulted in some sound quality issues, and some games’ sound just didn’t work (StarFox 64, for example). With Beta 1, we’ve fixed up many rsp_hle endian issues and hope to get those changes upstream to other projects so that people can enjoy better sound on other big endian systems. There are still issues, but overall, the sound quality has improved, and certain games which previously had garbled sound (Starfox 64) now sound excellent.
Working on this emulator has been a huge learning experience for me, and I hope everyone is excited about the Beta 1 release as I am.
Since the release we’ve started updating the google code SVN with all the commits we had made to our private repository. We made sure to include a source archive with the binary, but felt that having the whole source history publicly accessible would give more insight into our code and motivations and allow others to see the progression in our work. It will take some time before all the code has been migrated because we’re checking to make sure we don’t have any conflicts, but hopefully it will be appreciated.
In the not-too-distant future, we’re planning on releasing a Beta 1.1 version which will improve some minor changes which were brought to our attention after the Beta 1 release. Hopefully, although these will only be small changes, they will address some of the larger annoyances people have reported.
http://emulatemii.com/wordpress/?p=127
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October 13th, 2009, 03:29 Posted By: wraggster
Tehpola has posted some wip info of the N64 emulator for Wii/Gamecube:
It was probably around two years ago that I first got a recompiler working that could actually recompile something. I had written some MIPS assembly code in a computer architecture course which would compute factorials. I fed my MIPS code into my recompiler and it computed factorials on the Wii. At the time, that was really exciting for me, but the recompiler was very far from doing much useful. Over the two years, a lot of the original recompiler was overhauled, and I made a couple attempts at rewriting the recompiler more or less from scratch; however, in the end, I came back to the once-reworked original code, and continued to improve on it. After a while I was starting to run more than carefully crafted demos, and after a lot of blood, sweat, and tears, we have a dynamic recompiler which will stably run several games at full speed. This is the first release with a working dynarec. It generates native code for almost all of the N64 instructions; it has, as far as I’ve seen, an accurate cycle count (as relative as mupen64, anyways); and already several optimizations have gone into it. Its still not perfect, several games won’t run at all, and not all games that do run are full speed, but we’re working on improving on that for subsequent releases. For more technical details on the dynarec, see Wii64 Dynarec Part 1 and Part 2 (I’m still planning on continuing the series when I have a chance).
Also, due to sound quality issues with the RSP plugin we were using (rsp_hle-ppc), we’ve begun fixing mupen64’s rsp_hle to be endian agnostic. I believe that rsp_hle-ppc was derived from an early version of the RSP plugin which would later become the rsp_hle in mupen64. Unfortunately, whoever had done all the significant improvements to it since had neglected to maintain endian-neutrality. So, we had to either use the dated, but working, rsp_hle-ppc or work to fix rsp_hle, with all its improvements, so that it would work on the big-endian systems. Up until this release we’ve been using rsp_hle-ppc which has resulted in some sound quality issues, and some games’ sound just didn’t work (StarFox 64, for example). With Beta 1, we’ve fixed up many rsp_hle endian issues and hope to get those changes upstream to other projects so that people can enjoy better sound on other big endian systems. There are still issues, but overall, the sound quality has improved, and certain games which previously had garbled sound (Starfox 64) now sound excellent.
Working on this emulator has been a huge learning experience for me, and I hope everyone is excited about the Beta 1 release as I am.
Since the release we’ve started updating the google code SVN with all the commits we had made to our private repository. We made sure to include a source archive with the binary, but felt that having the whole source history publicly accessible would give more insight into our code and motivations and allow others to see the progression in our work. It will take some time before all the code has been migrated because we’re checking to make sure we don’t have any conflicts, but hopefully it will be appreciated.
In the not-too-distant future, we’re planning on releasing a Beta 1.1 version which will improve some minor changes which were brought to our attention after the Beta 1 release. Hopefully, although these will only be small changes, they will address some of the larger annoyances people have reported.
http://emulatemii.com/wordpress/?p=127
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October 13th, 2009, 03:22 Posted By: wraggster
News via http://www.pdroms.de/news/20215/
genecyst has updated his game "Holy Hell" and let us know about this via the PDRoms webboard.
Holy Hell is a puzzle game with shmup elements. The goal of the game is to reach the end of every level trying to chain more blocks of the same color together.
You guide a little ship powered with four different colored weapons. Every weapon can destroy only blocks of its same color, so you must switch between them to blow up everything...
Brown blocks cannot be destroyed and must be dodged...
Changes:
- 37 levels
- speed increase every 5 levels
http://pdroms.de/phpbb/viewtopic.php?f=6&t=6574
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October 12th, 2009, 15:40 Posted By: wraggster
News via http://www.nintendomax.com/
Rako proposes a fourth alpha version has been ported on wii emulator NEC PC-8801, "QUASI88".
Quote:
Brief Change Log
* Oct. 9, 2009, ver. 0.6.3 alpha4
o Adjust recent libralies
o Support play by wiiremote
o Save Configuration
* April 21, 2009, ver. 0.6.3 alpha3
o Manipulate the menu by wiimote
* April 6, 2009, ver. 0.6.3 alpha2
No Sound Support
* April 3, 2009, ver. 0.6.3 alpha1
o Initial release
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