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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
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July 13th, 2009, 19:50 Posted By: wraggster
Today brings six new downloadable titles for Nintendo's various digital delivery platforms, including the release of a rare classic, the ultimate ant farm, and a completely different sort of bit tripping.
Virtual Console fans get a rare treat this week with the release of Pulseman (900 Wii points), a platform title often considered the best looking game ever created for the Sega Genesis. Pulseman was only released in cartridge form in Japan, only seeing the light of day in North America as an exclusive to the Sega Channel, Sega's short-lived, cable-television game delivery service. It's joined by the Sega Master System's Secret Command (600 Wii points), which U.S. fans might know better as Rambo: First Blood II.
WiiWare gets the bulk of the love this week, with three titles compared to the two Virtual Console titles and solo DSiWare offering. It gets the most unnecessary exclamation points as well, with JV Games tank shooter Incoming! (500 Wii Points) and Bplus' Bit Boy!! (600 Wii points) sharing three between them. Konami's ant-torturing simulator Ant Nation (700 Wii points) is sadly lacking punctuation, so from now on we'll be calling it Ant!! Nation!!.
Finally we have Brain Challenge from Gameloft for DSiWare (800 DSi points), which features 48 mini-games to help keep your brain from turning to mush.
As always, check out the official descriptions below to help you make informed purchasing decisions, or ignore them completely and go crazy.
WiiWare
Bit Boy!!
Publisher: Bplus
Players: 1-2
ESRB Rating: E (Everyone)
Price: 600 Wii Points
Description: Get ready for the most spectacular journey through time in the history of video games!! Accompany Bit Boy Kubi through a crazy pixellated adventure and battle hordes of nasty monsters in 4-bit dungeons, 8-bit caves, 16-bit strongholds, 32-bit labyrinths, 64-bit arenas and 128-bit worlds!! Rescue Kubi's friends!! Set off in the ultimate pursuit of fruits and high scores!! Grab a friend for even more fun in Cooperative mode!! The Wii Remote is your joystick – let the arcade adventure begin!!
Incoming!
Publisher: JV Games Inc.
Players: 1-2
ESRB Rating: E (Everyone) – Mild Cartoon Violence
Price: 500 Wii Points
Description: The goal of Incoming! is to defeat your opponents by destroying their tanks using the arsenal you have at your disposal. Advanced arsenals become available at different levels of the game. Incoming! is great fun for two people to play competitively. Can you defeat your opponent's tanks before they conquer yours? Collect power-ups to give your arsenal that tactical advantage. Your firing must be quick and your aim true to claim victory.
Ant Nation
Publisher: Konami Digital Entertainment
Players: 1
ESRB Rating: E 10 + (Everyone 10 and Older) – Mild Violence
Price: 700 Wii Points™
Description: The beloved childhood pastime of lazy Sundays spent with a magnifying glass and an ant farm finally arrives in its most mischievous form via the WiiWare service. You must train your colony of Super Ants using a devilishly fun toolset. Zap, torch and manipulate your ants to make them numerous enough and tough enough to survive a variety of increasingly difficult challenges.
• Zap your ants with lasers, fry them with your trusty magnifying glass, send down lightning and much more to build them to be the strongest Ants on the block.
• Send your ants into war against local bullies like spiders and ladybugs. Is your colony ready for the fight?
• 100 missions keep you busy facing a smorgasbord of fun and wacky tasks.
• Bonus mode features 20 additional challenges that allow you to get crazy with all your favorite weapons of ant destruction.
• Use your Wii Remote™ controller to drop a virtual hammer on your ants, use your Wii Remote like a metal detector to find in-game gold and much more.
Virtual Console
Secret Command™
Original platform: SEGA Master System
Publisher: SEGA
Players: 1-2
ESRB Rating: E 10+ (Everyone 10 and Older) – Mild Violence
Price: 600 Wii Points
Description: Play as a lone warrior, armed to the teeth, sent on a top-secret commando mission behind enemy lines to liberate your comrades at arms. Released on the SEGA Master System in Europe as Secret Command, players will battle frenzied attacks from enemy soldiers, rocket troops, tanks and other enemies doing everything they can to stop you from saving the hostages. Use your trusty machine gun and a compound bow, equipped with explosive-tipped arrows, to pave the way to victory. Let nothing stand in your path. Play it with a friend in two-player mode for double the fire power.
Pulseman™
Original platform: SEGA Genesis
Publisher: GAME FREAK
Players: 1
ESRB Rating: E (Everyone) – Animated Violence
Price: 900 Wii Points
Description: When noted 21st-century scientist Doc Yoshimaya fell in love with one of his C-Life artificial-intelligence creations, he uploaded himself into his computer, where her program core merged with his DNA, and half-human/half-C-Life Pulseman was born. Doc Yoshimaya's mind twisted as he emerged back into real life, and he became evil Doc Waruyama. Use Pulseman's ability to harness electricity as a weapon with his Volteccer attack as a means of rapid transport to fight Waruyama's Galaxy Gang across seven crazy stages. Find out why this SEGA Channel classic was widely regarded as one of the best-looking games for SEGA's MEGA DRIVE (Genesis) on release.
Nintendo DSiWare
Brain Challenge®
Publisher: Gameloft
Players: 1
ESRB Rating: E (Everyone) – Mild Cartoon Violence
Price: 800 Nintendo DSi Points™
Description: Just like your body, your brain needs exercise to stay in shape. Brain Challenge is a simple, entertaining solution for stimulating your neurons that goes way beyond logic tests. Thanks to a complete range of 48 mini-games, Brain Challenge provides an exceptional variety of exercises. Not only can you train your brain for Math but also for four other categories: Logic, Focus, Memory and Visual. Plus an original Stress Mode, featuring multitasking and authority challenges, Plus, you can now personalize your profile and some exercises with your own photos.
http://kotaku.com/5313394/the-ninten...oming-pulseman
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July 13th, 2009, 19:41 Posted By: wraggster
Japanese consumers eagerly grabbed up copies of Square Enix's Dragon Quest IX over the weekend, putting to rest any concern that the move to a handheld system would bother fans in the least.
Enterbrain reports that the game sold 2,343,440 copies in its first week -- its "first week" actually being two days. Media Create reports a similar total of 2,318,932 copies. This beats the first-week record set by ... Dragon Quest VIII, of course! Media Create reports a sell-through rate of 81.56%, suggesting (according to Andriasang) that it probably sold out in some locations.
There's something very comforting about reading stories of massive Dragon Quest sales in Japan. It's a reminder that some things in the gaming world are just like we remember them, even after decades. After the break, you can watch the game's intro movie as you begin the long wait for localization.
http://www.joystiq.com/2009/07/13/dr...s-in-two-days/
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July 13th, 2009, 19:11 Posted By: wraggster
Winter Olympic Games hitting both Wii and DS on October 16th in Europe
Publisher Sega has revealed that Mario & Sonic at the Winter Olympic Games, the existence of which was exclusively broken by MCV’s sister site CasualGaming.biz, will be released in Europe on both Wii and the DS on October 16th.
The dual-SKU release brings both the home and portable versions in line for the first time – there was a gap of over two months between the Wii and DS releases of predecessor Mario & Sonic at the Olympic Games.
Speaking of its predecessor, it’s clear to see why Sega is keen to get a follow-up onto the shelves. It has topped the UK games charts seven times and continues to sell very strongly a year and a half after its debut.
In March last year it was confirmed that the game had sold 5m copies worldwide.
http://www.mcvuk.com/news/35022/Sega...-winter-outing
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July 13th, 2009, 19:11 Posted By: wraggster
Winter Olympic Games hitting both Wii and DS on October 16th in Europe
Publisher Sega has revealed that Mario & Sonic at the Winter Olympic Games, the existence of which was exclusively broken by MCV’s sister site CasualGaming.biz, will be released in Europe on both Wii and the DS on October 16th.
The dual-SKU release brings both the home and portable versions in line for the first time – there was a gap of over two months between the Wii and DS releases of predecessor Mario & Sonic at the Olympic Games.
Speaking of its predecessor, it’s clear to see why Sega is keen to get a follow-up onto the shelves. It has topped the UK games charts seven times and continues to sell very strongly a year and a half after its debut.
In March last year it was confirmed that the game had sold 5m copies worldwide.
http://www.mcvuk.com/news/35022/Sega...-winter-outing
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July 13th, 2009, 17:14 Posted By: wraggster
Is Starfy Nintendo’s next star? Nintendo is promoting the smiling starfish that way.
Nintendo held a Legendary Starfy event at their flagship New York store where fans could hug (an inflatable?) Starfy. Yeah, The Legendary Starfy came out about a month ago here and a year ago in Japan, but at least Nintendo is pushing the game. Chibi-Robo and Fire Emblem didn’t get this kind of treatment.
Perhaps, Nintendo of America realized they have another family friendly franchise in their pocket. The funny thing is The Legendary Starfy aka The Legendary Starfy Showdown! Dire Pirate Squad in Japan sold poorly in comparison with the rest of the Starfy games.
http://www.siliconera.com/2009/07/12...the-spotlight/
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July 12th, 2009, 19:34 Posted By: wraggster
Tehpola has posted more news on the work going on to bring Nintendo 64 Emulation to the Nintendo Wii:
The structure of the dynarec itself is an important factor in the performance of the emulator. In order to convey some of the changes we’ve made to the dynarec, you have to understand how its structured and how it works. You can divide my dynarec into a few distinct pieces: the translator, the trampoline, the code cache, and some run-time helper functions.
The translator is given an address at which it will translate a chunk of MIPS code into PowerPC. It uses a total of 3 passes to accomplish that. Pass 0 reads in a instruction at a time until it hits an unconditional jump, a jump register, or an exception return, which signifies the end of the function its trying to recompile. Its main purpose is to identify any branch instructions and determine where they are branching to; it does this to ensure that no branches will be branching into a register mapping. Pass 1 actually does the translation by converting each MIPS instruction to a sequence of PowerPC instructions. Branches are left unfilled because we don’t yet know how many PowerPC instructions will be between any given source instructions. Pass 2 then fills out the branch destinations now that every instruction’s position is known. The translator uses volatile and nonvolatile PPC registers in its generated code. Nonvolatile registers are used to store constants like the memory address to store the register values into, the address of the N64 memory, and a few other useful emulator variables. Volatile registers are used to temporarily store N64 registers for the generated instructions to operate on. These are mapped to hardware registers as needed, and stored to memory when changed and no longer needed.
The code that’s generated by the translator goes into the code cache. On a PC with no real memory limit this isn’t necessary. However, on the Wii, memory is quite constrained. In total, we have access to a little under 88MB of memory. However, using the larger MEM2, which is 64MB, is somewhat slower than using the 24MB of MEM1, so we have to limit the code to fit in MEM1 for it to run as fast as possible. Not to mention that the cache has to share MEM1 with all of the emulator code and static structures.
I have a few functions which the recompiled code will call in order to reduce the amount of generated code generated for complex instructions. For example, interpreted instructions, updating Count, and taking floating-point unavailable exceptions. These are just ordinary C functions which will only be invoked by the recompiled code. These functions allow for a reasonable trade-off: faster than interpreting and relatively small code generated for just the function call.
The trampoline, or dispatcher, is at the heart of the dynarec. The trampoline is responsible for determining if code at a given N64 address is recompiled, and if its not, recompiling it, and then calling the recompiled code. When the code that the trampoline invoked needs to branch to another block of code, it returns to the trampoline with the N64 address of the code it wants to run, and the process begins again: the trampoline looks up the new address, possibly recompiles, and then calls the desired recompiled code. Branches within a function don’t need to return to the trampoline, but because any function can be freed from the code cache at any time, every branch outside of the function must return to the trampoline to be dispatched.
http://emulatemii.com/wordpress/?p=119
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July 12th, 2009, 19:02 Posted By: wraggster
We love Mario. We mean, we're somewhat contractually obligated to, being huge nerds and all. Still, there's certain stages in the core Mario games that are simply excruciating to play -- we usually skip them during our nostalgic romps. That's why we can't help but admire the efforts of three men who are playing through every Super Mario title -- collecting every star, completing every level and Shining every Get! (Err -- getting every Shine.)
They're not doing this for fun, of course -- for the second year in a row, they're running through this "Mario Marathon," collecting donations for Child's Play. They've already been at it for two days -- but with the team yet to totally complete Super Mario 64, Super Mario Galaxy, Super Mario Sunshine, then Super Mario Galaxy again (as that totally secret character), there's a lot of ballgame left to be played.
http://www.joystiq.com/2009/07/12/ma...e-for-charity/
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July 12th, 2009, 11:34 Posted By: wraggster
Scanff has released WiiRadio v0.4
WiiRadio is a SHOUTcast stream player. It can read from thousands of internet radio streams and play them back on the Wii.
Install/Usage
Installing The Application
Copy the "radiow" directory to your SD under /apps
NOTE: DO NOT rename "radiow" directory.
Tested on PAL 3.2 - works fine.
Tested on NTSC 3.3v2, 4.0 - works great!
Playlists
Copy the playlist file to "/apps/radiow/pls" on your SD card
Saving playlists from WiiRadio will create a *.pls file under "/apps/radiow/pls".
Pressing the "+" button will add the playing station to the Playlists.
Internet Connection
Make sure you're getting a decent wireless connection on your Wii for better performance.
Free Space Requirements
WiiRadio requires free space on the SD card for caching. I'd recommend 10MB free.
Change Log
Version 0.4
- Added support for M3U files/format
- Added three more visuals
- Dynamic buffering based on stream bitrate
- Added a couple of options (more will come)
- Mute Icon for mute state
- Added stream information screen press button (1)
- Ton of bug fixes
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July 11th, 2009, 23:20 Posted By: wraggster
The hugely anticipated DS title Scribblenauts – developed by 5th Cell and published by Warner Bros. – has a simple but addictive concept: Write anything, solve everything. With stylus in hand players can hop into the game as pretty-boy Maxwell, and with a quick stroke of the pen (or click of the on-screen keyboard) enter in any noun and have it show up. The game has gained serious momentum since its debut, and with it exploding at E3, all eyes are on this innovative title.
Apparently "all eyes" includes the ESRB as well, and the result is some great reading. True, Scribblenauts is a perfect example of why the rating company needs to exist – if you can cover a baby in gasoline and then light it on fire, parents should know that – but as with all first-time players it's just as entertaining to watch as it is to actually interact with Scribble, as the ESRB's rating is as much a critique as a window into its warped soul. It's cold here. Very cold.
First off, the ESRB gave Scribble an E10+ rating. It's pretty expected, really. The game has guns, zombies, and Keyboard Cat; that's all pretty scary stuff. Check out the actual text provided with the game, however, and you're sure to have at least a couple good laughs:
" This is a puzzle game in which players navigate a series of traps, puzzles, and enemies to collect stars scattered throughout the colorful levels. Players have the ability to summon different objects by writing/typing in the word (e.g., bike, spaceship, lion) and watching it come to life. If multiple words are entered in a sequence, different whimsical scenarios can be triggered: a bicycle can be used to jump over a baby; a bulldozer can clear away a shark; and cabbage can be fed to dinosaurs. Players can elect to summon "cartoony" versions of bats, bombs, guns, and flamethrowers. These types of items can be used to destroy objects or even other summoned items (e.g., a club can be used to hit an animal; steak can be attached to a baby to attract lions; rockets can be lobbed at a man). These triggered animations are minimally depicted and are usually accompanied by popping, musical sound effects; bright, star-shaped flashes; or small puffs of smoke. If players wish to, they may type in the word vomit, which causes a beige-colored lump to appear on the screen."
Wait wait wait. We were with you when it came to things like bikes, spaceships, and even lions. But hitting animals with sticks? Covering a baby in meat so that predators attack it? Jumping a child with a bike? Firing rockets at people? Holy hell ESRB… why not calm down and take a break from the game for a little bit? Perhaps we can point you in the direction of a slew of younglings to curb your destructive desires? Maybe we can put down the videogames for just a little bit and go knock ice cream cones out of the hands of toddlers? Maybe go buy a few copies of Windows Vista to further fuel your evil tendencies?
We tease because we love though. Truth is, this is exactly why a company like the ESRB should exist, and if it isn't covering babies in meat and shoving the child into a pack of lions, someone else will. Someone like us, actually. In fact, forget all our ill-mannered blabber about your inner-evil, ESRB. Instead, hit us up and we'll tell you about a few other doozies that make what you did in Scribble look like a walk in the park. In the meantime though, how about we all take a nice deep breath, write "flowers" a few times, and then go hand "money" off to "bums" for a few play sessions, huh? There's only one way to heal this crazy world of ours, and it has to start in our hearts. Scribblenauts can help.
Can someone play that "we just made up at the end of the episode" tune from Full House please?
http://uk.ds.ign.com/articles/100/1002649p1.html
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July 11th, 2009, 23:18 Posted By: wraggster
News/release from Pate
Hello!
I just released a Nintendo DS port of my 15 years old DOS game LineWars II as a public beta. It is called LineWarsDS. More info can be found on my LineWars web pages at http://linewars.patrickaalto.com/.
See screen copy here: http://linewars.patrickaalto.com/lwds.png
Thanks for reading, please let me know if you find any problems with the game! It has a couple of minor bugs, but they don't affect the game play, so I decided to release it already as a public beta.
Patrick "Pate" Aalto
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July 11th, 2009, 23:12 Posted By: wraggster
News via Nintendomax
coincoin carrying out a new version of "NDES" virtual for DS now offers 4 different types of dice and the "heads or tails."
Quote:
V.1.1:
_ajout menu (to select the number of sides) = Start
_ajout 8, 12, 20 faces
_ajout Room: Pile ou face
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July 11th, 2009, 22:43 Posted By: wraggster
Seiken has updated WiiSPACE to version 1.2.
WiiSPACE is an original retro-themed spaceship shoot-'em-up supporting up to 4 simultaneous players for co-operative play. Features include powerups, bosses, high scores, and an aiming system allowing independent movement and targeting.
Version 1.2
Released 11 July 2009.
Added online high score table
Added classic controller support
Added background stars effect
Added configuration file allowing disable of background stars, and HUD compensation for overscan
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July 11th, 2009, 22:39 Posted By: wraggster
Collect sunshine, plant your garden, and butcher the waves of undead threatening to break into your house. That's the premise of PopCap's Plants vs. Zombies, the curiously addicting take on tower defense from the makers of Peggle, a title first released for PCs and later for Xbox Live Arcade, iPhone, and Nintendo DS. Currently Plants vs. Zombies is only available for PC and Mac, but sometime soon we should be hearing something about where it might take root next.
"Sometime within the next two to three months I think you can expect us to announce at least one new platform on which Plants vs. Zombies would be arriving fairly imminently," said PopCap's Garth Chouteau.
But what exactly was meant by imminently? "We take a whole lot longer with these things than anybody else, and that's not going to change. We could have had Peggle on XBLA in half the time it took us, but it wouldn't have been as good as it is. To say that if we make an announcement two to three months from now the game's going to show up three weeks later on the platform we announced, that's probably very optimistic. Within a month or two, yeah, that's probably not unrealistic."
As of right now, there have been no official platform confirmations. Chouteau was willing to comment on the issue of transitioning the frantic clicking required for success in the PC version to platforms where the control inputs differ. "There may be some sort of workaround required where the exact game controls or the activity that you perform on the screen is slightly modified. Maybe you're able to designate in advance where you're going to put the next five plants when the necessary sun or resources are available and when those plants are available to you to purchase, or something like that…It's what we grapple with when we adapt these game."
"I think the iPhone is a little less of an issue, perhaps, than typical console controllers…The kinds of rapid clicking we're talking about in Plants vs. Zombies involves clicking in one place and then clicking somewhere else on the screen that can be quite far away. I think with the iPhone the ability to do that with your finger potentially overcomes that…With a game controller, you grab the plant and then you're dragging it down the screen to plant it in a particular space and that can take some time. And Plants vs. Zombies, particularly in the later stages, can get pretty frantic, and that could be frustrating…If it was going to make the game any less fun, we just wouldn't do it."
Chouteau also mentioned one platform that likely wouldn't work out for the title was any mobile phone with a small screen. "Some of our games like a Peggle or a Bejeweled Twist work great on a postage stamp sized screen. Plants Vs. Zombies, probably not."
http://uk.wii.ign.com/articles/100/1002913p1.html
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July 11th, 2009, 22:38 Posted By: wraggster
JoWooD Productions and DreamCatcher Games are pleased to announce that top model Anja Rubik will be featured in their upcoming Wii title Yoga (http://anjarubik.com). A very enthusiastic yoga practitioner, Anja will not only grace the cover, but also accompanies players during numerous relaxing Yoga exercises, providing player motivation throughout the game. Anja Rubik is considered one of the upcoming stars of the model scene and is ranked among the top 15 international supermodels.
"We've invested a lot in creating a fun and authentic Yoga title for Wii suitable for everyone. Regardless of your age or gender, anyone who is interested in learning more about this ancient Indian philosophy will love this game." says Markus Reutner, Marketing manager JoWooD Productions. "Anja Rubik embodies the spirit of Yoga and thus is the perfect guide to increase motivation and promote the practice of this peaceful fitness regime."
Yoga for the Wii system offers an entirely new fitness and lifestyle experience. It enriches your living room with this ancient art and you can strengthen your body, mind and spirit while training at home. Thanks to the combination of state of the art graphics and the Wii Balance Board™ accessory, this game leads to a brand new fitness-gaming experience.
About Yoga for the Wii system:
Anja Rubik and a 3D animated Yoga guru guide you through the most important parts of the game and offer useful information on both the individual exercises and the philosophical basis behind yoga. Yoga encourages the player to take steps to improve his or her own health and to restore and maintain their own state of well-being. The game supports a wide range of body positions, and the Balance Board provides the player with immediate feedback. The yoga guru guides you through poses in a gentle introduction into this fascinating world.
It's simple for you to develop your own, customised yoga exercise plan and monitor your progress!
Yoga is designed to stand out from the considerable range of "fitness games" out there and shows a new, modern way to provide more body awareness and relaxation.
Does your work-out really need to be faster, most exhausting and harder? Slow your day down, allow your body and mind to relax – with Yoga for the Wii system.
Anja Rubik & Yoga
Anja Rubik is an ambitious yoga fan and practices this ancient philosophy to provide balance in her stressful everyday life as a model. She is convinced that it is the best way to control thought and breathing processes, and is enthusiastic about the new opportunity to practice yoga in the comfort of your own home while receiving feedback from a yoga guru. We're proud to have found Anja as the perfect advocate for our Wii game Yoga.
Yoga provides a completely new experience in the realm of fitness and lifestyle! JoWooD offers a tried and tested way of training the body and mind in the form of Yoga, all in the comfort of your living room! The combination of excellent graphics and the use of the Wii Balance Board offers a gaming experience never before seen!
Yoga encourages the Wii player to relax after a hard day!
Yoga supports the Wii Balance Board!
http://uk.wii.ign.com/articles/100/1002636p1.html
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July 11th, 2009, 22:21 Posted By: wraggster
News via Aep
MiiSX is an MSX 1/MSX 2/MSX 2+ emulator for the Nintendo Wii.
Based on fMSX-SDL, so far, it’s a pretty basic emulator. It doesn’t support either SCC, MSX Music or MSX Audio, only PSG.
Only uncompressed ROM files can be loaded, and there’s no keyboard implemented (so only games that work with joystick will be playable). PSG emulation is still problematic.
- The emulator can run MSX 1, MSX 2 and MSX 2+ games, in ROM format, from SD cards.
- SDHC supported
- Classic Controller and Wiimote supported, as joystick 1
- Basic menu, for selecting ROM file, and changing emulated system.
- Homebrew Channel compatible
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July 11th, 2009, 22:18 Posted By: wraggster
Lino has released a new version of his DS Emulator for Windows
Heres whats new:
Final version for Windows there is only the fix about the Cartridges Access.
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July 11th, 2009, 22:14 Posted By: wraggster
News via emurussia
NES emulator has been updated recently. Changes:
- Added a NSF driver, now you can load and play NSFs!
- External palette files (.pal) can be loaded.
- Changed color mode to 32 bits.
- Fixed WorkRAM 6000h-7FFFh, an obscure bug.
- Fixed MMC3 IRQs partially, thanks to Disch for the help.
- Mappers fixed: 4, 13, 20 (Famicom Disk System), 64, 90/160, 91, 117, 118.
- Fixed PRG data disassembler.
- Fixed a few oddities in the GUI dialogs.
- Fixed CPU dump 8000-FFFF.
- Fixed an obscure bug in the sprite evaluation.
- Fixed problems with the triple buffering mode.
- Fixed movies (joypad data logging for replay).
- Better sound output, less stuttering and skips thanks to a ring buffer.
- Added an alternate video config in the GUI.
- Added APU registers/context dump.
- Modified PRG data corruptor to use ROM address instead of CPU address.
- Reworked loading procedure.
- Removed GameGenie codes.
- Fixed command line game loading.
- Improved windowed mode.
- Tons of internal fixes, plus several cosmetic changes.
http://rocknes.kinox.org/
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July 11th, 2009, 19:48 Posted By: wraggster
September’s first party Wii game is Forever Blue: Call of the Sea aka Endless Ocean 2 in North America. Multiple retailers in Japan confirm Arika’s underwater exploration game will be ready on September 17. We have to wait a bit longer for Endless Ocean 2. A domestic release is planned for the first quarter of 2010.
In Endless Ocean 2 players track fish and collect salvageable treasure to sell. There is a story to follow, something about searching for the Dragon’s Song, with a woman named Oceana, if you need a reason to scour the ocean. Nintendo added Wii Speak support to online play and you get a dolphin to train. You can even bring the dolphin underwater and use it as a swimming aid.
http://www.siliconera.com/2009/07/10...-in-september/
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July 11th, 2009, 19:42 Posted By: wraggster
Newly released for DS:
Hoshi no Mamoribito is the newest Dragon Quest game and the newest world in which you can live your alternate life. Beautiful CG movies, new music arrangements with a full orchestra and a grand setting make a true epic fantasy world comes to life.
All sorts of customization are available, create your own character, determine his or her job. To make your party well rounded, create more characters for your own customized team. Turn on the Wi-Fi facility of your hand held console and ask your friends in the real world to join you on your adventure.
http://www.play-asia.com/SOap-23-83-...j-70-376c.html
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