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February 1st, 2011, 17:25 Posted By: wraggster
Nintendo president Satoru Iwata has set the record straight on the launch of the 3DS eShop - it won't be ready for the launch of the new handheld console.
The eShop is Nintendo's digital marketplace for the 3D system, offering demos and trailers, as well as retro titles and DSiWare games.
"The first system update is scheduled for late May, at almost the same time around the world," he told a recent investor conference.
With the console going on sale in February 26 in Japan and March 25 in Europe, early adopters won't have access to the service for two or three months.
Nintendo had originally said that although the eShop and web browser would not be included in the console, an update to add the features would be available on day one.
Iwata admitted that previous digital services on the Wii and DS have not been marketed well, and the eShop will be another attempt by Nintendo to improve its digital distribution methods.
"So far, Wii Shop Channel and Nintendo DSi Shop, which are based on internet-browser technology, have not provided the users with a sufficiently easy and accessible interface because switching from one screen to another takes time and, for Wii, promotions by Nintendo Channel and sales at Wii Shop Channel have not been closely linked," he detailed.
"As it is critical in digital software distribution that the software available there won't be buried and go unnoticed, and that we can prepare pleasant encounters for consumers, we will be running a drastically redesigned shop for Nintendo 3DS in which you can more comfortably purchase software through downloads."
http://www.gamesindustry.biz/article...for-3ds-launch
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February 1st, 2011, 17:32 Posted By: wraggster
Nintendo president Satoru Iwata has defended the company's performance in the wake of a 74% year-on-year profits slump.
Observing that following a difficult nine months of hardware sales, he told investors that "Few people in the industry were able to anticipate that Wii would regain its momentum at the end of the year."
In Nintendo's home nation of Japan, "In the latter half of December, Wii sold twice as much as PS3". The US had seen similar resurgence, although sales had not returned to 2009's record-breaking levels: "Wii sold more than 2,350,000 units of hardware in December 2010, which was better than December 2008, when Wii was selling very well.
"As a result, Wii was able to establish another record in the U.S. home console market by selling more than seven million units in the U.S. in three consecutive years."
In Europe during October 2010, "Wii was in the lowest position among all the consoles, so when I told you that I believed Wii would make a comeback in the year-end sales season, it might have sounded like nothing but a mere dream.
"Wii sales rose sharply to the top in the 43rd week, which is when we released the red Wii hardware. The sales pace picked up even more speed during the year-end sales season, and Wii went back to holding the largest market share.
"I think that few people could have expected that in the peak week of the year-end sales season, Wii hardware would be selling almost twice that of other consoles." Across Europe's major territories during week 50 of last year, the Wii sold around 450,000 units, compared to around 300,000 for PS3 and 250,000 for 360.
The red Wii was repeatedly mentioned as contributing to the year-end resurgence. However, Iwata felt that the entire market was suffering. "Overall the home console market in 2010 could not create the excitement that the industry had experienced in the 2009 year-end sales season."
The handheld DS range had performed well in Japan, primarily due to combined sales of Pokemon Black & White becoming the highest-selling game of the year there, but Iwata admitted things were not so rosy in other territories.
"While the home console software market has been able to maintain a similar market size over the past two years, the handheld software failed to do the same in Europe. It's been said that the illegal copies of software have had significant impact in Europe.
"In addition, we analyze that another reason for the declining market size is the low active-use ratio of Nintendo DS hardware for the lack of new software titles selling very well.
"Although Nintendo DS has kept its high market share, we are far from satisfied with the current handheld software market." The 3DS would be part of "various efforts" to "revive" the handheld market.
For software, Iwata singled out certain titles as major contributors. Wii Party was revealed to have sold more than five million units worldwide, though as European sales were so far higher than in the US, "We believe that this software still has potential in the U.S., so we are planning to further promote it."
DS drawing title Art Academy was revealed to have sold more than 1.5 million units worldwide, while further sales data held that combined lifetime sales of Wii Sports and Wii Sports Resort had hit 102 million units. Around 22 million of these occurred during the last nine months of 2010.
The strongest worldwide performer of the year for Nintendo was Super Mario Galaxy 2, which shifted 6.15 million units across 2010. In total, 18 Nintendo titles passed one million worldwide sales between April and December last year.
http://www.gamesindustry.biz/article...nt-profits-dip
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February 1st, 2011, 17:33 Posted By: wraggster
Nintendo believes its history of multiplayer gaming features predates and is equivalent to the current interest in social network games.
President Satoru Iwata told investors last week that "It has been reported that social entertainment is the key to video games... Nintendo has been developing social entertainment in the field of video games for a long time.
"Social elements tend to be narrowly associated with human relationships through computer networks. We believe, however, that the essence of social entertainment is that the relationships with other human beings add a social nature to the play and make it more interesting.
Although Iwata appeared to be addressing the growth of titles such as FarmVille and Japan's phone-based MobageTown, he saw parallels with Nintendo in that "NES had two controllers from the start and Nintendo 64 was the first home console system to make four controllers available.
"The link cable for GameBoy allowed two players to compete in Tetris and later enabled the trades and competitions of Pokémon, and gradually these features were made available wirelessly. To Nintendo, social elements are nothing new at all."
He observed that "When you hear the term 'social network,' it generally means a service taking advantage of social human relationships through a constantly connected network with smart phones and PCs. In contrast, Nintendo appreciates real human relationships among people."
The 3DS' StreetPass and SpotPass features, which automatically arranges and even plays games with passers-by, played a part in Nintendo's ongoing social game strategy, he claimed, as well as "further expand[ing] the gaming population."
The company perhaps seems a little less interested in fuelling its social systems with download-based gaming however, having just announced that its eStore for 3DS has been pushed back to May.
http://www.gamesindustry.biz/article...ing-new-at-all
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February 1st, 2011, 19:46 Posted By: Shrygue
via Eurogamer
Work is underway on a new Super Mario Bros. game for the 3DS, Nintendo lynchpin Shigeru Miyamoto has confirmed.
Speaking in a new Iwata Asks interview on the platform holder's official site, Miyamoto announced, "In the interests of adopting new technology for the Super Mario Bros. tradition, I am now making a new Super Mario Bros. game for the Nintendo 3DS system."
No further details were offered but, referencing a comment from Mario co-creator Takashi Tezuka regarding how Mario games must always be family friendly, Miyamoto added that every entry series needed new elements. Presumably the plumber's 3DS incarnation will be no different.
"I think Tezuka-san is exactly right about making something that families can enjoy together," he explained, "but I also think it's important to always use the most advanced technology for Mario in order to create something no one has ever seen before.
"Of course, it's important to make sure people still say things like "Falling down the holes is the most fun!" but something new is necessary for other aspects of the games, and it's those new elements that make a Super Mario Bros. game what it is. "
Mario's last 2D outing, 2009's excellent New Super Mario Bros. Wii, successfully bolted cooperative and competitive multiplayer onto the series' core platforming formula, helping the game win a 9/10 from Eurogamer's Oli Welsh.
Miyamoto didn't reveal how long we'd have to wait to find out what the 3DS iteration adds to the franchise, but he seemed pretty pumped about it, insisting "I want to show everyone as soon as possible what the new Super Mario Bros. will be like on the Nintendo 3DS."
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February 1st, 2011, 22:03 Posted By: wraggster
Work is underway on a new Super Mario Bros. game for the 3DS, Nintendo lynchpin Shigeru Miyamoto has confirmed.
Speaking in a new Iwata Asks interview on the platform holder's official site, Miyamoto announced, "In the interests of adopting new technology for the Super Mario Bros. tradition, I am now making a new Super Mario Bros. game for the Nintendo 3DS system."
No further details were offered but, referencing a comment from Mario co-creator Takashi Tezuka regarding how Mario games must always be family friendly, Miyamoto added that every entry series needed new elements. Presumably the plumber's 3DS incarnation will be no different.
"I think Tezuka-san is exactly right about making something that families can enjoy together," he explained, "but I also think it's important to always use the most advanced technology for Mario in order to create something no one has ever seen before.
"Of course, it's important to make sure people still say things like "Falling down the holes is the most fun!" but something new is necessary for other aspects of the games, and it's those new elements that make a Super Mario Bros. game what it is. "
Mario's last 2D outing, 2009's excellent New Super Mario Bros. Wii, successfully bolted cooperative and competitive multiplayer onto the series' core platforming formula, helping the game win a 9/10 from Eurogamer's Oli Welsh.
Miyamoto didn't reveal how long we'd have to wait to find out what the 3DS iteration adds to the franchise, but he seemed pretty pumped about it, insisting "I want to show everyone as soon as possible what the new Super Mario Bros. will be like on the Nintendo 3DS."
http://www.eurogamer.net/articles/20...-3ds-announced
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February 1st, 2011, 23:06 Posted By: wraggster
The Nintendo 3DS is a powerful multitasking beast, besting the efforts of many handhelds and consoles before it. If you don't want to quit out of your game, you can use one of the four highlighted icons to perform additional tasks on top of your game after pressing the Home button.
For example, want to jot down some important notes during a game? Don't ruin the last few pages of your instruction booklet. Instead, tap the pencil icon to access Game Memo, an app that lets you draw and write anything you want. (It looks a lot like Pictochat.) Once you're done, you can save your image to the SD card.
Is your system notification LED flashing orange? That means one of your Wi-Fi connected friends is online. Tap the smiley face button to see what your friends are playing. The speech bubble icon will give you insight into all of your Spot Pass and Street Pass activity, letting you know when you've downloaded something new. Finally, the internet browser (available via firmware update) should let you research some GameFAQs and read some Joystiq while you take a break from raiding some faces.
http://www.joystiq.com/2011/01/28/ch...-nintendo-3ds/
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February 1st, 2011, 23:14 Posted By: wraggster
News via Nmax
Ant512 offers version 1.0 of " Woopsi "GUI library for creating homebrew for the Nintendo DS on the model window of the Amiga OS .
V1.0
- Fixed:
- Rect::getAddition() returns the correct rectangle.
- All .NET tools work correctly.
http://woopsi.org/
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February 1st, 2011, 23:19 Posted By: wraggster
Our good pals at Nintendomax have posted the results of their contest:
As promised here are the results of Nintendomax DS Dev Competition 2010.
1st - Waimanu sverx by DS (Italy)
1st - Arsenal by smealum (France)
3rd - Bubble Fighter EX by Relminator (Philippines)
4th - Multi View by ThatOtherPerson (Canada)
5th - Color Lines by Kukulcan (France)
6th - Maziacs by alekmaul (France)
7th - MegaStopwatch by Thungbard (Canada)
8th - Myster Dungeon by C_BoY (France)
9eme - see par Karoshi DS (France)
10th - Dont Get Crushed by ThatOtherPerson (Canada)
11th - Kartz: Animalia World! by dheart (Indonesia)
12th - Mazed by walar (France)
13eme - HomebreWifi see par (France)
Little something custom, we have 2 first to count exactly the same number of points, I'll let you see the grades on the topic dedicated => viewtopic.php? f = 119 & t = 12909 & p = 34713 # p34713
As we have 2 winners tied, I decided to combine its share of first with the second (50% + 30%) and thus offer 40% to our two winners of 280 € each.
I invite sverx, smealum Relminator and to communicate to me via PM, email address on their paypal account.
For the 4th (ThatOtherPerson), I had the idea to send a linker and a few goodies but as our winner resides in Canada and shipping will probably cost me more than the prizes, I will try to find an alternative in the next few days.
Congratulations to the winners and congratulations to all participants.
http://www.nintendomax.com/viewtopic...1278fe6a0c65f7
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February 1st, 2011, 23:24 Posted By: wraggster
News via Nmax
Nightfox offers us the Alpha version of " Mind Maze ", a compilation of puzzle game (only 1 for now) for the Nintendo DS that was encoded in 2008 with the PAlib which later became obsolete, so he started again to encode it with libnds and Nightfox's Lib.
Good morning!
I am pleased to announce that we have available an alpha version of first minigame Mind Maze.
The control is fully touch, you can choose between two languages, Castilian and English, plus you can choose whether you are right or left handed.
To play, double tap the icon with an N in the main menu. Puzzle you can cancel at any time by pressing A, B, X or Y if you are skilled, 0 any PAD button if you are left handed.
http://www.nightfoxandco.com/index.p.../#comment-2644
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February 1st, 2011, 23:27 Posted By: wraggster
News via Nmax
EmuCenter2 is a simplistic interface that combines the best emulators *
cfor video game consoles with greater simplicity
* Console emulation: enables a computer to run games like a video game console
Highlights :
- A simple interface that combines all your games (emulation, pc or internet).
- Brings together the most popular console emulators for both 32 and 64 bits.
- Sets all emulators for immediate use with good settings.
- Brings together the most common settings for all emulators on the same page.
- Automatically sets the controller for all possible emulators. (plug and play
- Automatic and regular update of EmuCenter2 and its emulators.
- Download the game covers with a few clicks.
- Automatic seeking of description and a slideshow of the game (Work in progress to make the last 2 points automatic)
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn and Dreamcast
- Sony : PlayStation 1, 2 and PSP
- Other : Neogeo and arcade systems (Capcom CPS, Taito, Sega model 2, Arcade LaserDisc, ...)
version 1.5.8.0 (Complete / Full)
- Ajourne emulateur PCSX2 (PS2) -> SVN 0.9.7 build 4271
- Ajourne emulateur Dolphin (GAMECUBE / Wii) -> SVN R 6954 x86/x64
- Fixed some games appearing in the wrong section
Version 1.5.7.22 beta (partial)
- Prevents automatic search of covers more than 3 times per day
- Fixed various bugs
- Improving the filter before renaming a search (pouches, descriptions)
- Add passive mode to share games MD5 (avoids an error)
- Add a delay of 3 sec. before applying an update
(Supposed to fix an error when updating: s)
1.5.7.8 (partial)
- Allows a large amount of ROM to be displayed without problems
(Multithread)
- Option to display a list of games in list
- Redisplays description when the cursor returns to the game
- Add a search function pocket auto
(Uses a database being created)
(Option to share the results are output to enlarge the database)
- Removes extension displayed in the title description
- Attempts to correct aspet ratio pockets Nintendo DS (110px/100px)
1.5.7.4 / 1.5.7.7 (partial)
- Fixed interface colors applied even if cancel
- Attempt to filter the name of the game before finding description
- Adjourn translations (Français corrected: fredi125-> fredi8282@hotmail.com)
- Google Images.nl for Dutch language
- Corrects the name of a language Deutsch -> Dutch (Netherlands)
- Improved search function description and slideshow
- Fixed bug: Unable to delete a file storage for Megadrive
- Add support for missing extensions (*. rom; SEGACD *. mp3, ...)
- Fixed refresh after adding faulty games (PS2, Sega Genesis)
- Straighten resolution does not MAMEUI modifiée
1.5.7.3 (partial)
- Added option to change the language interface
- German Language added Thank tom9358
- Allows the addition of several storage directories games section
- Recursive Search games in their cases
- Adds a 1900x1080 resolution 16 / 9
- Fixed bug when adding bios when there is already
- Try to avoid having the residue icon JoyToKey
- Add support for missing extension (PSX, Fusion)
- Fixed window Desmume partially hidden for small resolutions
- Saving window position before leaving EmuCenter2
- Compact the interface principale
- Copy inftead move the games when adding
1.5.7.2 (Partial)
- Adds search function automatically description (EN) and slide show of a game
(To function, the name of the game must be perfectly written)
- Adds a description and a slideshow (5 images max) for games
- Allows the addition of several games in one section of a sudden
- Fixed location of the backup bios Saturn
- Improves various things
1.5.7.1 (Partial / Partial)
- Fixed an error in the update
- Simplifies the operation of the daphne emulator in EmuCenter2
read:
'.\EmuCenter2\EMULATEURS\daphne\roms\README - daphne roms PART1 (Arcade LaserDisc emulator).txt'
'.\EmuCenter2\JEUX\Arcade\README - daphne roms PART2 (Arcade LaserDisc emulator).txt'
http://xotob14.free.fr/viewpage.php?page_id=2
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February 1st, 2011, 23:39 Posted By: wraggster
News via Nmax
tueidj directed " Corsix-TH ", a port on the Wii most excellent game management in a hospital on the same PC name.
For those who haven't heard of it: Corsix-TH is an open source reimplementation of Theme Hospital, using Lua and SDL. It requires the assets from the original game (the demo version is included in the above package) and isn't quite complete, there's a few diseases and scenarios missing. It's definitely playable, although this build has audio disabled until I can free up about 20MB of memory somewhere.
Just dump the files onto your SD card as is (the CorsixTH dir must be in the root).
http://forum.wiibrew.org/read.php?12,64148
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February 1st, 2011, 23:43 Posted By: wraggster
News via Nmax
Daid directed " gb4gb "Game Boy Emulator / Game Boy Color / Super Game Boy for Nintendo Wii.
I know the name is very silly, and I should name it something like "gb4wii" or something.
But it's my gameboy emulator. Which has as main highlights:
-Supports Gameboy, Gameboy color and SuperGameboy games.
-Runs up to 4 gameboys side by side!
-Gameboy 1 and 2 are linked with a link cable, so are gameboy 3 and 4.
-This linking works for pokemon trading!
The UI is a bit tricky right now, the Wiimote that clicks on the "load ROM" button is the one associated with that ROM. So if you want to play pokemon red, and pokemon blue at the same time, linked. Then do the following:
-Have wiimote 1 click "load ROM" and select pokemon red.
-Have wiimote 2 click "load ROM" and select pokemon blue.
-Click on "run emulation" with any of the wiimotes.
Just a huge list of 'problems':
-Zelda: Link's awakening seems to be dog slow.
-Speed for other games is to high.
-Supergameboy support isn't perfect, but works ok for pokemon.
-Kirby's dreamland 2 doesn't do anything.
-Sound sometimes has a high pitch in it which should be there.
-Graphics in zelda intro and ninja gaiden shadow (AKA Shadow Warrior, AKA Ninja Ryuukenden) are messed up at a few places.
-No scaling options.
-No button config options.
-No other controller support then wiimote.
-Saves to the same location as the ROM is loaded from.
It isn't finished yet, but posting it here to catch the early bugs and get a few tips about what I should add.
http://forum.wiibrew.org/read.php?12,64060
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February 1st, 2011, 23:48 Posted By: wraggster
News via Nmax
Harpet pg- directed " Astronomy , "Information utility on astronomy by date (position of the planets, eclipses, etc ...) fully coded in Lua for Wii with LuaFWii .
This program calculates the position of the sun, planets and moon, eclipses and a starchart for a given date.
It is programmed in LUA and is totaly free.
http://www.harpet-pg.nl/
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February 1st, 2011, 23:54 Posted By: wraggster
News via Nmax
First version available for the GameCube's multimedia player " MPlayer EC ", a combination of MPlayer Team of Twiizers and Geexbox .
r648 - January 30, 2011
* Upstream sync. [FFmpeg d33ed7b]
* Enabled several Broadway-specific L2 cache features.
* Added paired single optimized H.264 plane prediction.
* Various minor optimizations.
* Initial GameCube port.
Previous
* Upstream sync. [MPlayer r32724 / FFmpeg r26068]
* Improved performance and quality.
* Added support for mono audio output.
* Added Dolby Surround mixing on any 4/5.1 channels sources.
* Added disc light VU meter.
* Any synchronized Wiimote or connected GameCube controller can now be used.
* Added support for USB keyboards.
* Added hardware analog volume control.
* Added blip.tv playlists.
* Added support for IOS58's USB 2.0 interface.
* Added direct DVD drive access with HW_AHBPROT.
* Extracted DVD encryption keys are now cached on the local storage device.
* Wiimote timeout now depends on the battery level.
* Improved resume accuracy.
* Improved video scaling.
* New VI initialization.
* Added support for the title element of some playlist formats.
* Added support for international text encodings on file systems.
* Cache and memory information have been moved to a new OSD level.
* MPlayer's messages are now available over USB Gecko.
* Removed Nintendo Channel content.
* Deprecated gx_zoom, hor_pos, vert_pos and horizontal_stretch.
* Fixed crash when stopping while using libdvdnav.
* Fixed crash when stopping while a scaled DVD subtitle is displayed.
* Fixed crash related to text subtitles.
* Fixed VP6 decoding.
* Many more bugs fixed.
http://code.google.com/p/mplayer-ce/
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February 1st, 2011, 23:58 Posted By: wraggster
News via Nmax
DrZoidBerg offers version 1.2 of its adaptation of the flash game " BASE jumping "for the Nintendo DS.
Change log (v1.2):
The first demo of playing against others! I have added them in at League 1, when you beat the exam.
Just so you know, you are always the one on the far left.
The CPU's seem perfect, I could only see one bug where if you don't jump or get a false start in League 1, you can still see thier parashoots but it's not that annoying and can be fixed later.
I have not yet added in eye animation for the CPU's but you bearly notice.
http://www.palib-dev.com/forum/index...ic,1098.0.html
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February 2nd, 2011, 00:00 Posted By: wraggster
News via Nmax
Tantric and rodri offering version 1.1.2 of " Wii ™ "media player for the Wii. Successor MPlayer EC, it is recommended to install the IOS 58 prior to use media that is on USB. The update is automatic from the Wii if you have a wireless connection.
Version 1.1.2 has been released along with an updated WiiMC Channel that has better USB compatibility. This release is primarily a patch release, but does have one notable new feature – ext2 support! Full changelog:
* Synced to MPlayer r32815
* Fixed broken audio/subtitle switching
* Fixed “Exception (Alignment)” crash
* Changed from mpg123 to ffmp3 (fixes some audio-related problems)
* Added ext 2/3/4 support
* USB compatibility improvements
* Improved performance (set L2 cache to 64bit)
* Large file (> 4GB) support
* Fixed relative playlist paths
* Paired-singles enhancements (thanks Extrems!)
* Added whitelist IOS - Warning from the Will now appear IF You are not using IOS58 or IOS61
* Disable dvdnav over SMB (it’s too slow!)
* Added Tamil translation (thanks dpandian!)
* Other minor optimizations and bug fixes
http://www.wiimc.org/2011/01/29/vers...1-1-2-released
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February 2nd, 2011, 00:04 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12895&f=54
Titmouse offers version 0.34 of its Shoot 'em up space for the Wii, " Bolt Thrower ".
See 0:34 - GAME - 29/01/2011
* Added more sounds
* Added probe mines
* Added missile trails
* Added probe mine trails
* Added player ship thruster trail
* Added player collision
* Added blue (ok) to red (overloading) shields
* Added 'Well Done' message once everything (including satellites) are destroyed
* Added 'You are very Dead' message
* Added XML configuration, data used to store graphic positions,sizes, frames & other game data like 'AmountStars'
* Added more types of explosions
http://wiibrew.org/wiki/BoltThrower
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February 2nd, 2011, 00:48 Posted By: wraggster
News via AEP
[news]A new update of the NES emulator RockNES has been released.
Quote:
Hello folks, it´s been a long time! RockNES 5.06 has been released! Enjoy.
From this release, I´m no more including the Allegro library with the package. Download it separately. Yes, I have a compiled DLL for you, if that´s the case.
What´s new for version 5.06 (01/31/2011)
Major APU timing fix.
Minor fix for $2004 reads.
Some CPU fixes, including all possible dummy read cases.
Sound sample rate is at 44100hz and cannot be changed for now.
Created config flag to enable/disable sound output.
Changed PRG bank masking for non-power-of-2 values.
Removed disassembling at $4000-$4FFF.
Fixed a bug restoring pAPU savestate block.
Fixed PRG bank number calculation in the disassembler.
Fixed a potential bug of disassembling the main RAM.
Fixed mapper 4 and variants to include CHR-RAM bankswitching.
Fixed Atari RBI baseball mapper number.
Added mapper 86, JALECO-JF-13, partial.
Added mapper 93 "Fantasy Zone (J)".
Added checks for unexpected/non-standard cartridge configs.
Added ability to dump the secondary OAM data.
Added palette RAM viewer.
Added a new screenshot method: captures the desktop.
Added an option for sound to output like a famicom-clone console.
Reworked sound driver and pAPU startup.
No more needed to restart the emulator when changing sound settings.
Palette files are loaded on emulator startup, when specified.
Proper GUI menu items disable, instead of warning popups.
Switched back the color emphasis table.
Removed "quit emulation" key config, now it´s key only.
Lots of general cosmetic changes.
Major update to the emulator documentation.
[/news]
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February 2nd, 2011, 01:11 Posted By: wraggster
News via http://irwansyah.drunkencoders.com/2...s-development/
Well, I finally got the time to get my hands dirty on looking for ways to using one of my favorite programming language, that is Objective-C in NDS Development. Recently, I changed my path from the previously doing enterprise applications using C# into the world of iPhone development using Objective-C. I was freaked out the first time I try the Objective-C language and the tools involved. Everything looked different! The tools behave unfriendly, especially the debugger…Oh my god! No, graphical and intuitive ways to look into variables, especially arrays and collections. I was thinking I was entering a primitive civilization!
After, several weeks using it! Hmm…I am beginning to like it! I feel very easy to do modification or changes in classes that I’ve written. Every methods is virtual by nature in Objective-C, the Protocols, Categories, Notifications, its feels like I am programming using a scripting language. Also, the Cocoa! Its amazing! It’s very easy to do user interface especially animations. And interface builder, I LOVE IT! It just provided what I really needs.
When, I was trying to compile my first NDS program. I was thinking, it must be good to have Objective-C in NDS Development. I don’t know wether it was possible. I tried to wrote a simple Objective-C class then I compiled it using devkitARM. It was successful to produce the object file but the linker was complaint! The linker said it cannot found the Objective-C runtime. I tried to modify the linker rules file and no luck. I’ve tried Googling but I found no references. I’ve tried asking in devkitPro.org forum but no one answer! It was seemed no hope!
I just leave it be until the next week I tried it again. This time I tried to find command arguments of the linker. Because, devkitARM is using the arm-eabi compiler from Sourcery that is based on GCC then the Objective-C compiler is already there. I already proved that it can compiled Objective-C file. I just need to find a way to link it using the linker. It turns out that I just need to add one additional command line arguments to include the Objective-C runtime. And then, it successfully compiled and linking my Objective-C program. I’ve tried to instruct it to draw a pixel and a diagonal line to the screen and I was very happy to finally see the pixel and the line drawn on the screen. I’ve done it using Objective-C!
Ooh! What a relief!
The journey, just begun
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February 2nd, 2011, 01:15 Posted By: wraggster
Pate has posted some news concerning his Dos Emulator for the DS
Doom in DS2x86
Okay, I'm back from my trip but somewhat tired so I don't think I will get much programming done today. However, just before I went on my trip I got Doom to actually run in DS2x86! One milestone reached! It does not play any sounds yet, which makes it not all that immersive or even playable yet, but it does run and it is possible to evaluate the performance of my protected mode 32-bit emulation with it. Doom runs only at a marginally playable framerate using the default settings, which is not all that unexpected considering that the emulation speed is only about 25MHz 486. I remember when I had a 486/33 machine and played Doom against a friend who had a 486/66 machine, and I usually lost simply because I had a slower machine. Things improved when I also got a 486/66 machine. However, some settings in both DS2x86 and Doom can be adjusted to make it run better, and the best settings I have found so far seem to be the following:
DS2x86 CPU speed at 396MHz
Screen mode Zoom (so the smooth interpolation does not take CPU cycles)
Screen refresh at 15FPS (so the emulation gets more CPU cycles)
Doom Options: Graphic Detail: Low
Doom Options: Screen Size: Less than maximum
There are still problems with the texture mapping of the sprites, at times the texture is not mapped correctly but has a weird vertical wrapping problem. Also, I want to look into adding some audio support (if not very difficult) for Doom, so I won't release the DS2x86 version 0.03 until the next weekend. Sorry for the wait, but at least you now have something specific to look forward to in the new version. :-)
I also hope to implement some fixes to the problems in the DS2x86 debug logs you have been sending, thanks again for those! I have been skipping them when trying to make Doom run, so I think it is time I look into those as well.
CycloDS iEvolution
I also received my pre-release developer copy of the CycloDS iEvolution flash cart last week. I haven't yet had time to do anything with it, and since I don't even have a DSi (only a DS Lite) myself, I need to wait for a friend of mine to borrow his DSi to me while I look into taking advantage of the DSi mode with the original DSx86. If I understand correctly what the people in the thread at http://www.teamcyclops.com/forum/sho...t=10826&page=3 talk about, there are still some problems with the ARM9/ARM7 FIFO handling when trying to take advantage of the DSi mode in homebrew software. I trust these issue will be fixed in the near future, but I think I will still work on the DSTwo version until libnds and iEvolution work fine together in DSi mode. It looks like I don't necessarily need to do all that much work in DSx86 to have it running at twice the current speed on a DSi, but I will know more after I have studied and understood this issue better.
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February 2nd, 2011, 01:20 Posted By: wraggster
Pate has posted more news concerning his Dos Emulator for the DS
This is a bit of an unscheduled blog post, but as my friend just lent me his Nintendo DSi, I decided to immediately test how DSx86 runs in the CycloDS iEvolution flash cart in DSi mode. The current (old) DSx86 version 0.23 does start fine, but the touchscreen does not work so it is pretty much useless. I believe CycloDS is working on a compatibility layer that might make it work, but my understanding is that making DSx86 run in DSi mode might simply need a recompilation with the latest libnds. Thus, I downloaded the latest libnds version and recompiled DSx86 with it. No errors when building the software, and indeed the brand new DSx86 version 0.24 does run fine in DSi mode!
The speed is about twice that of the "DSL mode" (as the CycloDS firmware calls the normal working mode). I'm not sure if this speed is yet enough to warrant adding 386-opcodes, but at least the smoother screen scaling features should work fine in DSi mode in the original (meaning non-DSTwo-specific) DSx86. I'll probably release the newly built DSx86 version 0.24 next weekend, so you can test that the latest libnds version did not break anything that used to work in 0.23 version. If/when you get the CycloDS iEvolution flash cart (or in case the DSi mode gets enabled in some other flash carts) you can then run DSx86 at double speed. The added performance will certainly help in some games that have been running too slowly in the current 0.23 version.
I doubt I will have time to add any enhancements (like the smooth scaling methods) by the next weekend yet, but I'll see if I can work on both DSx86 and DS2x86 side by side from now on, enhancing both of them simultaneously with new features.
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February 2nd, 2011, 01:28 Posted By: wraggster
News via http://gbatemp.net/t277323-3ds-not-i...-loading-times
Cartridges are considered the superior media format in handhelds. One reason being a longer battery life due to the lack of moving parts in comparison to disk-based media. That part at least still remains true. The other reason in the past has been superior loading times over disk media. However, a closer inspection of some new 3DS games appears to potentially debunk the latter statement. Two games were recently shown off in playable form at a gaming convention, Resident Evil Mercenaries 3D and Ridge Racer 3D. Video evidence points towards possible longer loading times for 3DS games. Ridge Racer 3D shows 12 seconds of loading time for the course, Mercenaries 3D has 15 seconds of loading for the level. It is possible however that these loading times are only present in the demo builds and won't be present in the final game. It is common practice to use early work in progress builds for conventions. It's not always a true indication of what the final version will be like. It remains to be seen whether this will affect the majority of 3DS games. On the other hand, it may just be poor coding in general. There were a few regular DS games that had loading times, of which didn't even use the largest of cartridges (Call of Duty series for instance). Of course, it should also be noted that as flash-based cartridge media increases in size, the transfer rate does indeed gets slower. This may just be a natural result of Nintendo's adoption of larger capacity cartridges.
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February 2nd, 2011, 01:36 Posted By: wraggster
[Daniel] is making a mini arcade cabinet with an SNES housed inside. He wanted to build an arcade controller for it and chose to construct something from scratch instead of destroying an original piece of hardware. We can almost feel you guys sighing with relief at that one. He sent us some nice photos of his build and pointed out that he’s using one of the Evilmadscientist AVR boards housing an ATtiny2313. The arcade buttons are readily available at sparkfun. The source code for this project is available after the break.
http://hackaday.com/2011/01/30/snes-arcade-controller/
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February 2nd, 2011, 17:51 Posted By: wraggster
"This partnership helps offer a point of difference to the retailer"
UK publisher Funbox Media has teamed up with accessories firm Imp Gaming to produce Combo Packs for Wii.
Each product combines one of Funbox’s Wii titles with an appropriate Imp peripheral, such as steering wheels and fishing rod controllers. Titles in the deal include Chicken Blaster, Speed, Wild West Shootout and Reel Fishing: Angler’s Dream.
Imp has also told MCV it is working on similar bundles for DS, Xbox 360 and PS3.
“This partnership helps offer a point of difference to the retailer, but more importantly to the consumer, who is looking for extra value in these austere times,” said Funbox Media’s sales manager Mark Clemens.
http://www.mcvuk.com/news/42837/Funb...or-Wii-bundles
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February 3rd, 2011, 03:46 Posted By: wraggster
After revealing a Pac-Man / Galaga combination title in Nintendo's enormous list of 3DS games at last year's E3, Namco hasn't said a peep about the game. The latest issue of Famitsu (via Andriasang), however, spills new details on the combination title -- dubbed "Pac-Man & Galaga Dimensions" -- including the fact that each game has been ... tweakedfor Nintendo's new handheld.
Galaga 3D Impact is described as a 3D shooting game, where the player pilots a ship from the cockpit view, aiming with the 3DS' gyrometer by physically moving the handheld. Pac-Man Tilt is a similarly strange take on classic Pac-Man gameplay, with our pellet-gobbling buddy donning humanoid features and traversing numerous levels -- you can tilt the 3DS to alter the levels while playing. The title has yet to receive a release date or a North American announcement, but we expect to hear more in the coming months.
http://www.joystiq.com/2011/02/02/na...nsions-to-3ds/
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February 3rd, 2011, 03:55 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...f242e44f23a65e
The excellent Nintendo DS Emulator for Windows, Mac and Linux " DeSmuME "is available in version 0.9.7
0.9.6 -> 0.9.7 (r3493-r3654-r3812)
General/Core:
bug: fix a ton of old, broken cpu opcodes and CP15 logic
bug: return Z1 and Z2 from TSC (fixes some touch logic)
bug: gba slot save type detection improved
bug: handle unusual rom headers more correctly
bug: dont confuse motion pack commands with save memory commands
bug: make cheat system a little less flaky and add AR 1.54 support
bug: fix nondeterministic backup memory behaviour while rerecording
bug: correct emulation of register accesses of wrong size and during powerdown
bug: rewrite --cflash-path emulation
bug: rewrite IPC/GX FIFO, IRQ flag generation, and wait-for-IRQ logics
bug: rewrite RTC calendar handling; now supports years > 2038
enh: auto-DLDI patching for homebrew
enh: --gbaslot-rom=self mounts self.nds in slot2
enh: more realistic exception handling
enh: piano emulation controller
enh: modular slot-1 system for exact emulation of homebrew cards
Graphics:
bug: edge marking colors were wrong
bug: handle some "invalid" vram configurations correctly
bug: convert half of geometry engine to fixed point
bug: fixed sprite blend fadein + / fadeout
bug: improve rasterizer shadows
bug: fix main memory display DMA
bug: fix some raster fx timing bugs
enh: add a hack for improving some non-stencil shadows
Windows:
bug: misc fixes and improvements to gpu viewer tools
bug: sub screen layer display toggling fixed
bug: fixes and improvements to ram watch, ram search, cheats list
bug: fix start-paused commandline
bug: fix memory leaks when sound disabled
bug: improve load average calculators and add arm7 load average
enh: background input support
enh: add vsync option
enh: support more knobs on joysticks
enh: import cheats from R4 database
enh: add xinput rumble for 360 pads
Linux/OSX:
bug: crash less in recent roms list
enh: Add horizontal screen layout and swap screen ability to gtk frontend (noodlebox)
enh: Big improvement to joystick support, support complex configurations and multiple devices (noodlebox)
http://desmume.org/2011/02/01/desmume-0-9-7-released-2/
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February 3rd, 2011, 04:07 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16320.html
The NES emulator HalfNES has been updated.
Quote:
0.026.1 (2/1/2011) - fixed games with battery RAM crashing on startup
- Added support for Sunsoft-01 and Konami VRC2 and VRC4 mappers (#21,22,23,25).
VRC4 is still not quite correct... status bar flickers in Parodius, but Gradius II, the Japanese version of Contra, and Bio Miracle Bokutte Opa all work fine.
- Made sound keep playing while fast forwarding
- Rewrote all the frame limiter code again (need to test on a slower machine with XP)
- Improved performance by making sure that I wasn´t regenerating the entire tile cache every time the game wrote to the mapper, even if the tiles didn´t change.
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February 3rd, 2011, 11:14 Posted By: wraggster
News via nmax
The Team Twiizers and roto claim the new exploit to hack the Nintendo Wii to version 4.3, found in the game LEGO Star Wars: The Complete Saga , leaked yesterday under the name Jabba Tha Haxx .
Prerequisites
1. SD card (not SHDC) formatted as FAT16 or FAT32
2. Some possibility to copy the savegame from the PC to the SD card (i.e. card reader)
3. Lego Star Wars (you have to boot it at least once before)
4. Some homebrew software to load, e.g. the HackMii Installer. Although this isn't necessary, it's highly recommended
Howto
1. (OPTIONAL) If you have an existing "Lego Star Wars" savegame. MOVE it to another SD CARD.
2. Copy the "private" directory from the Return of the Jodi download to the root of your SD card.
3. Take your homebrew and put it in the ROOT of your SD card as "boot.elf"
4. Put your SD card in your Wii and turn it on.
5. Go into Wii Options -> Data Management -> Save Data -> Wii.
6. Go to SD card and select the "Return of the Jodi" savegame that corresponds to your game region.
7. NOTE: Some people are having problems with the Wii not "seeing" the savegame on the SD card. If you are experiencing this, try setting the archive bit for the data.bin file. In Windows this can be either be done from the file's properties dialog (right click on it in Windows Explorer and check the box) or from the command line using "attrib +a <path to data.bin>". More info at #wiihelp on EFnet.
8. Copy the savegame to the Wii.
9. Boot Lego Star Wars.
10. Load the saved game you just copied to the Wii.
http://hackmii.com/2011/02/return-of-the-jodi/
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February 4th, 2011, 11:09 Posted By: wraggster
Shantae: Risky's Revenge, the DSiWare sequel to Capcom's long-forgotten cult Game Boy Color platformer, finally releases in Europe on 11th February, four months after its US launch.
Why should you care? Because by all accounts it's the best thing since sliced bread. According toMetacritic, it was the highest-rated DS game of 2010. Its impressive 92 aggregate puts it third in the platform's all-time high score list.
Developed by WayForward Technologies, the same studio behind the lovely Wii reboot of A Boy & His Blob, it's an OTT platformer firmly in the Metroidvania tradition.
According to a Nintendo listing, you can expect to "Discover magical attacks, brew zombie coffee, save golden babies and master the art of belly dancing to transform Shantae into more powerful creatures."
At 1200 Points, it sounds like just the thing to plug the gap until the 3DS takes over in March. Wrap your peepers around the rather awesome launch trailer below for more.
http://www.eurogamer.net/articles/20...o-dsiware-date
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February 4th, 2011, 11:12 Posted By: wraggster
Tomorrow, you could be playing a Nintendo 3DS.
If you live in London, Manchester or thereabouts - and quite a lot of people do - you can touch and prod and grope Nintendo's magical new handheld well over a month before it goes on sale.
Two special events have been organised, one for each city. But Nintendo hasn't got space for everyone - you could say there's not mushroom.
Cue Eurogamer, gallantly arriving with a bold offer of help, because Nintendo loves your work, Eurogamer reader, and is keen you attend. But how can I get past the Goomba security guards, you ask? Simple: put your name down on the Nintendo website.
From there, your name embarks on a magical journey, and if it's picked by a giant Bowser-like claw from a magical hat then ding, ding, ding: you're a winner - you're going to the event.
http://www.eurogamer.net/articles/20...a-nintendo-3ds
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February 4th, 2011, 15:32 Posted By: wraggster
More retailers have cut the price of the Nintendo 3DS ahead of its March launch.
Sainsbury’s has listed the handheld console at £199.99 on its website – which comes with 1,000 nectar points – while Dixons is selling it for £199. The latter is charging buyers a £10 deposit.
Last week GAME lowered its 3DS price to £219.99 from £229.99. It is also selling bundles ranging from £239.99 to £249.99.
However, Sainsbury’s £199.99 price tag is a limited offer – similar to ShopTo’s temporary £199.85 pre-order price.
Asda is also currently selling 3DS games for £29.91 each.
The Nintendo 3DS goes on sale in the UK on March 25th.
Latest 3DS price round-up:
Amazon: £202
Play: £202
Asda: £217.00
Sainsbury’s: £199.99
Dixons: £199
ShopTo £199.85 (temp)
Zavvi: £217.85
GAME: £219.99
HMV: £219.99
Argos: £219.99 (with gift vouchers and an accessories kit worth £20)
http://www.mcvuk.com/news/42891/Majo...-cut-3DS-price
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February 4th, 2011, 18:43 Posted By: wraggster
Cheap, disposable smartphone games are one of the biggest problems facing the games industry today, according to Nintendo US chief Reggie Fils-Aime.
When asked by GameTrailers whether 3DS games priced between $35 and $45 present good value compared to $1 or $2 App Store downloads, Fils-Aime seized the opportunity to vent some spleen.
"I actually think that one of the biggest risks today in our industry are these inexpensive games that are candidly disposable from a consumer standpoint," he insisted.
Questioned as to whether he would consider mobile phenomenon Angry Birds "disposable", he replied that it was a rare diamond in the rough, adding that the low price points of mobile games are instilling unrealistic expectations in consumers' minds when it comes to more substantial portable titles.
"Angry Birds is a great piece of experience but that is one compared to thousands of other pieces of content that for one or two dollars I think actually create a mentality for the consumer that a piece of gaming content should only be two dollars.
"I actually thinks some of those games are overpriced at one or two dollars but that's a whole different story," he joked.
The 3DS goes on sale in Europe on 25th March priced at around £220. GAME is currently listing software at £34.99, while Amazon wants £29.91 per title.
http://www.eurogamer.net/articles/20...eaten-industry
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February 4th, 2011, 19:46 Posted By: Baboon
Wii Turrican II: The Final Fight
I've (again) used DOSBox-Wii and configured and compiled it to work and autoboot the classic Amiga/PC game 'Turrican II: The Final Fight'.
Turrican II: The Final Fight is a platformer/shooter as typically seen on consoles, but originally designed for home computers from the ground up. This version is the original PC game running via DOSBox-wii (1.5) which simply autoboots into the game and has the controls mapped and binded so that you no longer need to use a usb keyboard.
To run simply extract and place the Turrican 2 folder into the apps folder on the wii and then load as normal via the homebrew channel.
Controls:
Return (to start game): +
Movements: D-pad
Fire Button: 1
Jump: 2 or up on the d-pad
Laser Barriers: A or B
Whirling Gyroscope: Down on d-pad + A or B
Special Attack: 1 + A or B
Quit: -
Credits:
Coding (DOSBox Wii): Thanks to Dborth and Carl Kenner for porting DOSBox for the Wii.
Wii contribution (the easy bit): Baboon for editing the mapper to get the joystick working on the Wiimote, creating the HBC icon and for making the game work (which was a bugger!) and autoboot on the Wii via the config file etc.
Turrican II original credits:
Factor 5
Turrican II: The Final Fight is officially free Abandonware so there should be no problem sharing it.
Download:
http://www.mediafire.com/?z24teckaxfkxaie
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February 5th, 2011, 01:02 Posted By: wraggster
Rumbler Penultimate Version released by RTM
This is an application that makes the Wiimotes rumble. When you press +, the Wiimotes rumble, and when you press -, the Wiimotes stop rumbling. On the first Wiimote, press B to make all the remotes rumble, and A to stop all the rumbling.
Release Notes
Penultimate Version
Now has an icon.png! YAY!
Now can reset my line variable, just for fun. HINT: Press 2
http://wiibrew.org/wiki/Rumbler
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February 5th, 2011, 02:19 Posted By: wraggster
News via http://emu-russia.net/en/
First version of Nintendo 64 emulator has been released. Nintendo 64 emulator. This is a custom build of the Nintendo 64 emulator 1964. The main aim is to overclock the N64 to allow games to run a lot smoother. Some games were designed similar to PC games, in that they could run faster if the N64 itself was faster. As such games like GoldenEye run at a solid 60FPS in this build of the emulator. The framerate on the real system was anywhere from 8fps->50fps . The effects of choppy gameplay often ruined these N64 games so now you can run them at full speed.
The improvements over the normal 1964 v1.1 include :-
*Overclocked N64, running at about ~380MHz instead of 93MHz. All games run smoother.
*Optimized Interpreter core to be 60-100% faster . Many games are now completely playable with interpreter core on fast machines
*Removed some unneeded speed hacks in interpreter core to make it more accurate
*More accurate DYNAREC emulation
*Some Windows tweaks in the code to get it to run smoother
*Better audio plugin and feeding of audio from main core
News source: http://www.retrocopy.com/forumthread...-emulator.aspx
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February 5th, 2011, 17:26 Posted By: wraggster
News via nmax
Kenny Simon proposes " Sonic Orbit "simple little toy for the Nintendo DS.
Sonic Orbit
A sound toy for the Nintendo DS. The toy is a simple loop based sample sequencer with an original and intuitive visual representation. The user uses an intuitive touch screen interface to manipulate moving spheres therefore manipulating sounds.
http://sonicorbit.sourceforge.net/
Download Here
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February 5th, 2011, 17:59 Posted By: wraggster
News via AEP
A small update for the NES emulator RockNES has been released.
Quote:
Hey, are you ready for an hotfix? OK, so RockNES 5.061 is out! Please, send your feedback.
What´s new for version 5.061 (02/04/2011)
Fixed input devices configuration, joysticks should work ok.
Fixed a minor mouse flag glitch on drawing.
Added a popup warning when an unofficial opcode is trapped in full screen mode.
Joystick driver info is displayed in the "System info" option.
Other internal fixes and cosmetic changes.
Documentation updated.
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February 5th, 2011, 18:17 Posted By: wraggster
News via AEP
The beta version of the NES emulator Nintendulator has been updated again. And again no change in the version number.
Quote:
February 3, 2011
Nintendulator´s region handling support has been overhauled, and provisional support for the "Dendy" NTSC/PAL hybrid has been added.
Additionally, partial widescreen support has been added to fullscreen mode - based on your primary monitor´s current resolution, Nintendulator will try to use one of several appropriate fullscreen resolutions to prevent the image from being stretched horizontally, falling back to 640x480 if none of them work.
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February 5th, 2011, 18:20 Posted By: wraggster
News viaAEP
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.027 (2/4/2011)
Since I´m trapped at home in a snowstorm with nothing else to do, might as well release.
-Modified MMC3 scanline counter, which fixed Super Mario 3 and Silver Surfer
-Made the APU counter count 4x a frame instead of 5 (off by one error)
which makes music in a lot of older games sound closer to how it should be.
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February 5th, 2011, 18:23 Posted By: wraggster
News via AEP
The 1964 derivate 1964 UltraFast has been updated.
Quote:
This is a custom build of the Nintendo 64 emulator 1964 I have made. The main aim is to overclock the N64 to allow games to run a lot smoother. Some games were designed similar to PC games, in that they could run faster if the N64 itself was faster. As such games like GoldenEye run at a solid 60FPS in this build of the emulator. The framerate on the real system was anywhere from 8fps->50fps . The effects of choppy gameplay often ruined these N64 games so now you can run them at full speed.
There is also now an option to underclock the N64. This means less cycles are emulated resulting in greater performance to the user. A few games don´t mind being underclocked and run very similar to normal speed, but give you much better performance on your PC.
The improvements over the normal 1964 v1.1 include :-
* Ability to overclock N64 to get higher framerates or to underclock to get better performance.
* Optimized Interpreter core to be 60-100% faster . Many games are now completely playable with interpreter core on fast machines
* Removed some unneeded speed hacks in interpreter core to make it more accurate
* More accurate DYNAREC emulation
* Some Windows tweaks in the code to get it to run smoother
* Better audio plugin and feeding of audio from main core
v1 Released February 3rd [Initial release]
v2 Released February 5th [Added menu options to set overclock or underclock, fixed some other things]
AEP GPL commentary: He´s going to release the source code when he´s done with the updates, 1964 violated its own license for years.
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February 5th, 2011, 19:26 Posted By: wraggster
News via Hackaday
Like many people [Kyle] loves the Nintendo 64 and decided he wanted a portable version of his beloved console so he could play games while on the move. One year, two PSOne screens, and three N64 consoles later, his vision is complete. A Game Boy Advance travel case was gutted and used to house the console, hence the “N64 Advance” moniker. Like many others, his project uses a PSOne screen for the display, and a Li-Poly battery pack that provides up to 3.5 hours of playing time. He made sure to include other members of the Nintendo family in his build by adding a pair DS Lite speakers to the mix.
This build also includes some nice “extras” such as having the N64 RAM expansion pack built-in, headphone and A/V out ports (with a screen kill-switch for TV use), and an external controller port that can be used by either the first or second player. Be sure to check out the video of his build after the jump.
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February 5th, 2011, 19:30 Posted By: Shrygue
Okay, I don't normally post stuff like this but here goes. Today I was one of the lucky one who received an invite to get a chance to see the yet to be launched Nintendo 3DS along with a handful of games especially for the system. The London event was held at the Old Trueman Brewery, 91 Brick Lane. Actual entry was around the back; though anyone who attended might have the London 2008 Eurogamer Expo would probably have guessed so. This time, instead of using the main space, the Nintendo preview event was held in a smaller section on the upper floors. Then again with smaller numbers of people with allocated time slots throughout the day, there’d be no problem with capacity.
Anyway upon arrival around 9:30am, there were just a few guys waiting around outside. However in a space of 20 minutes, that somehow managed to become a queue of some 30 people or so. Come 10pm, we were all still waiting to get in despite tickets saying be there for 10. What happened is that tickets got checked, wristbands issued and another 10 minutes to wait on top. Still 10:20am, we got the green light to come forward.
After almost getting hit by a van when crossing the drive and dashing up a flight of stairs, I reach the lobby and looked to my left. A line up of Nintendo consoles for all to see with a Nintendo DSi XL incorrectly labelled as a Lite.
Once everyone managed to get in, someone on the preview event started getting the tour going by first showing us this interactive floor matt that tracks the movement of anyone with a net/grid effect, a promotion of a 3DS feature called Streetpass. It’s something to do with exchanging info while it sleep mode on the move I believe. Up to 10 people could be tracked with equipment mounted above. Fun stuff that.
Next room, we come across a set of a temple entrance and a waxwork model of Ryu outside. Or, so I it was - until it got up! Jesus, for one moment I really though the guy was a model. Then Ken steps out and both of them fight – the match ends in a draw and we get taken to the next room. Oh and I recorded the fight, I might upload the clip at one point. Just wish I captured that moment the guy playing Ryu got up though!
In this one two as characters Jill and Chris in Resident Evil appear. They tell us to wait and then proceed in a line, 10 at a time, hands on shoulders quickly. We go through another room with them fighting zombies and that one with a flour sack on his head and chainsaw in hand. This is jokes, I thought.
After that, we reached yet another room (yeah we’ve gone though quite a few already!), we all wait and view some more info on the 3DS in screen for 2 minutes. Then, we get in to the next room and finally get to try out the new 3DS consoles with some heavy musical beats turned to go.
On to the console, the 3Ds is a pretty big unit, probably somewhere along the lines of the original DS. I like the feel of the Circle Pad which is the name for the analogue stick. There’s a slider to control the intensity of 3D visuals plus an active indicator. Power and charge lights are now on the bottom edge of the console with the headphone jack in the middle.
I didn’t fully try out the cameras, should have done so but then the quality and megapixels wouldn’t be all that ace anyway. I did have a poke around in the system software though.
Some features weren’t available like the Internet browser, these will be present in a firmware update - systems here had v1.0.0-0E installed. Just wished those stupid Kensington type locks weren’t on those units, makes them uncomfortable to use. Also I think the home start and select buttons were a bit unresponsive, maybe I was using a dodgy unit. I tried out PES 2011 3D, but just barely. I was going to try out other games but I spent most of my time trying to get some shots in before all in the room being moved along.
We reach one final room, this one had more 3DS consoles places to sit down finally and netbooks connected to local wi-fi. Surfed the net and spoke with a couple of nice ladies working at the event too!
I shared some gaming info with another attendee that I met before we got in – he’s the Nintendo fan, showed me some DS games he had in his bag, most of them Pokemon, had a few other including Golden Sun. Reminds me, I need to buy that game, original GBA versions were totally brilliant.
Bottom line to all this, it was worth going to. Got some pictures, though some not the best shots ever though. Wish there was a bit more stuff to see and a little bit more time to try out though. I do look forward to another event; hopefully Sony might do a preview of their New Generation Portable.
Nintendo 3DS launches on March 25th 2011. It'll retail for £230 but if you look around, you can get it cheaper.
So tell us, did you attend the London or the Manchester 3DS preview event? Do you plan to buy a 3DS? Tell us your thoughts via comments below.
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February 6th, 2011, 15:33 Posted By: wraggster
This month, a rather unusual confluence of games will occur. Two Square Enix-developed games featuring Dragon Quest characters will be released in North America, a week apart -- neither of which will be published by Square Enix. One, of course, is Dragon Quest VI: Realms of Revelation, arriving on DS this Valentine's Day.
The other ... is Mario Sports Mix, out this Monday, which totally has Slimes in it. Check out a few screens of that wonderful little gumdrop playing sports against Mario in our gallery, and check out a new, non-Slime-focused trailer after the break. You know, if you want to see that whole "Mario characters playing sports" thing instead of just staring at the Slimes.
http://www.joystiq.com/2011/02/05/a-...rts-mix-media/
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February 6th, 2011, 15:42 Posted By: wraggster
News via Nmax
Paleface we moved to version 3 " RPG Mythos , "old school RPG for the Nintendo DS
Despite the low response, here is a new "Mythos RPG" version to try out. I'm not 100% sure that it is error-free.
So what is new?
You can load and save... (try the right monk for saving...
sum ingame logics were changed...
better texts... (although this is still irrelevant)
Sum ideas that were stated by you and others were realised (at least I hope so...)
Most ingame action now is based on a simple script language...
Most sprites, graphic & data like characters, doors, maps and stuff only gets loaded, when it's needed, so I have got less problems with memory.
So, as usual : PLEASE post any errors and ideas...
If you have ideas for a story... please contact me!
if you are good at old-school gfx : PLEASE contact me!
P.S. :
a - Action Button (for entering, talking...)
b - Inventory Button
start - Leave the Game
Peace, the Paleface
http://www.palib-dev.com/forum/index...ic,1122.0.html
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February 6th, 2011, 20:40 Posted By: wraggster
Pate has today released a new version of his Dos Emulator for the DS namely DSx86 and also a new version of the Dos Emulator for the DSI, heres the release notes:
It has been a long time since I last released a version of the original DSx86. The version I released today, 0.24, is built with the latest libnds, so that it can run in DSi mode if you have a Nintendo DSi and a suitable flash cart that enables DSi mode. I am only aware of one such flash cart, CycloDS iEvolution. Running in DSi mode means that the CPU runs at 133MHz instead of the normal 66MHz, so the emulation runs at double speed (20MHz 286 instead of 10MHz 286). If you don't have such a flash cart or you run DSx86 on a DS Lite (or original DS Phat), this new version does not bring any enhancements, sorry. I plan to add the smoother screen scaling features, and other improvements on my TODO list, in the future, though.
The DS2x86 version 0.03 has a lot of work done in the protected mode features, so that it currently runs Doom. I was able to fix the problem I had last weekend with the textures (the cause was a bug in my 64-bit division algorithm), and I also added some preliminary audio support. The problem with the audio in Doom is that it request an interrupt after every 128 samples, while the shortest interrupt interval my current SB emulation allows is 3*128 samples (but adjusted by the playing frequency). Thus, to make the audio in Doom work, I had to adjust the playing frequency to be only 22050/3 Hz, which makes the interrupts happen at about every 128 input samples. I will improve my audio support in the future, but I did not have time to code a better emulation method by today. There are some other minor improvements and bug fixes as well, but no major new features. The high-resolution screen modes and AdLib audio are still missing, for example. It is possible (though not very likely) that this version runs also other DOS4GW games, so feel free to test it!
The next things I plan to do are to look into enhancing the original DSx86 with some proper DSi mode support, and I also want to add profiler features to DS2x86 so that I can start improving it's performance. I believe it should run Doom better than what it currently does, so I want to see what are the most time-consuming operations and try to improve the speed of those operations. I also want to continue work on the Borland DOS Extender (using the Jazz Jackrabbit game) and implement the higher-resolution screen modes.
Again, please send me the debug logs, as those will help me in developing DS2x86 (and DSx86) further!
Version 0.03 Alpha. The latest alpha version of DS2x86 (a version of DSx86 for the SuperCard DSTwo flash cart). Much in it is still temporary or unfinished, but feel free to test it and report all problems you find! See the release notes! DS2x86.txt
DSx86.nds Feb 6th, 2011 Version 0.24 Beta. This version is built with the latest libnds, so it can use DSi mode, if run on Nintendo DSi and with a suitable flash cart. See the release notes!
Related Links
:: CycloDS iEVOLUTION
:: SuperCard DSTwo
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February 6th, 2011, 22:21 Posted By: wraggster
Bolt Thrower 0.35 minor update by TitMouse
Bolt Thrower is currently single player Space Shoot 'Em Up. It’s still work in progress & hopefully a new version will be release once every 2 to 4 weeks. Every effort is being made to detach game data from the code, being 'data driven' anyone can change the look or functionality of the game. Basically a XML configuration file is used rather than hard coded data that’s locked into the code - that would just be plain silly. Please submit your ideas, bug reports or anything else via the discussion page if you wish to help in some way.
Ver 0.35 - minor update - 05/02/2011
- Shows remaining foes & spores
- More game data moved into the XML configuration
- Sound fix
- Correct Meta.xml version TAG this time, needed for Homebrew Browser
- Download HERE
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February 6th, 2011, 23:37 Posted By: wraggster
The Codemii guys have released a new version of their Homebrew Browser for the Wii, heres whats new:
The following applications have been added/updated:
5 February 2011
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February 7th, 2011, 16:49 Posted By: wraggster
Nintendo 3DS owners will be able to download a digital version of Angry Birds later this year.
The million-selling iPhone App Store game will also be available on Wii. Finnish developer Rovio has not confirmed whether the game will be digital-only or available at retailers, but it did previously tell MCV it is considering releasing boxed SKUs.
In response to a question from 3DS Focus asking whether Angry Birds would be coming to 3DS, Rovio said on Twitter: “Wii and 3DS later in the year.”
The news comes as Petri Järvilehto joins Rovio as senior VP of console development. He’s one of the co-founders of Remedy Entertainment which has produced games such as Alan Wake.
“We want to make Angry Birds a long-lasting global gaming franchise, and we see the console platforms as a way of delivering an even more entertaining, powerful and involving experience,” said Rovio CEO Mikael Hed.
Järvilehto added: “I think we're only in the beginning, and with consoles we have the opportunity to create a new kind of gaming experience.”
It is not yet known how much Angry Birds will cost to download on the 3DS. It is currently priced at 59p on the App Store.
It was also announced by Konami today that PES 2011 will be a launch title for the 3DS, which arrives on March 25th.
http://www.mcvuk.com/news/42916/Angr...-flying-to-3DS
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February 7th, 2011, 21:20 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...6d12417d0bfca1
blabla offers version 1.1 of " Vigoroth the driver ", a game coded in Lua, which therefore requires the latest version optimized interpreter MicroLuaDS .
Yes, I tried several times on the DS and it works with nikel Microlua r9. (For cons, I did not check with NB_FPS but it seems very fluid)
I released a new version that fixes lots of bugs. (In multiplayer, the minigame 4 in story mode ... etc.)
DESCRIPTION :
Vigoroth the driver is a set of mini-game (4 to be exact) or you must Vigoroth
to achieve these deliveries.
He will deliver them to do for people (of course), to tens of kilometers, help serial killers
to empty their trash cans and protect parcels of wild birds.
A multiplayer mode is available.
INSTALLATION :
Install the game to the root of MicroSD luads.nds then run.
Press A when you select the folder the driver Vigoroth OR enter the folder by pressing right and then press A when you select the file index.lu.
The game should launch automatically.
http://microlua.xooit.fr/t695-Vigoro...eur.htm#p10761
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February 7th, 2011, 21:27 Posted By: wraggster
News via Nmax
Papymouge offers the 0101 version of " Master Editor "file editor. lua for the Nintendo DS.
To edit scripts directly on your DS.
To test my new script luaWidget, I started to make a text editor, yet nothing really bad, it's averagely functional because you can only edit files already created before the new function works well but we can not even name the file so it still has the same. But it is a good first draft today, it's only going to improve in the coming days.
A venir:
- Possibility of naming the new text
- Link with the stylus and copy / paste
- Improvement of the panel 3 on the keyboard characters.
- ...
http://papymouge.indefero.net/p/editeur/
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February 7th, 2011, 21:41 Posted By: wraggster
News via Nmax
chintoi offers the 0044 version of " IkuReader "ebook reader for Nintendo DS.
- txt and fb2 file format support (and rudimentary epub support)
- UTF-8 text encoding
- horizontal and vertical layouts
- TTF fonts
- read from either both screens or just one. Backlight of inactive screen will be turned off to save battery life
Changelog:
Version 0.044
added hints on plus-minus buttons
Version 0.043
soft hyphen support
reduced slowdowns on large paragraths
fixed: moonshell related error was displayed on some cards
fixed: hyphen sign was sometimes drawn twice
Version 0.042
added automatic hyphenation for texts in Russian
allowed line breakes after hyphens
fixed: file ordering is now case-insensitive (for latin filenames)
fixed: letters could appear messed up after changing font
http://code.google.com/p/ikureader/
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February 8th, 2011, 19:42 Posted By: wraggster
THQ drawing tablet for Wii due March in the UK; Three compatible games confirmed
The Wii uDraw tablet accessory will hit shelves in the UK on March 4th.
THQ has announced that three compatible games will be released with the device on the day of release – Pictionary, Dood’s Big Adventure and uDraw Studio. The latter comes bundled with the hardware.
The drawing tablet launched in the US last year with an RRP of $69.99. The uDraw compatible games are priced at $29.99.
uDraw is a tablet and stylus that allows gamers to draw images on-screen. Users can store these images to an SD card and share them with friends.
Retailers such as Gameplay and Choices UK are advertising uDraw for around £50. MCV has contacted THQ for confirmation of UK pricing.
http://www.mcvuk.com/news/42941/uDra...hing-March-4th
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February 8th, 2011, 19:48 Posted By: wraggster
15 games will be available to buy for the Nintendo 3DS when it launches in the UK on 25th March.
They are:- Pilotwings Resort
- Nintendogs + Cats: Golden Retriever
- Nintendogs + Cats: French Bulldog
- Nintendogs + Cats: Toy Poodle
- Super Street Fighter IV: 3D Edition
- The Sims 3
- PES 2011 3D
- LEGO Star Wars III: The Clone Wars
- Ridge Racer 3D
- Super Monkey Ball 3D
- Samurai Warriors: Chronicles
- Asphalt 3D
- Tom Clancy's Ghost Recon: Shadow Wars
- Tom Clancy's Splinter Cell 3D
- Rayman 3D
Four first-party Nintendo games make the cut: Pilotwings Resort and three different Nintendogs + Cats games.
The rest of the list is made up by third-party games. Nintendo is keen to emphasise the support from publishers such as Ubisoft and Capcom for its glasses-free 3D handheld.
The Nintendo 3DS is available to pre-order from most UK shops for between £200 and £220.
http://www.eurogamer.net/articles/20...launch-line-up
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February 8th, 2011, 22:37 Posted By: wraggster
Nintendo detailed its plans for the Australian launch of the 3DS today at an event in Sydney. The device will be available March 31, just four days after the North American release date, at a price of AU$349.95 (around US$354). It'll be available in Aqua Blue and Cosmo Black, the same two colors available everywhere else.
Strangely, the Australian 3DS won't have StreetPass (which allows 3DS systems to wirelessly communicate with one another) or SpotPass (through which the 3DS seeks available wireless signals for automatic downloads of content) when the device is first available. Those will be released as an update late this year or in early 2012.
http://www.joystiq.com/2011/02/08/au...e-on-march-31/
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February 8th, 2011, 22:57 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4985288be4839e
Nightfox we propose a new version of " Mind Maze ", a compilation of puzzle game (only 1 for now) for the Nintendo DS that was encoded in 2008 with the PAlib which later became obsolete, so he started again to encode it with libnds and Nightfox's Lib.
We’re done with the base of the first mini-game.
In this version we have finished the puzzle selection menu, saving data, both flashcard and the emulator, score and rewards system, which we use to unlock the puzzles, purchasing them using the points earned, and a report after each puzzle, which will tell us how we was made it.
This minigame it’s almost done, just rest polishing some details and add more puzzles.
As we get new pictures from our artists, we will create the new puzzles.
http://www.nightfoxandco.com/index.p...-beta/?lang=en
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February 9th, 2011, 00:28 Posted By: wraggster
News via :: AEP
The NES emulator My Nes has been updated.
Quote:
Version 2.2.0.0 :
==================
* Project updated to .Net Framework 4 instead of 3.5
* DirectX video mode removed
* DirectX sound mode removed
* DirectX input removed, SlimDX take place of it.
* Fixed sound DMC channel for DAC
* Fixed APU frequency update timing
* Sound buffer instead of direct sampling, sound quality increased,
also no more sound missing samples
* Fixed mapper # 1 (MMC1)
* Fixed: emultor save options in save state files, so it will
reload them when you load state
* Fixed: the end of the name tabel displayed on the screen as a
black or transpert vertical line
:: Homepage
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February 9th, 2011, 11:17 Posted By: wraggster
News via http://retroactionmagazine.com/retro...tribute-issue/
SCROLL is a new videogaming “midzine” (minimal magazine) that has been launched that has been produced by Ray Barnholt. The Super NES celebrates its 20th anniversary in North America this year, so to commemorate that fact, SCROLL dedicates its first issue’s 40 pages to the 16-bit console, including the history of the console, its endurance, the games, both praised and underrated. As well as the SNES love, there are other articles of interest: ‘Japan Desu’, ‘The Island of Misfit Hardware’, ‘Fullscreen: StarTropics’, ‘Wait Wait, Don’t TALK Me’ and ‘In Defense Of… Hydlide’. Issue 1 of SCROLL is available to preview and purchase in print format (a digital PDF version may appear in the future) from www.magcloud.com.
Weblink: Preview and purchase page for SCROLL #1
Source: http://www.gamesetwatch.com/2011/02/scroll.php
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February 9th, 2011, 11:53 Posted By: wraggster
News via gbatemp
The now open source nesDS is being developed by huiminghao and minitroopa. They've released a new version of the emulator called the Ex Edition. See what's new in the changelog below, and join the on-going discussion where you can find more details about this update.
QUOTE(Change Log)
• Easy to switch the two versions.
• Ex Edition released, supporting more games!
• Ex Edition : Almost no graphic mess on a lot of games!
• Ex Edition : Cheat added.
Source
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February 9th, 2011, 14:54 Posted By: wraggster
News via Emurussia
One of the best GameBoy/GameBoy Color emulators has been updated. Changes:
- added direct3D and OpenGL output, giving accelerated graphics on windows vista/7. greatly improved emulation accuracy based on lots of test roms/research, also fixing a number of remaining rom compatibility problems. added VBA compatible RTC loading/saving (in the .sav file). added support for the GBC bootrom. fixed lots of bugs. improved debugger functionality. redone cheat searcher. various performance improvements. various gameplay experience related improvements.
:: Homepage
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February 9th, 2011, 14:58 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r7121
Change to the 1.3 part of the Xrandr api for fullscreen mode switching on linux to support multiple monitor setups. There is probably some more work to be done, but at least it won't shut off one of your monitors anymore
Download Here --> http://www.dolphin-emulator.com/download.html
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February 9th, 2011, 15:16 Posted By: wraggster
News via AEP
The beta version of the NES emulator Nintendulator has been updated again. And again no change in the version number.
Quote:
February 6, 2011
A rather embarrassing flaw has turned up within Nintendulator´s NTSC palette generator, resulting in colors being significantly out of phase. This flaw has now been corrected.
:: Homepage
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February 9th, 2011, 15:26 Posted By: wraggster
News via Nmax
KnightFox proposes 20110209 version of its C library for developing games for the Nintendo DS, " NightFox's Lib . "
Good night.
After a couple of months testing 3dSprites functions and did not find any bug, I have documented and placed in the new version of the library.
Changes in this version are:
- Added support for accents and dieresis (ÁÉÍÓÚáé*óúïü) to 8×16-text engine. (See template on the source).
- Added the function NF_3dSpriteEditPalColor ();
- Added the function NF_3dSpriteUpdatePalette ();
- Added the function NF_3dSpriteGetPalColor ();
- Updated documentation for all functions of 3dSprites.
http://www.nightfoxandco.com/index.p...209-2/?lang=en
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February 9th, 2011, 22:26 Posted By: wraggster
Supermarket’s limited time offer is lowest yet for Nintendo handheld, Amazon slashes price to match
The price of the hotly anticipated Nintendo 3DS has dropped even further today, with Tesco slashing its pre-order price to £197.
The offer is only available until tomorrow, but customers who order the device can use avoucher code to save £20 on their purchase, knocking the price down from £217 to £197.
Amazon UK has responded to this by dropping its own pre-order price from £202 to £197, matching the supermarket’s new promotion, according to Official Nintendo Magazine.
Both retailers are now currently offering the lowest price for the 3DS, and are the latest in a series of cuts made by major retailers.
Amazon and Tesco are now marginally undercutting ShopTo, which is still allowing customers to pre-order the handheld for £199.85.
http://www.mcvuk.com/news/42966/Amaz...er-3DS-for-197
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February 9th, 2011, 23:24 Posted By: wraggster
Do you possess enough Club Nintendo coins to purchase a small, uninhabited tropical island? Why not spend your fake currency on this, instead: The promotional program's latest reward is a reproduction of Game and Watch: Ball, in which you play a juggler who's tasked with keeping a number of always hastening circles suspended in the air. We guess the plural nature of your profession's materials would make the title Balls more appropriate, but ... no. No, we won't be doing that.
The game (and Watch) will run you 1,200 coins. Also added to the list of rewards is a reversible carrying bag for whatever model of DS you're currently toting around, which costs 250 coins. We guess you could put other things in there, too. Like Game and Watch: Ball! That, ladies and gentlemen, is called synergy.
http://www.joystiq.com/2011/02/09/ga...ntendo-reward/
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February 10th, 2011, 10:10 Posted By: wraggster
Roto over at Hackmii has released a new version of the exploit for the game Lego Star Wars the complete saga, its now compatible with the Japanese version.
Heres more details:
[UPDATE: New version, now properly supporting JPN region, with thanks to "Nekokabu" and "airline38"!]
Prerequisites
1. SD card (not SHDC) formatted as FAT16 or FAT32
2. Some possibility to copy the savegame from the PC to the SD card (i.e. card reader)
3. Lego Star Wars (you have to boot it at least once before)
4. Some homebrew software to load, e.g. the HackMii Installer. Although this isn't necessary, it's highly recommended
Howto
1. (OPTIONAL) If you have an existing "Lego Star Wars" savegame. MOVE it to another SD CARD.
2. Copy the "private" directory from the Return of the Jodi download to the root of your SD card.
3. Take your homebrew and put it in the ROOT of your SD card as "boot.elf"
4. Put your SD card in your Wii and turn it on.
5. Go into Wii Options -> Data Management -> Save Data -> Wii.
6. Go to SD card and select the "Return of the Jodi" savegame that corresponds to your game region.
7. NOTE: Some people are having problems with the Wii not "seeing" the savegame on the SD card. If you are experiencing this, try setting the archive bit for the data.bin file. In Windows this can be either be done from the file's properties dialog (right click on it in Windows Explorer and check the box) or from the command line using "attrib +a <path to data.bin>". More info at #wiihelp on EFnet.
8. Copy the savegame to the Wii.
9. Boot Lego Star Wars.
10. Load the saved game you just copied to the Wii.
http://hackmii.com/2011/02/return-of-the-jodi/
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February 10th, 2011, 10:19 Posted By: wraggster
News via AEP
A small bug fixed version of the Game Boy emulator BGB has been released.
Quote:
1.3.1
fixed: a DMG rom with GBC bootrom would show a white background instead of colorized palette.
fixed: header checksum suggestion showed only one hex digit. fixed:
menu->reset did not correctly reset emulation.
Homepage
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February 10th, 2011, 10:29 Posted By: wraggster
news via gbatemp
BetablockerDS is an audio manipulation homebrew built by dave for the DS. It is a touch based audio livecoding in assembler, based on his original project of the same name. For more information and instructions on how this app works, please visit the project homepage via the link below.
QUOTE
Livecoding is programming in front of an audience (usually starting with a blank screen) and desperately trying to make something vaguely dancable before you get booed off.
I wanted to use my old DS to perform with, and came up with this. Not very easy to use yet, but it works.
Homepage
Download Here
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February 10th, 2011, 20:20 Posted By: wraggster
News via Nmax
Owen offers us his version 1.45a 3D rail shooter for the Nintendo Wii, " Newo Shooter . "
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February 11th, 2011, 02:35 Posted By: wraggster
A number of vendors are now offering Nintendo's forthcoming 3DS handheld for under £200.
A furious retailer price war has raged since pre-orders opened on 19th January, finally whittling it down from the steep £230 many were initially asking for, to a more manageable £196.99 at Toys R Us.
For your convenience, here's a full rundown of available online prices, starting with the cheapest:The system launches on 25th March with these games. Ready to jump in yet?
http://www.eurogamer.net/articles/20...s-below-GBP200
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February 11th, 2011, 21:35 Posted By: wraggster
If you happen to enjoy video games, but don’t actually like playing them, boy do we have the hack for you! [pjgat09] shows us how, armed with an Arduino, you can force a Nintendo to play games by itself, not unlike an old-time player piano. The hack involves programming an Arduino to accept commands mapped out in “movies”, which are actually scripted sets of button presses that one would perform while playing a game. These sorts of scripts are available from TASVideo, a community specializing in “tool assisted” speed runs of video games. These movies are typically used with emulators, so there are some adjustments that need to be made in order to make them work with a console, since the button presses are mapped to each frame that is drawn on the screen. While we are not sure quite how useful this hack is, it is a pretty novel concept. You can see video of the 5-minute SMB speed run after the jump.
http://hackaday.com/2011/02/11/nesbo...me-automation/
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February 11th, 2011, 22:42 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r7128
Added a frame counter while recording or playing back a TAS movie. Forced the GC/Wii to poll from the inputs at regular intervals. Disabled frame skip in record/playback mode. This helps the emulator to be determinate.
Download Here --> http://www.dolphin-emulator.com/download.html
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February 12th, 2011, 13:04 Posted By: wraggster
News via AEP
glBoy is a new Nintendo Game Boy emulator for Linux with an open-source license (GPL v3).
Quote:
glBoy
Original gameboy emulator.
Usage:
Usage: ./glBoy [--scale ratio] [--width w] [--height h] rom.gb
--scale(Default=4.0)
Multiplier applied to the display output dimensions.
--width
Set the display output dimensions directly
--height
Set the display output dimensions directly
Features
- MBC1 emulation
- Sound
- OpenGL hq4x scaling
Known Issues
- The emulator crashes on some games due to incorrect z80
emulation.
Missing
- MBC2/3/4 emulation
- Saved games
- Serial I/O
:: Homepage
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February 12th, 2011, 13:10 Posted By: wraggster
News via AEP
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.027.1 (2/11/2011)
Switched back to the old frame limiter code, now things should hopefully
work right on Windows XP again. Also fixed the crash when audio was disabled.
:: Homepage
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February 12th, 2011, 13:22 Posted By: wraggster
News via AEP
The 1964 derivate 1964 UltraFast has been updated.
Quote:
v3 Released February 12th - Download 1964 "UltraFast" v3
*Fixed sleep bug causing delays in GUI
*Fixed timing bugs in HLE video plugin, games have more accurate timing now (Shadows Of The Empire, Blast Corps, etc)
*Changed overclocking method slightly
The improvements over the normal 1964 v1.1 include :-
* Ability to overclock N64 to get higher framerates or to underclock to get better performance.
* Optimized Interpreter core to be 60-100% faster . Many games are now completely playable with interpreter core on fast machines
* Removed some unneeded speed hacks in interpreter core to make it more accurate
* More accurate DYNAREC emulation
* Some Windows tweaks in the code to get it to run smoother
* Better audio plugin and feeding of audio from main core
LIST OF GAMES THAT BENEFIT SIGNIFICANTLY FROM OVERCLOCKING
*GoldenEye
*Perfect Dark
*Mario Kart in multiplayer mode and on some levels
*Carmageddon
*San Francisco Rush games (multiplayer mostly)
:: Homepage
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February 12th, 2011, 13:30 Posted By: wraggster
Drunkencoders have posted that their prize pool for their Nintendo DS, GBA. Wii and Gamecube coding competition is now at 400 dollars
Create a Nintendo DS or GBA game with a winter or holiday theme. Be it Wack-a-Santa or nuclear snowball fights with diminutive elves we want to see your wintery creations. Now accepting Wii and Gamecube entries (judged by the same criteria but awarded prizes from a seperate prize pool).
Heres what they posted:
For those that have not noticed the Prize pool for the Winter Game Programming competition has reached $400!
2010 – 2011 Winter programming competition
Get working on those entries
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February 12th, 2011, 15:59 Posted By: wraggster
News via nmax
ds offers version 1.2 of " Breakout! ", his breakout game in 3D for the Nintendo DS.
Changes:
• 1.1 Added Difficulties (easy, medium, hard) -> The more difficult you want the game, the more points you get!
• 1.2 Added Level mode; So you can choose if you want levels (some more fancy layouts) or rows (the old, random layout)
• You can rotate the Game freely by pressing R + (A,B,X,Y) while playing.
http://www.neoflash.com/forum/index....ic,6267.0.html
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February 12th, 2011, 23:44 Posted By: wraggster
French prankster Rémi Gaillard is back to play some more real-life Mario Kart, and he's just as fearless as ever, throwing bananas and turtle shells at cars while zipping around dressed up like the world's favorite plumber. The sound effects really sell this one -- next time you get pulled over by a cop, try Mario's "wooahhohhohhoohhh" on for size. It fits perfectly. After all, as the quote at the end of the video says, "by doing anything, you can become anybody." Why not Mario?
Plus, you get to see why Mario gets those bananas from crates as he goes by, and not straight from the grocery store. Check the whole video after the break.
http://www.joystiq.com/2011/02/12/re...-to-the-track/
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February 13th, 2011, 02:34 Posted By: wraggster
News via nmax
Simon Kenny offers an update to version 0.3.7 of " Sonic Orbit "simple little toy for the Nintendo DS.
Sonic Orbit
A sound toy for the Nintendo DS. The toy is a simple loop based sample sequencer with an original and intuitive visual representation. The user uses an intuitive touch screen interface to manipulate moving spheres therefore manipulating sounds.
http://sonicorbit.sourceforge.net/
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February 13th, 2011, 02:38 Posted By: wraggster
News via nmax
blabla realize " the deliveryman Vigoroth "carrying on its other Wii homebrew DS of the same name which is a compilation of mini-games in the image of Vigoroth (Pokemon).
Hey everyone, member of Bennu!
I will present my first project programmed for Bennu Caanoo and Dreamcast.
This will be a port of one of my projects from games on DS microlua, Vigoroth the driver.
DESCRIPTION :
Vigoroth the driver will be a set of mini-game (4 to be exact) or you need help Vigoroth
to achieve these deliveries.
He will deliver them to do for people (of course), to tens of kilometers, help serial killers to dump their trash and protect parcels of wild birds.
Note: There will be no multiplayer on Caanoo but only on Dreamcast and Wii.
Here, I recall that the game is not over yet.
Therefore, and make comments, suggestions or other here.
Acknowledgments:
Beredezebe thank you to compile for the Wii version.
Thank you for having to Fantasix sprites remaining vigoroth.
Thank you to the community and Microlua BennuGD.
Spriters thank you to resources and ripper for the sprites and maps.
Thank you to Vgmusic for music.
Thank you to the others who participated in the projects.
Thank you to players who spend their time on.
http://www.nintendomax.com/blog/index_u-5776.html
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February 13th, 2011, 22:55 Posted By: wraggster
News via Nintendomax
ISI offers version 1.0 r23 for " Dboy "sequencer for Nintendo DS
lsl has released a tracker-style sample sequencer under his demogroup Checkpoint. Features include 32768 Hz replay frequency, 8 bit mono input samples, 16 bit mono output filtering, and Kaos-Pad functions. To get an idea of what can be made with it you can listen to a demo-mix by lsl here.
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February 13th, 2011, 23:19 Posted By: wraggster
Pate has posted more news concerning his excellent Dos Emulators for the DS:
During the past week DS2x86 has progressed well, and I have also started (or gone back to) working on improving the original DSx86. By the way, the version 0.24 of DSx86 was in fact not built with the absolute latest version of libnds, as a new version of libnds was released on the 5th, while I downloaded it on the 1st of February. I did not notice the new update before releasing it on the 6th. Anyways, my focus has still been on DS2x86, but I plan to slowly get up to speed with improving DSx86 as well.
DS2x86 progress
Built-in profiler
As I mentioned in the previous blog post, I wanted to add a similar profiling system into DS2x86 to what I have been occasionally using with the original DSx86, to find the performance bottlenecks and to get a feel for the overall performance of my emulator. I first coded the main profiler system (calculating the number of times each opcode in the main opcode table is called, and saving this data into a file on the SD card after the most often called opcode has been executed around a million times). This time I coded the main profiler code in ASM, while in my DSx86 version it was coded in C (which slowed down the emulation quite a lot). Now DS2x86 runs with the profiler active still a little bit faster than DSx86 without the profiler.
The next step was to add a timer to count the number of CPU cycles it takes to execute each opcode, and this is where I run into some difficulties. I had to test various methods before I found something that worked. Here are the things I tried, in order: - All MIPS processors have a Coprocessor 0 (System Control Processor), which has various registers relating to the low-level working of the processor, like cache control, exception handling and such. One of the registers is the Counter Register (C0_COUNT), which is required to be present in all MIPS implementations, and which needs to increment at a constant rate while the processor is running. I thought this would be a good timer for counting the instruction cycles, however it turned out that the speed at which this register increments is implementation dependent, and in the DSTwo it gives no sensible values. The value stays the same for a few seconds, then changes to some completely different value. I could not make any sense of it's behaviour, so I had to look for another suitable cycle counter.
- The coprocessor 0 also contains a Performance Counter register set, which sounds just what I needed. However, the performance counter register support is only recommended, not required, and when I looked at the Configuration Register which tells which MIPS features are supported on the current hardware, it showed that the performance counters are not supported. Too bad.
- So, I had to look into the plain old timers to get some timing done. The DSTwo hardware has 6 timers, of which timer 0 seems to be used by the SDK itself, timers 4 and 5 are the ones that the SDK makes available from C code as timers 0 and 1 (with interrupt capability), and timer 3 I have used for emulating the secondary PC timer in my emulation. So, I decided to use the free hardware timer 1 for the cycle counter. However, the fastest timing that the timer can run at is 24MHz, which is pretty slow compared to the 360MHz CPU speed. When I used that I only got tick counts between 2 and 10, with most of the operations having the same number of ticks, so this was too coarse for my needs.
- Finally, I looked into the data sheet of the Timer/Counter Unit in the Ingenic documentation, and noticed that the timers can be driven by three different clock signals, EXTAL (external clock, which means the 24MHz clock crystal), RTCCLK (real-time clock), or PCLK (which is used for the APB bus peripherals, whatever that is). So, I decided to test what happens if I use the PCLK as the clock signal for my timer, and luckily I got notiecably bigger tick counts. If I interpreted the Clock Control Register bit masks correctly, it looks like the PCLK signal runs at 1/3 of the master clock signal, while the CCLK (CPU clock) runs at 1/2 of the master clock signal (both of these values were taken when the MIPS processor runs at it's default 360MHz speed). So, I don't get quite cycle-accurate counts, but the tick counts are big enough so that they can be used in measuring the performance.
Here is the first profiling result, while running the Doom demo. The first table shows the opcodes with the lowest minimum tick counts (ordered by that value), and the second table shows the opcodes taking the most total number of ticks (again ordered by that value):
opcodebytecountmin ticksavg tickstotal ticks% of totalcommandNOP90479991216.467901060.1921%No operationJNZ755611351316.6593402012.2708%Jump if not equalCLCF851414.00700.0000%Clear Carry flagDEC EDX4A304221416.455003700.1216%Decrement EDX register opcodebytecountmin ticksavg tickstotal ticks% of totalcommand??? r/m32,+imm8836071102031.33190217185.3878%Operations with signed immediate byte??? r/m32,imm32817489272128.09210405135.9596%Operations with immediate doublewordSize prefix664066932266.13268948367.6179%Operand-size prefixOpcode prefix0F6163882044.40273703357.7525%Various 386-opcodesMOV r32,r/m328B7976811737.42298490288.4546%Move to 32-bit registerMOV r8,r/m88A10485761934.113576828310.1312%Move to 8-bit register
Not surprisingly, the fastest opcode is NOP, which is just a jump back to the opcode loop. Curiously though, even when the minimum ticks it takes is 12 (including the profiling overhead, which I estimate to be only 1 tick), on the average it takes over 4 ticks more! This might be due to some cache misses, but I'm a bit surprised that the cache misses happen so frequently that the effect is that big! But in any case, the 12 ticks is the baseline and that in principle shows how many ticks the main opcode loop takes.
Self-modifying code
Obviously, immediately after I had implemented the profiler, I wanted to use it to improve the speed of my emulation. The biggest improvement to the overall speed would be if I could improve the main opcode loop, as that would speed up everything. I had attempted to use self-modifying code back in October of last year, but could not get it to work reliably back then. I had attempted it again during my Xmas vacation, with the same results. However, I now thought that I finally understood what I did wrong during my previous attempts, and thus decided to try one more time.
The original opcode loop in DS2x86 looked like this (with some macros expanded for clarity): loop: lbu t0, 0(cseip) // Load the opcode byte from CS:EIP addu cseip, 1 // Increment the instruction pointer lw t1, SP_OP(sp) // Load address of the current opcode table from stack sll t0, 2 // t0 = 4*opcode addu t1, t0 lw t1, 0(t1) // t1 = opcode_table[opcode] move eff_seg, eff_ds // Set DS to be the effective segment ori flags, FLAG_SEG_OVERRIDE // Fix the CPU flags, telling we have no segment prefix jr t1 // Jump to the opcode handlerAfter compilation the code stays pretty much the same, with some defines replaced and the assembler reordering the jump to fill the branch delay slot:
800b6020 <loop>:800b6020: 93c80000 lbu t0,0(s8)800b6024: 27de0001 addiu s8,s8,1800b6028: 8fa9000c lw t1,12(sp)800b602c: 00084080 sll t0,t0,0x2800b6030: 01284821 addu t1,t1,t0800b6034: 8d290000 lw t1,0(t1)800b6038: 01e0f821 move ra,t7800b603c: 01200008 jr t1800b6040: 37390002 ori t9,t9,0x2I wanted to get rid of the opcode table address load from stack (the line in bold text in the code snippets). This address changes very infrequently, it only changes when an IRQ needs to be handled (a few hundred times per second), or when the processor switches between modes (real mode / protected mode / USE16 code segment / USE32 code segment). Thus it feels very wasteful loading the address from memory for every single opcode. In theory I could keep the address in a register, however it would then be very difficult to change the address from an interrupt handler, as that would require some obscure stack frame handling to make the interrupt return pop a different value to the register. Very ugly and error-prone.
A simpler solution would be to have the address as an immediate value of the opcode, as that is in memory and can be changed from the interrupt handler, and it does not need an extra memory load in the opcode loop. The problem I had been running into was that the processor did not always see that I had changed the code it was running. At the time I did not realize that I had not used the correct cache commands to force the data cache to write it's value into memory, and to invalidate this address from the instruction cache.
I coded the new opcode loop handling and changed all the code that previously wrote the opcode table address to the stack to write the value directly to the immediate values of the opcodes, using the correct cache commands this time, and it worked! No hangs or other weird behaviour, everything seemed to work fine!
I'll show the new loop code in a moment, but as I also made another improvement before I profiled it, I'll show the cache handling first, then talk about the other optimization, and only after that show the new code and the resulting profiler info. The correct cache commands to force the flushing of the data cache and invalidating the instruction cache are the following (when the AT register contains the memory address of the opcode to invalidate): cache 0b10101, 0(AT) // Primary Data Cache - Hit Writeback Invalidate - Address sync cache 0b10000, 0(AT) // Instruction Cache - Hit Invalidate - Address
Using the GP register
The MIPS architecture defines one register, the Global Pointer (GP) for use by the toolchain to speed up memory access of often-used variables. Since the MIPS architecture has only 16-bit immediate values, all 32-bit values that need to be put into registers have to be built by two 16-bit parts. Similarly with memory addresses, for example the assembler expands this: lw t0, VGA_latchinto this:
lui t0, %hi(VGA_latch) lw t0, %lo(VGA_latch)(t0)That is, first the high 16 bits of the memory address are loaded into the t0 register, then it is used as a base register, with the low 16 bits of the variable address as an immediate 16-bit offset, to load the actual value. Thus, all simple-looking variable accesses actually take two CPU instructions to execute. To speed up the memory accesses, the toolchains use the GP register to point into the middle of a 64KB-sized memory area (a small data region with a segment name .sdata). Since the immediate 16-bit offset is a signed value, the GP register needs to point into the middle of this area to be able to access the full 64 kilobytes.
I had purposefully left the GP register unused in my ASM code, as I did not know how best to take advantage of the 64KB area, and as I did not know whether the C modules already use this area. However, now that I was able to use self-modifying code, I thought that if I had the opcode tables in this small data area, I could simply change the low 16 bits of the address (in other words the immediate offset) to have the main opcode loop point to different opcode tables. Each opcode table has 256 entries, and I have 8 opcode tables plus the IRQ opcode table, totalling 4*256*9 = 9216 bytes. Well within the 64KB limit, and I could still fit some other frequently used variables in there, provided the C code does not take all of the space.
I then looked into how the SDK uses the GP register and the small data area, and somewhat to my surprise, the start.S does setup the GP register to point to the _gp memory address, which the link.xn linker script has created between the data and bss segments, but it looked like no code actually uses it for anything! The symbol dump file showed that the bss area began immediately after the _gp variable. So, the whole 64KB was free for my own use! Actually, it looked like the linker script creates the _gp variable at the beginning of the small data segment, so it can actually address only 32KB of memory. But even that will be plenty for my needs.
So with the self-modifying opcode table offset, and the GP register containing the start of the small data area, I was able to change my main opcode loop to look like this: loop: lbu t0, 0(cseip) // Load the opcode byte from CS:EIP addu cseip, 1 // Increment the instruction pointer sll t0, 2 // t0 = 4*opcode addu t1, gp, t0 // t1 = small data segment address + opcode*4sm_op: lw t1, 0(t1) // Imm16 offset self-modified to contain the opcode table offset within the small data segment move eff_seg, eff_ds // Set DS to be the effective segment ori flags, FLAG_SEG_OVERRIDE // Fix the CPU flags, telling we have no segment prefix jr t1 // Jump to the opcode handlerOr shown from the dump file:
80101e20 <loop>:80101e20: 93c80000 lbu t0,0(s8)80101e24: 27de0001 addiu s8,s8,180101e28: 00084080 sll t0,t0,0x280101e2c: 03884821 addu t1,gp,t080101e30 <sm_op>:80101e30: 8d29 0000 lw t1, 0(t1)80101e34: 01e0f821 move ra,t780101e38: 01200008 jr t180101e3c: 37390002 ori t9,t9,0x2This is the full macro that changes the opcode table offset to point to the opcode table, whose address is in the register given as a parameter to the macro:
.macro set_current_opcode_table reg .set noat la AT, _gp // Get the address of the _gp variable subu \reg, AT // Subtract the _gp address from the table address, to get the imm16 offset la AT, sm_op // Get the address of the opcode we are to modify sh \reg, 0(AT) // Store the 16-bit (halfword) offset value into the opcode cache 0b10101, 0(AT) // Primary Data Cache - Hit Writeback Invalidate - Address sync cache 0b10000, 0(AT) // Instruction Cache - Hit Invalidate - Address .set at.endm
Okay, so now I was ready to run my profiler again, to see what kind of an effect this change had. I expected to see improved performance for every opcode. Here are the profiling results after the change:
opcodebytecountmin ticksavg tickstotal ticks% of totalImprovementcommandNOP90457901113.786307630.18 53% 16%No operationJNZ755602681315.8488762312.6082% 5%Jump if not equalCLCF831313.00390.0000% 7%Clear Carry flagDEC EDX4A136581316.502253340.0662% 0%Decrement EDX register opcodebytecountmin ticksavg tickstotal ticks% of totalImprovementcommand??? r/m32,+imm8835843281930.07175697125.1627% 4%Operations with signed immediate byte??? r/m32,imm32817729042026.64205864256.0492% 5%Operations with immediate doublewordSize prefix664027262165.60264179987.7627% 1%Operand-size prefixOpcode prefix0F6447782042.16271821757.9873% 5%Various 386-opcodesMOV r32,r/m328B7878381736.61288430748.4753% 2%Move to 32-bit registerMOV r8,r/m88A10485761733.903555059610.4463% 1%Move to 8-bit register
All in all, the performance improvement was rather minor. I had hoped this change would have caused more of an improvement. In any case, now I am happy with the main opcode loop, it is now as fast as I can make it, so I need to look elsewhere for extra performance. The next performance improvent task I plan to do is to move all the EGA/VGA variables into the small data segment and access them using the GP register. I also plan to look into those most time-consuming operations more closely, to determine if there are some optimization possibilities there. The opcode prefix 0x66 at least could also be made to use the GP register, for example.
New opcodes implemented
After working on the profiler and performance improvements for a few days, it was time to get back to adding the missing opcodes. Based on the log files you have been sending (thanks!), I selected a couple of new DOS4GW games to download and test myself. I first started with Worms by Team 17, and after several iterations of adding various missing opcodes, it started working! I actually have no idea how to play it, so I'm not sure if it works properly, but at least the beginning of the game looks to behave very similarly to how it behaves in DOSBox, so I'll leave the rest of the testing to you (when I release the next version).
The game I am currently working on is UFO: Enemy Unknown. It has some strange problem that it hangs after the intro when running the start.bat, but when running the go.com it progresses up to the start of the game, where it encounters an unsupported opcode. Around this opcode are a lot of floating point operations (which I do not plan to support), so I am not yet sure whether the actual game will work. We shall see.
All in all the opcode changes I have needed to do for DS2x86 have been quite straightforward, I haven't had to make any changes to the more difficult protected mode features. Looks like my emulation already handles the features the DOS4GW extender needs, so many games should run in DS2x86 after I get the plain opcode support more complete. That is very encouraging, it looks like DS2x86 might become quite useful in the near future.
DSx86 progress
I started working on the better scaling methods for the original DSx86. I began with the MCGA 320x200 256-color mode, as that is the easiest, which was a good thing as I had been working so long with the MIPS assembler that going back to the ARM assembly language was somewhat difficult. I couldn't immediately remember what opcode it was to store a byte into memory, how to branch after a subtraction if the result is zero, etc. These operations are so different in MIPS that it took a while to get back up to speed with the ARM assembly.
I kept coding the scaling routine during the 7-minute FTP transfers of the DS2x86 to the SD card via WiFi. Actually during one such transfer I was able to build, test, fix and build DSx86 again four times! Testing DSx86 is so much faster than testing DS2x86 that it felt pretty good getting back to working on it!
In any case, I managed to code the smooth scaling for the MCGA mode (which will replace the current Jitter mode, which I think has never been all that useful). However, at least in No$GBA DSx86 hangs immediately when using the smooth scaling mode and attempting to set the screen refresh rate to 60fps. This suggests that the smooth scaling routine takes more than 1/60th of a second to run, which also means that at 30fps it takes more than half of the available CPU cycles! The code is currently pretty much a direct port from the MIPS code in DS2x86, so I might be able to improve it's performance a bit. However, looks like the smooth scaling method will not be very useful unless you have a DSi and you are able to run DSx86 in DSi mode. In the smooth scaling version I still use hardware scaling to scale vertically from 200 to 192 rows, I'm not sure if I will keep it this way or if I will use the same system as in DS2x86, where you still need to scroll vertically even when using the scaled screen mode.
The following No$GBA screen copies are from my BIOS graphics routines test program, which I have used to test all the graphics modes of DSx86. They give some sort of an idea about the difference between the hardware scaling and the new smooth scaling.
Well, that's it for this blog post, which actually became quite long and full of various things I thought might be worth mentioning. Hope you didn't get bored reading it! Next weekend I plan to release DS2x86 0.04 and DSx86 0.25, if all goes well.
http://dsx86.patrickaalto.com/DSblog.html
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February 13th, 2011, 23:23 Posted By: wraggster
Instructables user [Bruno] sent in his most recent creation, a robotic arm controlled using an old NES game pad. He scavenged the majority of his parts from a pair of old HP printers, including motors pulleys, belts and more. In fact, most of the metal and plastic components that he used come from the old printer chassis as well. He has included copies of the templates he used when manufacturing both the plastic and metal components, which should come in handy should anyone try to replicate his work.
[Bruno] also included all of the source code for the robotic arm and mentions that the project required two PICs due to pinout requirements. He ultimately decided to use two cheaper models over a single more expensive unit that would have supplied all of the pins he needed. His cost conscious build is impressive and undoubtedly demonstrates just how many old components can be reused in new projects if you really put some thought into it. Great job with this build, keep up the good work!
Be sure to keep reading to see some video of the arm in action.
Read the rest of this entry »
http://hackaday.com/2011/02/13/nes-g...d-robotic-arm/
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February 14th, 2011, 20:42 Posted By: wraggster
news via nmax
blabla offers an update to version 0.6 of " Vigoroth the driver , "carrying on its other Wii homebrew DS of the same name which is a compilation of mini-games in the image of Vigoroth (Pokemon).
Adding an arrow in the mini-games 2 for the next position of the truck.
-Addition of English and a language selector! (I also translated the readme and images)
Adding third-Minigame
-Add the port for GP2X
Soon:
-Version Wii avec rumble.
http://www.nintendomax.com/blog/blab...s%5D_b-10.html
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February 14th, 2011, 20:49 Posted By: wraggster
news via nmax
spinal released beta 3 of "iMenu", menu inspired by l'iPod touch/iPhone for linker SuperCard DSTwo.
Having used the new Superkard DSTwo for a little while now, I decided to make a new menu for it. The official one, although functional, isn’t really to my liking, so I started work on a new one.
I based this design on the iPod touch/iPhone ‘springboard’ so basically it shows up to twelve icons on the screen, four can be docked to the bottom, the other eight can be scrolled sideways.
Current features
Uses all icons directly from the official menu
Shows up to 12 icons per screen
Loads both homebrew .nds and .plg files
Anti aliased icon text
Any size digital of analog clock on top screen
Can be used as a direct replacement for the official menu
Better homebrew compatibility that the official menu
Stylus/fingerD-Pad only control
I have started ported the menu to the DSTwo SDK.
I haven’t done as much work on this as I had hoped to, but here is the first public release.
It is still in beta stage, so you can expect some bugs and unfinished bits, but hopefully nothing that will put you off using it.
It should be easy to set up, just extract it to your root, let it overwrite any files it needs to.
When loading iMenu, any plugins present from your _dstwoplug folder will be copied to the _imenu/_ini folder to be used by iMenu.
Once iMenu has loaded, you can edit the icon names or file locations as well as choose different icon images all from inside iMenu itself! (Just hit ‘Select’)
http://spinalcode.co.uk/index.php/pr...onsoles/imenu/
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February 14th, 2011, 21:45 Posted By: wraggster
News via AEP
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
HalfNES 0.027.2 - Should ACTUALLY fix issues with XP
Apparently the last version I uploaded was a slightly older JAR than it should have been.
:: HalfNes
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February 14th, 2011, 22:34 Posted By: wraggster
News/release from SchmendrickSchmuck
This is a level editor for my current project, DSLiero.
Download: http://temp.dennisvanzwieten.com/DSLiero%20Level%20Editor.nds (right-click, save as) EDIT: I guess you don't have to right click. My bad!
I tried making Liero for the DS before, but I never got to finishing it due to library-related corruption bugs (you might have heard of it from the palib forums). This time I based it solely on ndslib and my own game framework (with the help of relminator's gl2d lib). It's in a fairly advanced stage, though I'm still running in a few problems here and there (mainly using the 8bit bg layer in different ways). As such, the game itself isn't ready for release yet, but the level editor is as good as done, so I thought I'd share it.
Levels can be up to 9 screens big (max 3x3), and can use three different textures (for now!):
- Dirt: The standard destructible material
- Rock: Standard indestructible material
- Pass: A special material, objects and weapons can pass through, but worms can't
- Eraser: Not really a texture, but it should be noted that it's there.
Levels can be saved on flashcard. On starting, the 'game' creates a 'data/DSLiero/Levels' folder, as well as a folder for themes and gfx, which you obviously can't use yet, but you'll have em anyway. The levels themselves will be 4-10k in size. I haven't really tried to make a lot of levels, so they may become up to 15k, depending on how detailed your levels are. That said, you can ONLY save levels on hardware.
The 'Convert Level' option is in there to convert levels from a previous version of DSLiero (LieroDS), but it's not working yet due to changes in the compression. I might work on that depending on how many people could use it.
The reason the file is 700k is because it contains all the sounds from Liero. And because it's actually the entire game as it is now, but locked in the level editor menu. :P
Anyway, have fun, be creative, and share your levels!
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February 14th, 2011, 22:43 Posted By: wraggster
News via GBATemp
Speed Trap is a top-down racing game built by NightFox for the DS. It has received an update to v20110213 Final. The object is to complete all the laps before time runs out. Choose between three difficulty levels, 10 cars with custom parameters, and several different tracks. Please note, this game was made using NitroFS, so Homebrew Menu may be needed to play it on certain flashcards.
QUOTE(Change Log 02/13/11)
• Fixed ARM7 issue in DSi mode
Source
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February 14th, 2011, 22:46 Posted By: wraggster
News via GBATemp
NightFox has released an update to his DS homebrew, Navy Wars. The game is a remake of the turn based classic, Battleship. It has been updated to v20110213, which fixes DSi mode for CycloDSi users. Note that his project was built using NitroFS, so Homebrew Menu may be needed to launch it.
QUOTE(Change Log 02/13/11)
Fixed ARM7 issue in DSi mode
Source
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February 14th, 2011, 23:04 Posted By: wraggster
[Andrew] recently offered to help out a friend who was looking to get her husband a SNES controller belt buckle. Rather than simply slap one together, he decided that it would be far cooler if the belt buckle played audio as well. He gutted a broken SNES controller, removing most everything inside, leaving just the buttons and a few wires.
To allow for the belt buckle to record sounds, he pulled apart a recordable balloon that would play a 10-second audio clip when shaken. He moved around a few wires, allowing for the audio board to be triggered by a button press rather than motion. Once that was done, he went about fitting it into the SNES controller, drilling speaker and microphone holes in the process. With the electronics components all set, he reassembled the controller shell and mounted it to an old belt buckle he had sitting around.
The final product looks extremely fun, and would make any die hard Nintendo fan’s day.
http://hackaday.com/2011/02/14/recor...s-belt-buckle/
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February 16th, 2011, 00:37 Posted By: wraggster
Spanish police apprehend man who stole details on 4,000 Nintendo users
A man was arrested in Spain for allegedly stealing details from thousands of Wii owners.
The unnamed individual managed to access data on 4,000 gamers and apparently threatened to blackmail Nintendo by way of contacting the Spanish data protection agency, according to the BBC.
Police said he began leaking some of the user information online after the Wii manufacturer did not respond to his accusations of negligence. It is unclear whether or not the stolen details were accessed from Nintendo’s computer system or that of a third party.
Nintendo stated it was unable to comment on the case because it is the subject of an active investigation by the Spanish authorities.
http://www.mcvuk.com/news/43057/Wii-...ested-in-Spain
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February 16th, 2011, 00:44 Posted By: wraggster
Disney has confirmed that the upcoming LEGO: Pirates of the Caribbean game will also be setting sail on the 3DS this May.
First announced in November last year, the game will be based in the world of the Pirates franchise, incorporating storylines, locations and characters from the first three films. It'll feature over 20 levels, 70 playable characters and two player co-op.
The 3DS version will also include support for the console's StreetPass and Play Coins features, with a 'Pirate Duels' mode that will have your pirates fight one another as you pass other 3DS users. The winner earns extra Play Coins in addition to the ones they get simply for walking.
Lego Pirates of the Caribbean is due for release on Xbox 360, PS3, Wii, PC, PSP, DS and now 3DS in May 2011 alongside the film Pirates of the Caribbean: On Stranger Tides.
http://www.computerandvideogames.com...VG-General-RSS
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February 16th, 2011, 00:55 Posted By: wraggster
UPDATE 2: Tesco has changed its mind, it appears. At the bottom of its website it says, "20% off selected gaming consoles, excludes the Nintendo 3Ds."
Tesco's T&Cs, under section one, divulge this disappointing nugget: "If, by mistake, we have under priced an item, we will not be liable to supply that item to you at the stated price, provided that we notify you before we despatch the item to you. In those circumstances, we will notify the correct price to you so you can decide whether or not you wish to order the item at that price. If you decide not to order the item, we will give you a full refund on any amount already paid for that item in accordance with our refund policy in section 7 below."
Bah.
UPDATE 1: Eurogamer has just got off the phone with the Tesco press office, which said this is very much a real offer. Go nuts.
ORIGINAL STORY: Gargantuan supermarket Tesco is selling the Nintendo 3DS for £158 - £40 cheaper than anywhere else.
Tesco has the Aqua Blue model listed for £157.60, reduced from £197.
Order now, Tesco says, and it'll be delivered on 25th March – the day the Nintendo 3DS launches in Europe.
The price of the Nintendo 3DS has been a controversial topic since Nintendo announced it was up to shops to determine what they would sell it for.
Most went with £230 at the time, although £200 is the going rate at many shops.
Speaking to Eurogamer last month, Nintendo UK boss David Yarnton said: "It's still really good value. The fact it's a 3D entertainment device – you can't get anything that's 3D at that sort of price without having to wear glasses as well. Get that one in."
http://www.eurogamer.net/articles/20...3ds-for-GBP158
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February 16th, 2011, 01:06 Posted By: wraggster
Tesco has ended speculation about its too-good-to-be-true Nintendo 3DS price, telling Eurogamer this morning's debacle was the result of an "error".
"We are very sorry for the pricing error," Tesco said in a statement issued to Eurogamer this afternoon. "We have contacted the small number of customers affected to apologise and offer them a full refund."
The supermarket giant caused a storm this morning when it put the Aqua Blue Nintendo 3DS model up for sale at £157.60 - £40 cheaper than anywhere else.
Understandably, gamers descended on the shop's website, enticed by the promise of an ultra cheap Nintendo 3DS.
It then emerged that all was not as it seemed. At the bottom of its website Tesco said: "20% off selected gaming consoles, excludes the Nintendo 3Ds."
Despite this, the Aqua Blue model is still listed with the £157.60 price, although a short "Sorry, this is temporarily out of stock" message runs alongside it.
http://www.eurogamer.net/articles/20...sco-says-sorry
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February 16th, 2011, 01:32 Posted By: wraggster
We're not about to suggest that you play the new "NES version" of The Great Gatsbyinstead of actually reading the book. Reading Fitzgerald's classic is simply part of the American curriculum. If we had to do it, so do you.
Still, everyone needs a break from reading, and you might as well spend yours playing this delightful throwback game created by Charlie Hoey and Pete Smith. Be sure to check out the "vintage" magazine ad and instruction booklet images while you're at it.
Be warned: This Flash game probably won't prepare you for your English teacher's test (but there's always the CliffsNotes for that); we don't remember Nick tossing his fedora at evil crabs in the book, for example. That said, the game would probably make for a much more interesting class discussion.
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February 16th, 2011, 01:38 Posted By: wraggster
After some success getting in on the ground floor with Kinect – Ubisoft was gunning to be the "top third-party publisher" – it's looking to repeat that formula with the upcoming 3DS, dropping six games for the portable's European launch. But with increasingly competent smartphones eating away at the dedicated handheld gaming market, what's Ubisoft's long-term plan for supporting the new portable landscape?
While the PSP had, at one point, been a solid platform for Ubisoft – Assassin's Creed: Bloodlines has sold roughly 500,000 units, a Ubi exec noted on this afternoon's earnings call – "today it's a bit more difficult as you have the PSP at the end of its cycle," CEO Yves Guillemot said. With a stated goal to invest in "future consoles, notably the 3DS and the NGP," Ubisoft is hoping to extend the lifespan of its portable productions by focusing on two phases of release.
"We are working to make sure that the games we create for the portable machines can be adapted for those platforms so that after making good revenue on 3DS or PSP2," Guillemot said, "we can go to a second phase which is going at a lower-price to the other machines." The other machines he's referring to here are the gaming smartphone platforms, typified by the iPhone and its hyper-competitive (and budget-priced!) App Store offerings.
Publishers are eager to capitalize on new hardware, and the excitement that inevitably follows, but want to continue to invest in the potentially lucrative phone ecosystems. This two-phase solution might allow them to have it both ways.
http://www.joystiq.com/2011/02/14/ub...t-the-other-m/
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February 16th, 2011, 01:44 Posted By: wraggster
With over-exposure cited as one of the key factors behind the demise last week of Activision's once mighty Guitar Hero franchise, industry talking heads have now turned their attentions to the publisher's other cash cow – Call of Duty – and asked if it's hurtling towards a similar fate.
The answer? No. Probably.
A number of pundits chimed in on the topic during a lengthy IndustryGamers report, among them Wedbush Morgan's pontificator-in-chief, the irrepressible Michael Pachter. He peered into his crystal ball and saw a relatively bright future for the FPS juggernaut.
"I don't think they are comparable at all," Pach-man insisted.
"Guitar Hero is a franchise that people buy once, because the peripherals are great. As it saturated the installed base, the only buyers were people who are new console purchasers, and the 'fad' appeared to wear off at the same time. Guitar Hero was a victim of its own success.
"Call of Duty, on the other hand, has a vibrant online community that keeps growing. When a new version comes out, the 'network effect' kicks in, and many people buy it because their friends have done so. The risk to the franchise is competition, not people tiring of the gameplay.
"Call of Duty won't fade unless Activision opens the door to competition by making a bad game," he concluded.
Colin Sebastian of Lazard Capital Markets toed a similar line, reinforcing that Call of Duty's future was dependent on the quality of the finished product.
"I think music games were a fad - just like fitness games were at one point, and maybe dance games are today. But after years of franchise growth, I wouldn't put Call of Duty in the same category.
"Could Activision mess it up? Sure, but if they focus on maintaining high game quality, fresh story-lines, and online multiplayer, then I don't see an obvious reason for the franchise to decline."
Mike Hickey of Janco Partners, took a slightly more fatalistic stance, though speculated that Guitar Hero's grisly end was sped up by its status as a flash-in-the-pan social phenomenon.
"All entertainment experiences have life cycles; an accelerated cultural burn will likely extinguish the cycle faster than a gradual iteration philosophy. Ultimately, it's the development studio and collective culture that defines greatness, not Wall Street or the executive teams managing toward a linear path of growth.
Only Billy Pidgeon of M2 Research struck a more cynical note, calling out Activision's lucrative but destructive "strip mining" strategy but adding that the publisher seemed to be getting better at it in recent years.
"Guitar Hero and other former franchises may appear to be publisher failures, but the truth is that strip-mining franchises is a successful, risk-averse strategy. ATVI made good money on GH. Sequels were produced quickly and cheaply.
"The hit it and quit it model - carpet-bombing the market with sequels and then slashing the assets - pays off big in the short term, so ATVI's shareholders are happy. ATVI is learning to execute this strategy with greater efficiency each go-round."
"There is an alternate strategy," he continued, "but it's more risky as it requires careful investment and isn't necessarily as lucrative. Publishers can attempt to keep a franchise going for a longer period of time by spacing out sequels.
"In either scenario, the trick is to keep the franchise selling for as long as possible before it (or the developers) burn out. The endgame is always ugly because layoffs are typically involved."
http://www.eurogamer.net/articles/20...tar-heros-fate
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February 16th, 2011, 02:18 Posted By: wraggster
via nmax
KnightFox proposes 20110215 version of its C library for developing games for the Nintendo DS, " NightFox's Lib . "
NightFox's Lib Ver. 20110215
-------------------------------------------------- ------------------------------
- Corrections in the orthographic proyection to adjust the drawing of
3dSprites, enabling also the Z axis
- Added the function NF_3dSpriteSetDeep (), which allows you to change
depth where the sprite is drawn, ignoring the priority.
- Updated the example "SetPriority" of 3dSprites.
http://www.nightfoxandco.com/index.p...fl-en/?lang=en
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February 16th, 2011, 03:07 Posted By: wraggster
via nmax
chintoi offers the 0056 version of " IkuReader "ebook reader for Nintendo DS.- txt and fb2 file format support (and rudimentary epub support)
- UTF-8 text encoding
- horizontal and vertical layouts
- TTF fonts
- read from either both screens or just one. Backlight of inactive screen will be turned off to save battery life
Version 0.056
fixed line breaking when there are no spaces
kind of profile support: differently named copies of iku.nds will use separate setting files [if loader passes argv]
Version 0.055
solved "out of memory" error for many epubs
indication of font, size and screen configuration in settings
Version 0.051
added progress bar
http://code.google.com/p/ikureader/
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February 16th, 2011, 03:38 Posted By: wraggster
news via http://www.eurasia.nu/modules.php?na...ticle&sid=2740
The xenoGC modchip for GameCube was released right before Christmas back in December 2005 (launch news here). This chip had a unique hardware design which directly interfaced with the serial debug port on the laser unit. A high quality low cost solution with quick solder PCB and the basic features most people wanted back then, and still do. The xenoGC was a huge success because it works really well and the only alternatives for GameCube at the time were the relatively expensive 'BIOS based modchips' like qoob and Viper. The rather elegant approach of minimal intrusion yet stable performance paid off and good reviews followed. For a long time xenoGC reigned supreme on the GameCube modchip market, and the price for success were the inevitable clones which started to show up shortly after the Atmel AVR ATmega8 hex had been dumped. Read on for the rest of the story and find out the truth about xenoGC 2.0.
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February 16th, 2011, 23:42 Posted By: wraggster
3D is one the major draws for Nintendo's new 3DS handheld, yet Team Ninja head Yosuke Hayashi advises hardcore players who grab his launch game, Dead or Alive: Dimensions, to turn the 3D off.
While he says people who really want to see the game in 3D should go ahead and do so, he goes on to suggest: "For those after a hard-core fighting experience, turning the 3D effect off would be a better way to go. We are giving different users two different ways to enjoy the game."
The reason? When the game is running in 2D mode you get a silky smooth 60 frames-per-second refresh rate. When you flick on 3D mode that drops to 30fps.
It even affects online multiplayer, where you might assume that, for connection purposes, the game is locked to 30fps. "Regardless of the mode you are playing, when the 3D slider is turned on the game will run at a constant 30 fps," confirms Hayashi.
"This system works regardless of the mode you are playing, so even if you are playing against others via local/online play, if you turn the stereoscopic 3D effect off, and even if other players have it on, your game will constantly run at 60fps," Hayashi elaborated," he adds.
Hiyashi suggests that hardcore fighters will appreciate the added frame rate over the 3D, which he says doesn't add more to gameplay but is just a visual effect.
DOA will look pretty good in either mode (see for yourself). So how will you be playing it?
http://www.computerandvideogames.com...VG-General-RSS
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February 17th, 2011, 02:05 Posted By: wraggster
news via nmax
With DS Game Mher +, you can make any kind of 2 and 3-dimensional games using just actions. You can make 3d plateformers, first person shooters, puzzles, inc. You can make really good stuff with DS Game Maker +.
You can extend DS Game Maker + with new actions. You make unlimited rooms with enormous size.
All convertor software is included by version 0.124a and all files will be conerted when you click compile.
You can make you own actions too. With a sample actions editor.
http://csoftgames.tk/
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February 17th, 2011, 02:08 Posted By: wraggster
News via nmax
Virman Propose the première version of " The Gathering Wagic DS ", :
I advance is scheduled to NightFox libraries, so you are preparing your flashcards to run the hb_menu, jejejeje, that it is not gonna let you run it. Good in DSTWO runs smoothly without using the hb_menu.
Ah! For those who do not be DS and the PC you please try to tell you, only good and fluid rula with the emulator Desum, in no $ gba or will or will not jump, so I recommend you should do with the emulator Desum and the latest libraries libnds to prove it.
Link to download the alpha edition: http://cid-c59e6cef7c6628bf.office.live ... agicDS.nds
In this version you can access only the creation of the deck. Not finished this part missing icons tweak all the cards (so far I've only completed the blue and white letters), the save and load the deck time to time. But I hang it so you can see the cards and tell me that this runs on your console and you go looking ...
Are about 40 megs but I think it is worth seeing that the project is ongoing, no? Hehehehe.
Thank you all for your support, if a programmer wants to help me out, you know!
Greetings!
http://www.elotrolado.net/hilo_wagic...ds_1558739_s10
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February 17th, 2011, 02:27 Posted By: wraggster
News via http://emulatemii.com/wordpress/?p=388
Well, it’s been a while since our last blog post and real life has been hectic for all of the Wii64 Team, but that doesn’t mean that we’ve been idle. There are some exciting developments behind the scenes that you can all look forward to. Something that we’ve really been looking forward to is porting a second video plugin to GC/Wii. Rice’s video plugin offers better speed, support for some ucodes that are missing in glN64, and support for community-made texture packs. We’ve been hard at work porting this plugin to Wii64, and we’ve got a couple preliminary screenies for you to enjoy below.
Tehpola has also started a rewrite of the dynarec with the goal of making it simpler, so that we will be able to more easily squash bugs and improve compatibility. In the process of making improvements to the dynarec for Beta 1.1 “Honey”, it become increasingly apparent that the dynarec was becoming too complex to debug and difficult to optimize. By starting from scratch, we are also ripping out other unnecessary parts of the mupen64 core to optimize for memory and, later, speed. This is a more long-term project, though, so you probably won’t see the new dynarec until sometime after our next release.
If any of you have been watching the commit log to pcsx-reloaded, then you have got to be as excited as we are for the bright future of open-source PSX emulation. If you haven’t been keeping track, then you can still be excited about the next WiiSX beta, which will incorporate many of the accuracy and speed improvements from upstream in pcsx-r’s repo.
Finally, there is our secret project which we mentioned last summer. It’s still in the works, but you won’t see it until after the next Wii64/WiiSX betas
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February 17th, 2011, 02:35 Posted By: wraggster
news via gbatemp
IkuReader is an e-book reader for the DS made by no_please. It has been updated to version 0.059. See below for current features and what's new in this release, and join the on-going discussion for more information.
QUOTE(Features)
• txt, epub and fb2 file formats
• UTF-8 text encoding
• horizontal and vertical layouts
• TTF fonts
• read from either both screens or just one. Backlight of inactive screen will be turned off to save battery life
QUOTE(Change Log)
• fix: several previous versions didn't work on some cards (white screen)
• workaround for crashes on files with unicode filenames on some cards
• checks whether bookmarks are set past end of file (happens with equally named files)
http://code.google.com/p/ikureader/
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February 17th, 2011, 14:00 Posted By: wraggster
The Prophecy Demo 2 by Daid and EzekielRage
Castlevania clone made for the Wii. The current release is DEMO 2 and includes stages 1 and 2. The driving force behind the game is EzekielRage, his blog can be found at: http://ezekielrage.wordpress.com
Changelog
Demo 2: February 17th, 2011
- Added second stage
- Added dialogues and cutscene
- Added tutorial
- Added level select screen
- Added options menu
- Added weapons and enemies
- Powers now need to be activated
- A yellow crystal is formed where you release your power
- Tweaked level layout of stage 1
- Changed music of stage 1
- Other minor changes
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February 17th, 2011, 14:07 Posted By: wraggster
New from Superufo.com
Product Features of Nintendo DS 3DS 4in1 Bundle-Chick
Animal Charm (4 different models:Puppy, Pig, Chick and Elephant) carrying case 1pc
3DS Crystal Case 1pc
Screen Protectors for both screen(3D screen and Touch screen);
Touch Pen 1pc
Best for kids to use for Nintendo 3DS
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February 17th, 2011, 23:57 Posted By: wraggster
Nintendo's handheld puzzle series Professor Layton has reached 11.47 million worldwide shipments across four titles, developer Level-5 has revealed.
AndriaSang reported the series passing the 11 million milestone. The DS-only series has proven popular with both traditional and so-called casual audiences, and has been the subject of mainstream TV ads from Nintendo.
A fifth game, Professor Layton and The Miracle Mask, will be a 3DS launch title.
http://www.gamesindustry.biz/article...-sales-top-11m
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February 18th, 2011, 00:39 Posted By: wraggster
News via nmax
huiminghao et minitroopa release Beta 0.30 of " nesDS-EX "émulator Nes for the Nintendo DS.
UPDATES:
--------
0.30
All the rendering sections has been re-written. Uses the NDS hardware to emu the NES graphic.
Much better speed and sound.
0.22
uses software to cal the CRC, same as Virtuanes.
mapper074 updataed, supporting some special games.
mapper0, 1, 4 updated.
fixed some bugs..
0.22b
mappers supported: 0, 1, 2, 3, 4, 10, 16, 19, 74, 246 (EX's mapper files is very different from the original.)
function added: cheat
http://sourceforge.net/projects/nesds/
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February 18th, 2011, 01:02 Posted By: wraggster
News via nmax
Actarus offers beta version 1.0.3.9 for windows of " iDeaS 'excellent Nintendo DS Emulator for PC.
New version of iDeaS 1.0.3.9 beta. Here's the changelog :
* Added MultiCores support for 3d rendering.
* Added data abort for ITCM memory.
* Fixed a bug in SWI 0xF.
* Fixed a bug in IPCFIFOCNT register for FiFo Empty IRQ.
* Fixed a bug in DISP3DCNT register with buffered commands.
* Fixed bugs for Action Replay C0 and E2.
* Fixed a bug in zbuffer management.
* Fixed a bug in textures managemnet.
* Fixed a bug in DS Cartridge Secure Area.
:: Homepage
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February 18th, 2011, 01:40 Posted By: wraggster
News via http://gbatemp.net/index.php
Homebrew Filter, the open-source alternative to The Homebrew Channel has received a rather large update, the most notable new features are NTFS file system support and Gamecube homebrew support. See the 'Changelog' below for more information. Homebrew Filter also contains custom theme support.
QUOTE(Changelog)- NTFS support
- Support for Gamecube Homebrew (folder gc_apps)
- last used device is stored (SD / USB)
- function for the alphabetical order in one category (key 1)
- Move applications by holding down B button
- Slightly revised GUI (Menu and password)
- Simultaneous display of programs on SD and USB
- Config stored on SD or USB
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February 18th, 2011, 02:13 Posted By: wraggster
A new Nintendo home console could be on the way, judging by comments made by THQ boss Brian Farrell.
Speaking at an investor conference yesterday, as reported by CVG, Farrell stated that he didn't expect new hardware from Microsoft or Sony in the near future, but conspicuously left Nintendo out of the equation.
"It used to be that investors would play the console cycles," he explained. "A new console would mean a period of hyper growth in the industry.
"Now that game costs have gone up so much, these cycles have gotten longer, so it's harder to understand how to play the console cycle. We don't expect new hardware any time soon from either Microsoft or Sony. It's difficult on Nintendo - we'll let them announce their new hardware."
"What we like about now is we've put most of our capital behind the 360 and PS3 for the next couple of years and that's where we think the action's going to be."
This isn't the first time we've heard whispers regarding a Wii successor. Back in November, Nintendo boss Satoru Iwata said, "We are of course studying and developing the next console to Wii.
"However, there is a big difference between studying a product and announcing what it is and when we will release it.
"I am afraid to say that the history of entertainment is also the history of imitation. A great idea will promptly be copied unless protected through patents.
"At the same time, it is really important for our business to positively surprise people. Will you be surprised by our completed product if we told you how it is surprising three years in advance?"
Then a month later, Nintendo US chief Reggie Fils-Aime suggested that there would be no new Nintendo home console until the Wii had sold 45 million units in the US.
Of course, Farrell could just be speculating, but you'd best keep an eye on Nintendo's E3 conference in June, just in case.
http://www.eurogamer.net/articles/20...t-wii-2-reveal
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February 18th, 2011, 23:34 Posted By: wraggster
Despite our increasingly online-enabled world and the rise of digitally distributed games, Nintendo has insisted physical media is here to stay.
"We have been very clearly communicating for a long time that the packaged software or retail market is the one that's going to drive the mass market," Nintendo of Europe's MD of marketing and PR, Laurent Fischer told Edge.
"We have never seen any link between growth in the mobile gaming market and decrease in the normal software market. It's two different markets, two different topics. We couldn't find any evidence of those two markets being linked."
Fischer's comments echo those from Sony Computer Entertainment boss Kaz Hirai, who in August last year insisted that a digital future is over 10 years away.
"We do business in parts of the world where network infrastructure isn't as robust as one would hope," Hirai said.
"There's always going to be requirement for a business of our size and scope to have a physical medium.
"To think everything will be downloaded in two years, three years or even 10 years from now is taking it a little bit to the extreme."
Last July saw a watershed moment in the rise of digitally distributed games, when NPD revealed that US PC game digital downloads were reaching parity with in-store.
And in October Take-Two boss Strauss Zelnick predicted that in three years' time 40 per cent of the Grand Theft Auto company's sales will be digitally distributed titles.
For Nintendo's Fischer, though, it's all about the high street.
"People who talk about the end of physical media don't share the same daily reality as most consumers," he said.
http://www.eurogamer.net/articles/20...s-here-to-stay
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February 19th, 2011, 01:08 Posted By: wraggster
The wireless controller for the Nintendo Wii has been used in many a hack due to its simple to use Bluetooth interface. The nunchuck portion of the controller however, has always required a physical tether to the wireless controller, or an aftermarket wireless dongle. [Rousselmanu] is looking to change that with his Bluetooth-enabled wireless Wii nunchuck. He is able to retrieve a slew of data from the nunchuck, including information from all of the accelerometers, buttons, as well as the joystick. The data is read into a PIC MCU and relayed via serial to a Bluetooth module he purchased online.
The Bluetooth module looks fairly easy to interface in Linux, and [Rousselmanu] has a video showing off how well the nunchuck can be used to interact with 3D models. He admits that the controller is a bit ugly at the moment as all the components don’t quite fit so well, but future revisions will surely remedy that.
Keep reading to see a video of the nunchuck in action.
http://hackaday.com/2011/02/18/bluet...-wii-nunchuck/
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February 19th, 2011, 01:11 Posted By: wraggster
[NeoTenchi] wrote in to share the new game peripheral he built, dubbed the NES Paul. The ultimate goal of the project was to build a NES-styled controller for an upcoming game he is working on, tentatively titled 8-bit Hero. The guitar is constructed primarily from wood, as well as some scrounged bits he had around the house. An Xbox 360 controller was dismantled and wired to provide input for the guitar’s buttons and D-Pad. Even the Xbox controller’s rumble packs were used in order to provide visual feedback of missed notes via LED tuning pegs on the guitar’s headstock.
The writeup is broken into several pieces as it was put together in a handful of Google Buzz posts, but it is still relatively easy to follow. We can’t wait to see how the project comes together once the game portion has been completed.
http://hackaday.com/2011/02/18/nes-p...me-controller/
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February 19th, 2011, 01:19 Posted By: wraggster
News via http://gbatemp.net/t279629-mooncalc-0-1-beta
Moonlight, maker of the popular DS application Moonshell, has released a new calculator homebrew for the DS called MoonCalc. For more information, please join the on-going conversation via the link below.
QUOTE(02/16/11)
I created a calculator without effort. Copy mooncalc folder to your MicroSD then execute MoonCalc.nds.
You can input only in dec form(no bin/hex input), so this isn't so useful.
Launching from other than MoonShell ver 2.10 stable Zwai edition might cause no sound.
You can check mooncalc version by opening preference (by clicking the gray box or pressing SELECT) and seeing the upper right (in lower screen) ver x.xx
I got bored so perhaps there won't be an update unless a fatal bug.
http://translate.google.com/translat...%26prmd%3Divns
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February 20th, 2011, 01:24 Posted By: wraggster
Swiss aims to be the ultimate utility Gamecube homebrew application.
New in svn revision 33:
- Zelda WW on Wii support
- Add "Stop Motor" support now
- DVD Seek instead of small Read now
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February 20th, 2011, 01:37 Posted By: wraggster
WiiMC 1.1.3 released by Tantric and rodries
WiiMC (Wii Media Centre) is an open source media player for the Nintendo Wii. The GUI is powered by libwiigui.
Features
- Attractive libwiigui-based interface, designed with the Wii in mind
- Picture viewer
- Music player
- On-line media support, including SHOUTcast, YouTube, and Navi-X
- FAT32/NTFS from SD and USB 2.0 (FAT32 recommended)
- Network playback via SMB, HTTP, and FTP
- Multi-language support: Asturian (in WiiMC beta), Chinese (Simplified and Traditional), Dutch, English, Estonian, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese (Brazilian), Romanian, Russian, Spanish, Tamil
- [*]
- [*]
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February 20th, 2011, 02:09 Posted By: wraggster
News via http://www.ds-scene.net/?s=viewtopic&nid=10586
Long-time DS-Scene member Foxi4 has created a new stopwatch application for the DS. It's in an early stage still, but it looks really nice already!
Foxi4 The name says it all - it's a stopwatch.
Why make one? Well, usually when you have a digital stopwatch, you have access to a few functions: the time, the date and the stopwatch itself, but you can only use one function at a time. Not only that, but most stopwatches have a limit of 5 lap times! Another problem with traditional stopwatches is that sometimes you can accidentally press the reset button and loose all your lap times.
This stopwatch shows you everything - the date, the current time, total time of all laps and up to 48 laps on the top screen! The reset function locks itself when the stopwatch is in-use, so you'll never loose your lap times again. It's easy-to-use for anyone and it has a nice "tick" to it.
[...]
Future plans regarding the project:
* Miliseconds support
* Counting the time difference between laps
* Nicer graphical GUI, hopefuly with an "analog" watch face and watch hands in addition to the digital display
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February 20th, 2011, 02:24 Posted By: wraggster
news via http://www.codemii.com/2011/02/19/hb...0%93-week-7-2/
The following applications have been added/updated:
18 February 2011- Astronomy v1.0
- Bolt Thrower v0.34 -> v0.35
- CorsixTH Beta
- GB4GB v0.1
- NewoShooter v1.2 -> v1.45a
- SaveGame Manager GX r97 -> r98
The codemii.com website hosts the Homebrew Browser’s updates. This will be my blog where I try to give an status updates on the development progress of the Homebrew Browser and mention any interesting news in relation to other homebrew applications or Wii developments. Feel free to comment on posts.
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February 20th, 2011, 15:53 Posted By: wraggster
News via nmax
relminator provides an update of " Easy GL2D DS 'graphics library C + + to develop games for the Nintendo DS.
Notice:
* glColorTable() has been deprecated since the release of libnds 1.5.0.
Because of the it, stencil effects are not possible w/o some hacks so I just disabled it altogether. However, rendering sprites in any palette is a lot easier now since palettes are automatically managed by libnds.
* You also need to tell libnds what VRAM bank you want allocate for
texture palettes. See the example files.
Update 02/17/2011
* Code overhaul for libnds 1.5.0 compatibility
* Added 2 parameters to glSpriteLoad() and glSpriteLoad()
* Fixed the examples to reflect changes
* Doxygen generated reference
* Bug fixes(reported by Enay, Mhaun, Alex Sinclair, etc)
http://rel.betterwebber.com/junk.php?id=117
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February 20th, 2011, 16:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12976&f=54
ThatOtherDev offers version 1.0 of " Tick Tock Race Car "racing game where you must wear the 3 rounds as quickly as possible in an environment destructible.
Here is the long overdue Wii port of my game Tick Tock Car Race. For anyone unfamiliar with it Tick Tock Car Race is a time based (you aren’t competing against anyone your goal is just to get as low a time as possible) racing game with destructible walls.
When navigating the menus you point with the wiimote and use the A button. But when actually playing the game you should hold the controller sideways like an NES controller. Use the 1 button to go in reverse, the 2 button to accelerate, the B button to use turbo (which will make you go even faster and allow you to smash through walls) and use the directional pad to turn left or right.
The camera zoom, camera rotation and the vignetting overlay are turned off by default now but if you want to activate them then you can still do so in the options menu. No matter what you do though there will however not be any tire tracks. Aside from that it is the exact same game as it was on PC.
http://thatotherdev.wordpress.com/20.../#comment-1156
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February 20th, 2011, 16:27 Posted By: wraggster
news via nmax
spinal propose la beta 3.1 de "iMenu", menu alternatif au design inspiré de l'iPod touch/iPhone destiné uniquement au linker SuperCard DSTwo.
-b3.1 update-
* move icon screen overlap fixed
* all top screen text have different colours
* top screen text can be placed seperatly (time, date, day, icon, icon name, icon note)
http://spinalcode.co.uk/index.php/pr...onsoles/imenu/
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February 20th, 2011, 21:42 Posted By: wraggster
News via AEP
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
February 19, 2011
Nintendulator´s builtin iNES header editor now disallows setting the NES 2.0 battery-backed PRG/CHR RAM fields to nonzero values if the SRAM flag is cleared. Additionally, all unused fields will be properly zeroed out when saving the header.
Notable changes include added NES 2.0 support, various emulation fixes, and numerous added or improved mappers.
:: Homepage
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February 20th, 2011, 21:54 Posted By: wraggster
News via AEP
A new version of DSP Emulator has been released. DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
DSP Emulator 0.11b1 WIP 17/02
Another release of DSP 0.11b1 WIP binary and source.
Namco System 86 cleans, optimized HD6309 CPU and fixed M6809 DAA opcode. Added ´Roc´n Rope´ driver with sound.
:: Homepage
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February 20th, 2011, 23:20 Posted By: wraggster
Pate has posted a new release of his Dos Emulator for the DS:
The changes in this version are:
Built with libnds 1.5.0 (from Feb 14th). This might make it possible to use the DSi mode via a so called "sudoku hack". I don't have access to such a hack, so I have no way of making sure whether it works or not.
New Smooth screen scaling mode added. NOTE! This mode currently only works in CGA and MCGA graphics modes, all other modes simply show a black screen (or some corrupt data) when going to Smooth screen scaling mode. The Smooth scaling in MCGA mode causes a severe performance hit, so it is not recommended unless you run DSx86 in DSi mode.
I plan to implement the smooth scaling screen modes to EGA and Mode-X graphics modes as well, but both of those will also cause a severe performance hit. I'll also look into the possibility of adding smooth scaling to 80x25 text mode, simply by using a narrower font.
The longer term plans are to add 80286 protected mode features, and taking advantage of the larger RAM in DSi mode, to be able to run Windows 3.0 in Standard mode on a DSi.
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February 20th, 2011, 23:31 Posted By: wraggster
Pate has posted a new release of his Dos Emulator for the DS and those with the Supercard DSTwo Flash Cart which enables more ram for the emulator and thus makes supporting more Dos Games much more likely:
This version has a lot of new protected mode opcodes supported, based on the debug logs you have been sending. Thanks again for those! This version might now run a few more 386-specific games, for example I have been able to make Warcraft: Orcs & Humans start up into the actual game. Every now and then it fails with an unsupported I/O port, which seems to be caused by the game sometimes detecting the SoundBlaster as using DMA channel 3, while in reality it uses DMA channel 1. I suspect there are still some rather serious problems in my audio handling.
I have also made some minor performance improvements, the things mentioned in my previous blog post, and I also moved the temporary variables used by the Mode-X graphics mode opcodes into the small data segment which is accessed by the GP register. This makes the Mode-X graphics handling (as used in Doom, for example) slightly faster.
While making the performance improvements, I again ran into the weird keyboard reading problem I originally fought with at the beginning of this year. After various tests I was able to determine that when I used the new improved Mode-X code (which was slightly smaller), the keyboard behaved very erratically, but going back to the original slightly larger Mode-X code got rid of the problem! The weird thing is that this problem happens immediately in the 4DOS prompt, when none of the changed Mode-X routines have even been run yet!
So, in the end I had to add 1000 bytes of filler at the end of the Mode-X graphics code to make the keyboard reading work properly! This obviously makes absolutely no sense, and I will remove the extra filler bytes as soon as I can figure out what the real problem is. It seems like some sort of alignment problem in the DS2 SDK code that handles the communication between the ARM side and the MIPS side, but that is just a theory and without knowing the internals of the communications code I have no way of properly testing this theory.
I haven't been able to handle all the issues mentioned in the debug logs yet, but many games should at least progress further. Please send me the new debug logs again for this version, and I'll again try to implement as many fixes as possible to the next version.
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February 21st, 2011, 00:48 Posted By: wraggster
News via http://thatotherdev.wordpress.com/20...%e2%80%93-wii/
Here is the first release of The Untitled Project’s Wii port. As a fun side note its also my first polygonal 3D game on Wii and my first time using GX directly (I was actually going to use GL2GX but decided against it at the last minute). For anyone unfamiliar with it The Untitled Project is (or will be) an open world (massive and open ended streaming city) science fiction (think cyberpunk not space opera) action RPG.
At this point in time it in no way resembles a game. Its even more incomplete then its PC/PS3 versions. There are no collectibles, no saving, no functional elevators, no minimap, the worlds is smaller, there is no lighting of any kind, no mipmaps, none of the testing stuff like ghost mode or the ability to increase or decrease the draw distance is included, not only is the character you play as not animated but it doesn’t even turn to face the direction you are moving.
But its a start and on the upside it does run a lot smoother then I was expecting which has led me to believe that it could in fact end up working out well on Wii.
Use the analog stick to move, the directional Pad to turn, and the A button to jump.
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February 21st, 2011, 00:55 Posted By: wraggster
DragonMedia Player 0.25 released by DragonMinded
Music player for the Wii. It has a nice interface and is skinnable. It plays mp3, ogg, flac and other formats but does not work with wma. As of 0.25, it now supports m4a and mp4! It is a native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii. As of 0.2, DMP now supports Samba sources as well as USB and SD already available. Please visit the website listed on the right for more information!
0.25 Alpha - Added support for AAC, M4A and MP4 file format
- Songs now continue to play from old directory when browsing through directories
- Fixed a crash bug with modules that don't load properly
- Fixed an issue where sometimes it would take several seconds to play the next song
http://dmp.dragonminded.com/
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February 22nd, 2011, 01:18 Posted By: wraggster
Annoyed that the new lights he bought for his apartment lacked power switches, Instructables user [p.arry.drew] decided on install a pair of wireless light switches. Not content to use the remotes separately, he decided to see if he could cram them both into an old NES controller, making for a nice all-in-one wireless light commander.
He disassembled the light switch remotes, cutting off a bit of the battery contacts to ensure they fit in the game pad. He then pulled apart his NES controller, removing the cord and adding some foam padding to ensure that the buttons fully contacted the wireless switches when pressed. A few bits of wooden dowel were added to keep everything in place, then the controller was reassembled.
His creation makes for a very convenient method of controlling several light switches from once source, plus the packaging is pretty handsome as well. These remote light switching solutions seem to be all the rage lately, so keep them coming!
Read on for a quick video of his remote light switches in action.
Read the rest of this entry »
http://hackaday.com/2011/02/21/nes-g...ght-commander/
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February 22nd, 2011, 01:33 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for 7223
Some fixes for the "Cheat Search" feature :
- Replace ToLong() with ToULong(), as to allow values in the [0x80000000..0xFFFFFFFF] range to be parsed correctly without failure.
- Remove the "val_base" hack, as it breaks hexadecimal values beginning with '-'.
Simply passing 0 as the second parameter to ToULong() is enough, as mentioned on this page: http://msdn.microsoft.com/en-us/libr...VS.100%29.aspx
- Changed the error message (and some of its translations) to reflect that octal values are now auto-detected ("supported") as well.
To users:
Note that values beginning with '0' (not "0x" nor "0X") are now interpreted as octal values instead of decimal values. So be careful when using those!
Download Here --> http://www.dolphin-emulator.com/download.html
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February 22nd, 2011, 01:48 Posted By: wraggster
News via AEP
A new version of DSP Emulator has been released. DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
21/02 - DSP Emulator 0.11b1 WIP 20/02
Another release of DSP 0.11b1 WIP binary and source.
Added new CPU MCS51 serires.
Added MCU i8751 to Black Tiger (removed protection patches).
Added ´Repulse´ driver with sound.
:: Homepage
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February 22nd, 2011, 02:14 Posted By: wraggster
News via nmax
Many have dreamed of, it's done! There is indeed a MMORPG for the Nintendo DS, " dubquake "whose version 1.3 is released in late 2010.
Despite my many attempts to connect to server, I did not manage to join a game so if anyone has any info on this ...
Attention all dubquake fans !
As some of you might already know, Julie & I have left Paris to live in San Francisco for at least a year ! We got here on the 13th, and we're now proud to offer you a new release of dubquake : Version 1.3 !
Here's a little (non-exhaustive) changelog for this new release :
[~] >> Monsters have Names
[~] >> No more Self-Attack / Self-Kill
[~] >> Monsters Attack Players
[~] >> Items appear upon killing Monsters (and can be picked up by walking over them)
[~] >> Shields
[~] >> New Maps
[~] >> Better Settings Management (+ Settings Menu)
[~] >> Network Speed Display
[~] >> New Items
[~] >> Improved text cutting
[~] >> Improved Network Protocol (mostly security features)
[~] >> Items Pagination (in all Item-Selection Screens)
[~]>> Minor Bugfixes
Previous versions won't work anymore, so be sure to download the new release from the Download page !
We hope you will all enjoy the new features and give us some feedback !
- Bresse
http://www.dubquake.net/
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February 22nd, 2011, 02:17 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d7aca2a1860dcc
ibBAG is a library for the Supercard DS Two with the use of the Supercard sdk that contains functions to make development easier and faster. This library includes graphic routines such as bitmap, png and jpg loading, an audio system for easy playback of wav, raw or ogg audio, easy input detection, various text functions, and some debug functions.
libBAG R4
-corrected a typo in BAG_OGG_UpdateOgg function
-added BAG_BmpTxt_GetCharHt and BAG_BmpTxt_GetStrHtPix functions
-added full transparency support for png loading and added frame width and frame height args to the function
-fixed bitmap loading functions to use the arguement order of the other format functions for consistancy. Now takes filename first before the object handle
-Bmp font system now supports alpha masks
-png font supported in bmp font system
-added BAG_Core_InitEx (BAG_InitEx) for customizing more options in the initialization of libBAG
-added BAG_Display_LoadBmpChunk - can load specified pixel areas of an image into a buffer rather than the whole image
-fixed some possible memory leaks in BAG_Display_LoadPng
-added the ability to check for stylus double clicks with Stylus.DblClick
http://libbag.atfreeforum.com/viewtopic.php?f=3&t=10
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February 23rd, 2011, 00:58 Posted By: wraggster
Pokemon developer GameFreak has explained why their games launch in the US and Europe so long after they do in Japan.
It's because the Japanese developer cares so much about the Pokemon names.
"The gap between the Japanese launch and the European launch is because we always try to make the best videogame experience for not only Japanese users, but the people in other countries who enjoy localised videogames," game director Junichi Masuda told Eurogamer in a new interview.
"For example, we take care with the Pokemon names. We can all adapt Japanese names to Europe, but then sometimes it wouldn't mean anything to the European kids and players. So we always take all the processes seriously when we localise."
Pokemon Black and White will launch on the DS in Europe on 4th March and in the US on 6th March – nearly half a year after the games went on sale in Japan.
That sounds like a long time to change some Pokemon names, but independent developer GameFreak insists the process is getting smoother and shorter.
"For Black and White we totally changed the scheme of the organisation," Masuda revealed. "This time we translated directly from Japanese to all other languages. Before, we localised from Japanese to English, and from English to other European languages. So this time it was Japanese directly to European languages.
"That made the launch timing a little closer to the Japanese launch. This time, the launch in Europe is 4th March, which is two days before the US launch. So we're making an effort. This time we had many new localisation staff."
The next Pokemon games are rumoured to be in development for the Nintendo 3DS.
Pokemon Black and White were the best-selling game in Japan last year. Since launch in September they had amassed nearly five million sales.
http://www.eurogamer.net/articles/20...-pokemon-games
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February 23rd, 2011, 01:06 Posted By: wraggster
Shop GAME will give you a trade-in price of £190 on the £196.99 Nintendo 3DS if you bring it back within a month of buying it.
This price is guaranteed only if you trade the Nintendo 3DS in by 25th April, MCV reports.
There are a few conditions, however. The order must be placed online, and you must keep hold of your packing receipt. GAME's in-store Nintendo 3DS price is £220.
If you want to trade for cash, you'll get £180 – effectively meaning the Nintendo 3DS, which goes on sale on 25th March, costs £17 to rent for a month from GAME.
It's all part of GAME's Play Now / Trade Later offer. A similar promotion was attached to Atari's online-enabled racer Test Drive Unlimited 2 – GAME guaranteed a buy back price of £34.99 on the 40 quid game.
http://www.eurogamer.net/articles/20...trade-in-price
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February 23rd, 2011, 01:23 Posted By: wraggster
The North American launch details for Nintendo 3DS have been finalized. In addition to Face Raiders and AR Games, both pre-installed on the hardware, the system will launch with three first-party games: Pilotwings Resort, Steel Diver, and nintendogs + cats. Each first-party game has a suggested retail price of $39.99.
Thirteen third-party games will be available on March 27th, including Super Street Fighter IV 3D Edition and Rayman 3D. Nintendo promises that thirty games will be available for the platform by E3 expo. The Legend of Zelda: Ocarina of Time 3D, Star Fox 64 3D, Kid Icarus: Uprising and a new Mario Kart game will all be available before year's end.
http://www.joystiq.com/2011/02/22/ni...erica-40-each/
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February 23rd, 2011, 10:51 Posted By: wraggster
The first few Nintendo 3DS review scores and analysis have hit the net, taking aim at the launch line-up.
The scores come from Japanese mag Famitsu ahead of the release of Nintendo's handheld over there on Saturday.
Here's the full verdict on the 3DS launch line-up along with closing comments on some of the titles from the mag.
They're translated by Andriasang but we've totted up the totals at the end (since we can't be sure what each individual number refers to) to save your head from some maths:
- Super Street Fighter IV 3D Edition: 9, 8, 8, 9 [34/40 - 85%]
"Graphics are good. The 3D versus option is a show for the system's 3D, but it can be a bit hard to see. The touch controls are convenient."
- Samurai Warriors Chronicles: 9, 9, 8, 8 [34/40 - 85%]
"There's a lot of volume, and the missions are enjoyable. The 3D makes it easy to grasp enemy position. The game's real time simulation elements are enjoyable."
- Winning Eleven 3D Soccer: 8, 8, 8, 8 [32/40 - 80%]
"The game is lacking in terms of modes, but the standard modes are there. The feeling of distance and closeness is increased because of the 3D depth. The text is a bit hard to see."
- Puzzle Bobble 3D: 6, 6, 6, 6 [24/40 - 60%]
- Nintendogs cats: 10, 9, 9, 10 [38/40 - 95%]
"The fur is realistic and the wireless elements are good. The game can be enjoyed by anyone."
- Ridge Racer 3D: 8, 8, 7, 9 [32/40 - 80%]
"There are few modes. Beginners can easily drift, but the rival car difficulty is high. Good points include the BGM and the inclusion of many old courses."
- Combat of Giants Dinosaur 3D: 6, 6, 6, 5 [23/40 - 57.5%]
- Professor Layton and the Miracle Mask: 8, 8, 8, 8 [32/40 - 80%]
"The puzzle solving doesn't use 3D too much, but investigating a screen with depth feels good. The game is enjoyable in 2D as well."
- Shanghai 3D Cube: 7, 7, 7, 5 [26/40 - 65%]
- Super Monkey Ball 3D: 9, 8, 8, 7 [32/40 - 80%]
"The gyro-based controls don't fit with 3D. Playing with the gyro controls is fun, but when the 3D is turned on for this, it's a bit difficult to play."
Yesterday reports emerged of an amazing 3DS GAME deal, which essentially lets you try before you buy.
You can also let us know which 3DS launch titles are preparting to float your boat in the comments field below.
[ Source: Andriasang ]
http://www.computerandvideogames.com...VG-General-RSS
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February 23rd, 2011, 23:55 Posted By: wraggster
Nintendo revealed one augmented reality game included with the 3DS, yet there are five more it kept quiet about. But, inevitably, someone's leaked the lot.
In case you didn't know, the 3DS will come with a set of cards that will be used for special augmented reality games included within the machine - games that seemingly appear in the real world on the console's 3D screen.
We already knew about Face Raiders, which transforms 3D pictures of your friends' faces into floating targets that you shoot by moving the system around to aim. But there are five more games, details of which have been leaked to Wired.
'AR Shot' is apparently "a combination of pool and mini golf". You use a cue stick to hit a ball around a mini course and sink it down a hole at the end - all done on your dining table. You walk around your table (or chosen surface) to make your plays.
'Fishing' turns your table into a body of water and you move your 3DS to manipulate your rod, dipping your line into the water to yank out fish of increasing size (you occasionally see sharks). Sounds amazing, that.
'Graffiti' lets you draw on surfaces with a range of paints, paintbrushes and other special effects like fire. You can then manipulate your drawing with the buttons.
'Star Pics' uses multiple AR cards, each one with a different Nintendo character drawn on them: Mario, Kirby, Link, Samus and Pikmin. the first picture of those can be seen here. When you point the system's rear-facing cameras at these cards it makes the corresponding characters appear. You set up a scene and take pictures of it. Neat.
'Mii Pics' sounds like the same basic idea as 'Star Pics', only you use Mii characters instead.
[ Source: Wired ]
http://www.computerandvideogames.com...VG-General-RSS
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February 24th, 2011, 00:10 Posted By: wraggster
When Nintendo first began work on the follow-up system to the DS, 3D visuals weren't part of the plan.
It wasn't until after 2008 that Nintendo considered using 3D in games once again, Nintendo 3DS project head Hideki Konno told Japanese magazine Famitsu (translated by Andriasang).
Planning for the successor to the DS began when the original DS was completed (it launched in Japan in December 2004), so by the time Konno joined the project, Nintendo already had prototypes which would serve as the basis for the 3DS.
The initial target, Konno reveals, was to make a new system that was backwards compatible. This meant it had to retain the two screens and bottom screen being a touch pad of the DS.
When Konno joined the project, he began to think about 3D. His initial tests involved connecting a 3D LDC panel to a Wii so he could see if Wii software could be made into 3D.
Konno found playing Mario Kart Wii on a naked-eye 3D panel to be "very nice". Various related parties gathered to see this demo and were impressed. These early demonstrations also consisted of 3D figures of Mario and Luigi, which also impressed viewers.
Meanwhile, those familiar with the upcoming handheld know that the 3D visuals can be turned up and down with a slider, but it wasn't always so.
The "volume control" went through numerous ideas, including plus and minus buttons and options settings at the software level, before the slider control was decided upon.
The 3D Mario Kart Wii demo is what lead to the final slider form. They tested out the Mario Kart demo with an analogue volume switch and found the feel of the game world changing in real time to be unique.
The Nintendo 3DS launches in Japan on 26th February, and in Europe on 25th March. UK shops are selling it for just under £200.
http://www.eurogamer.net/articles/20...f-the-3ds-plan
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February 24th, 2011, 00:25 Posted By: wraggster
Even though Nintendo has been experimenting with 3D for years, and working on the DS successor for years, the two ideas weren't always connected. Speaking to Famitsu, 3DS hardware producer Hideki Konno revealed that early versions of the hardware were designed without 3D in mind.
"I became involved with development starting in 2008, but at that time, it didn't have 3D visuals," Konno said. "From Nintendo's perspective, they've released [3D racing game for Famicom] 3D Hot Rally and the Virtual Boy; they've had a history of experimenting with 3D visuals." With the advent of glasses-free screens, Nintendo decided this would be a good time to try again.
The same is true of the gyroscopic motion sensor. It was added just before E3. " The boat had really left the port by that point -- the hardware team had the final specs and just had to work it all out," Konno told Famitsu. "Then, in the midst of that, Miyamoto said 'This isn't enough; we can really change things if there's a gyro sensor in there.'" After playing with a prototype gyro-enhanced DS, Konno agreed. "We had a prototype for the sensor already, so we got everyone together to try it out, and the conclusion we came up with was 'Well, if we can do things this fun with it, I guess we've got no choice.'"
http://www.joystiq.com/2011/02/23/th...tilt-controls/
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February 24th, 2011, 00:29 Posted By: wraggster
Final Fantasy III on iPhone isn't based on the Famicom original, according to Famitsumagazine. Instead, it's a remake of the polygonal DS remake from 2006.
The magazine reports (via Andriasang) that the iPhone version will have undergone significant re-remaking when it's released in Japan next month. The graphics will be in high resolution, the sound will be updated, and the monster viewer will be reformatted for ease of use. No images of the new version are available yet; however, with the magazine issue out today, we can expect to see official screenshots on Famitsu.com within a couple of days.
This makes the iPhone, in our opinion, the weirdest place for Final Fantasy games, since it houses Final Fantasy I and II, which are based on the PSP versions, and soon the DS-originated Final Fantasy III. If you just downloaded them all from the App Store without knowing any of the history, you'd be baffled as to why they looked so different.
Update: A post on the European Square Enix Members site reveals that FF3 is due on the App Store in Europe this March, as well.
http://www.joystiq.com/2011/02/23/ip...he-ds-version/
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February 24th, 2011, 00:32 Posted By: wraggster
Even with the 3DS launching in March, Nintendo is offering some incentive to buy a regular DSi instead (or additionally, of course): Pokémon pictures! The company announced limited-edition Pokémon Black and White DSi bundles, coming to North America on March 6.
The bundle includes either a black or white DSi with an etched image of the Legendary Pokémon Reshiram and Zekrom, a matching copy of the new game, and an exclusive DSi case. It'll cost $179.99, about $5 less than buying the game and a DSi separately. A small relief, we're sure, to the Pokémon superfans and/or DS collectors who feel compelled to buy both.
http://www.joystiq.com/2011/02/23/po...e-3ds-release/
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February 24th, 2011, 00:55 Posted By: wraggster
News via nmax
Studio disjointed , our winner of the Dev Nintendomax DS Competition 2010 , we moved to version 1.01 " Waimanu DS "adventure game / puzzle game for the Nintendo DS.
Ok people, it's time to update!
Sverx has spent some time with the code of Waimanu DS lately, fixing little things that weren't 100% right in the previous release. Here's the list of changes :
version 1.01:
- Bonus now appear behind breaking blocks while they're still falling to pieces, so you can spot them early
- A sound effect has been added (it was forgotten!) to notify when bonus pickup happens
- Waimanu lives counter now correctly shows how many lives are available, even when they're more than 5
- A little bug in the 6th level of the 4th area has been spotted and fixed
- Removed some screen gitches while loading new levels
- Added a blue "1st place" ribbon on splash screen, since we're NintendoMax 2010 DS Dev Competition winners =)
So, what are you waiting for...? Just go to the download section (right side of this blog) and get the new version ! Oh and ...don't worry, your hiscores will be retained
sidenote: according to some boards we've read around, Waimanu DS can be run direcly from the Nintendo DSi SD card, using the so called 'SudokuHax exploit'. Please leave a comment here if this proves to be true, thanks!
http://disjointedstudio.blogspot.com/
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February 24th, 2011, 12:35 Posted By: wraggster
New release for Wii from thatotherdev
Here is a quick Wii port of Neo Tanks. Its a nice little animated graphical demo showing two armies of 3D tanks fighting each other. You can move the camera a bit with the directional pad but its otherwise completely non interactive. Its effectively just a screen saver.
I haven’t really decided what if anything I’m going to do with this. I might update it at some point but I’m not sure if I’ll actually be making a game out of it or not. It will probably just remain a demo.
Sorry for the lack of screenshot but I haven’t yet looked into how to go about recording the rendered screen on Wii to output as a file (the way I was doing it before was dependent on SDL). And without lowering the number of tanks to something pointless it just crashes for me in Dolphin (which is what I used to get the screenshot for the first build of the Wii port of The Untitled Project). But if you’re wondering it looks pretty much exactly the same as it does on PS3 just at a lower resolution.
EDIT: Cid2mizard was kind enough to provide screenshots.
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February 24th, 2011, 15:44 Posted By: wraggster
Heres a newspost from Play Asia discussing release dates and more of all 3DS Games Coming Soon:
Nintendo 3DS™ and related games are just around the corner - you have until Friday 25th February to convert your reservations into a preorder!
Nintendo 3DS consoles will make their debut this Saturday. Customers who have already converted their reservations into preorders will get their console soon. If you are are still making up your mind, you have until this Friday (25th February) to make a decision.
Now, with the consoles confirmed, get a game, or better, several to test it's capability. All the Nintendo 3DS games have added depth to them, experience the challenges from the extra dimension and enjoy the spectacular graphics.
Dinosaurs jump out of the screen as you shoot bubbles into Puzzle Bobble 3D. The simple but addictive gameplay will warm you up for the upcoming puzzles, battles and fights.
Join Professor Layton and Luke to solve puzzles thrown at them by the sinister Gentleman of Miracles. 3D puzzles will surely stimulate all your brain cells. Run into the fighting grounds and throw punches into the screen in Street Fighter, pass the ball to your comrade across the soccer pit in Winning Eleven 3D Soccer and head deep into your enemy's camps in Sengoku Musou Chronicles.
Keep a puppy or a kitten, the Nintendogs+Cats series provide you with a large variety of pets, play with them, take them out for a walk or just pet them. They offer pure cuteness and real relaxation in your hectic life.
Here are the games that are scheduled to arrive with the console:
Combat of Giants: Dinosaur 3DJPNFeb 26US$ 59.90Layton Kyouju to Kiseki no KamenJPNFeb 26US$ 69.90Nintendogs + Cats: French Bulldog & New FriendsJPNFeb 26US$ 59.90Nintendogs + Cats: Shiba & New FriendsJPNFeb 26US$ 59.90Nintendogs + Cats: Toy Poodle & New FriendsJPNFeb 26US$ 59.90Ridge Racer 3DJPNFeb 26US$ 69.90Sengoku Musou ChronicleJPNFeb 26US$ 69.90Super Street Fighter IV 3D EditionJPNFeb 26US$ 59.90Tobidasu! Puzzle Bobble 3DJPNFeb 26US$ 59.90Winning Eleven 3D SoccerJPNFeb 26US$ 69.90
More and more will come during March and after. Play some well loved family games such as Super Monkey Ball and Pro Yakyuu 2011. Games that are released on previously more graphically capable consoles will have special 3D versions such as Tom Clancy's Splinter Cell 3D, Gundam the 3D Battle and BlazBlue: Continuum Shift II. Please check here for the complete list of games scheduled for release:
Shanghai 3D CubeJPNMar 03US$ 49.90Super Monkey Ball 3DJPNMar 03US$ 54.90Asphalt 3D: Nitro RacingJPNMar 10US$ 69.90Steel DiverJPNMar 17US$ 59.90Tom Clancy's Splinter Cell 3DJPNMar 17US$ 59.90Dead or Alive: DimensionsJPNMar 24US$ 69.90Gundam the 3D BattleJPNMar 24US$ 69.90Rabbids Time TravelJPNMar 24US$ 59.90The Sims 3JPNMar 24US$ 59.90BlazBlue: Continuum Shift IIJPNMar 31US$ 64.90Naruto Shippuden: Ninrattai Emaki! Saikyou Ninkai Kessen!!JPNMar 31US$ 59.90Nikoli no Sudoku 3D: 8-tsu no Puzzle de 1000-monJPNMar 31US$ 49.90Pro Yakyuu Famista 2011JPNMar 31US$ 69.90Pro Yakyuu Spirits 2011JPNMar 31US$ 69.90Virus Shooter XXJPNMar 31US$ 39.90
Currently, the consoles are only available in blue and black, but you can customize it until it fits with your style. Pouches and covers are available in different colors and textures, and if you find the touch pens that comes with the console uncomfortable, get the a new one that fits.
Pouches and Bags
Protection CaseJan 31US$ 13.003D Mesh Cover 3DS (black)JPNFeb 26US$ 12.903D Mesh Cover 3DS (blue)JPNFeb 26US$ 12.903D Mesh Cover 3DS (green)JPNFeb 26US$ 12.903D Mesh Cover 3DS (khaki)JPNFeb 26US$ 12.903D Mesh Cover 3DS (orange)JPNFeb 26US$ 12.903D Mesh Cover 3DS (pink)JPNFeb 26US$ 12.903D Mesh Cover 3DS (purple)JPNFeb 26US$ 12.903D Mesh Cover 3DS (red)JPNFeb 26US$ 12.903D Mesh Cover 3DS (turquoise)JPNFeb 26US$ 12.903D Mesh Cover 3DS (yellow)JPNFeb 26US$ 12.90
Body Cover 3DS (black)JPNFeb 26US$ 12.90Body Cover 3DS (clear)JPNFeb 26US$ 13.95Body Cover 3DS (green)JPNFeb 26US$ 12.90Body Cover 3DS (orange)JPNFeb 26US$ 12.90Body Cover 3DS (pink)JPNFeb 26US$ 12.90Body Cover 3DS (purple)JPNFeb 26US$ 12.90Body Cover 3DS (red)JPNFeb 26US$ 12.90Body Cover 3DS (turquoise)JPNFeb 26US$ 12.90Body Cover 3DS (white)JPNFeb 26US$ 12.90Body Cover 3DS (yellow)JPNFeb 26US$ 12.90
Compact Pouch 3DS (Black)JPNFeb 26US$ 9.99Compact Pouch 3DS (Blue)JPNFeb 26US$ 9.99Compact Pouch 3DS (Red)JPNFeb 26US$ 9.99Easy Pouch 3DS (Black)JPNFeb 26US$ 7.99Hard Pouch 3DS (Black)JPNFeb 26US$ 12.90Hard Pouch 3DS (Blue)JPNFeb 26US$ 12.90Hard Pouch 3DS (Red)JPNFeb 26US$ 12.90Protect Case 3DS (Clear)JPNFeb 26US$ 12.90Quick Pouch 3DS (black)JPNFeb 26US$ 10.90Quick Pouch 3DS (blue)JPNFeb 26US$ 10.90
Quick Pouch 3DS (green)JPNFeb 26US$ 10.90Quick Pouch 3DS (khaki)JPNFeb 26US$ 10.90Quick Pouch 3DS (orange)JPNFeb 26US$ 10.90Quick Pouch 3DS (pink)JPNFeb 26US$ 10.90Quick Pouch 3DS (purple)JPNFeb 26US$ 10.90Quick Pouch 3DS (red)JPNFeb 26US$ 10.90Quick Pouch 3DS (turquoise)JPNFeb 26US$ 10.90Quick Pouch 3DS (yellow)JPNFeb 26US$ 10.90Silicon Cover 3DS (Black)JPNFeb 26US$ 13.90Silicon Cover 3DS (White)JPNFeb 26US$ 13.90EVA Carrying Case [black]FebUS$ 10.50Colorful Bunny 3D PouchJPNMar 25US$ 20.90Helloy Kitty 3D PouchJPNMar 25US$ 20.90Super Street Fighter IV 3D Edition Pouch 3DS (Black)JPNMar 31US$ 15.99Super Street Fighter IV 3D Edition Pouch 3DS (White)JPNMar 31US$ 15.99
Protection Film
Screen Protection Film 3DSJan 31US$ 13.00Full System Protection Filter 3DSJPNFeb 26US$ 14.99Liquid Crystal Protection Filter 3DSJPNFeb 26US$ 6.99Protection Filter for 3DSJPNFeb 26US$ 7.99Screen Guard plus 3DSJPNFeb 26US$ 6.99Super Street Fighter IV 3D Edition Screen Protector 3DS (Girls)JPNMar 31US$ 9.99Super Street Fighter IV 3D Edition Screen Protector 3DS (Ken)JPNMar 31US$ 9.99Super Street Fighter IV 3D Edition Screen Protector 3DS (Ryu)JPNMar 31US$ 9.99
Styluses
Retractable Stylus [black]Jan 31US$ 10.90Comfortable Touch Pen 3DS (Black)JPNFeb 26US$ 6.99Comfortable Touch Pen 3DS (White)JPNFeb 26US$ 6.99Touch Pen Leash 3DS (black)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (green)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (pink)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (purple)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (red)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (turquoise)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (white)JPNFeb 26US$ 5.99Touch Pen Leash 3DS (yellow)JPNFeb 26US$ 5.99
http://www.play-asia.com/SOap-23-83-...-2rq-84-n.html
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February 24th, 2011, 23:41 Posted By: wraggster
Sega serves retail its new motion-sensing tennis game on April 29th
Virtua Tennis 4 is smashing its way to UK and European retailers in two months’ time.
The multiformat sports title arrives on April 29th ahead of a North American release on May 10th. It will be available on Xbox 360, PS3 and Wii, and is the first time a Virtua Tennis game featuresKinect and Move-compatibility.
Gamers can take control of tennis pros including Rafael Nadal, Roger Federer, Andy Murray, Juan Martin Del Porto and Caroline Wozniacki. Players can build their ‘Match Momentum’ gauge to develop their pro’s level of form.
A ‘World Tour’ also allows users to take their own unique career path as they develop their skills.
Rival game Top Spin 4 hits UK shelves more than one month earlier than Virtua Tennis 4. The 2K-published title is due for release on March 18th.
http://www.mcvuk.com/news/43212/Virt...is-4-due-April
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February 25th, 2011, 01:45 Posted By: wraggster
News via http://www.eurasia.nu/modules.php?na...ticle&sid=2743
[source: emu_kidid @ gc-forever.com] Let the open source modchip reign begin With all of the recent Xeno hacking talk, it seems it brought a fellow GC hacker back The XenoGC author was kind enough to drop by our "Live chat" IRC channel and give me the full XenoGC source code. In the XenoGC source you might notice a lot of files named QLite.. this is because the XenoGC was originally going to be called the "Qoob Lite" for other reasons you might notice whilst browsing the source
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February 25th, 2011, 02:24 Posted By: wraggster
News via nmaxWii SDCard Navigator is a small utility running under Windows to manage Homebrew Wii.
For those using the game console the most friendly giant created by the Japanese video games Nintendo has to know, here is a small but nonetheless useful software to manage content from an SD card and more precisely the Homebrew Applications home that can be easily used if you have previously installed the Homebrew channel on that Wii.
For reasons of use, sometimes the SD card is corrupted by a bug or another during the regular use of homebrew. Relocation is necessary and when you have multiple applications on the SD card, it quickly becomes quite painful to reinstall everything and especially configured as before, that's why I create WiiSDNavigator, which allows you to copy and archiving applications on the SD card soon and even provide you with a list of homebrew updated.
Careful, this tool is shipped with no warranty.
http://wiisdnavigator.blogspot.com/
Download Here
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February 26th, 2011, 00:04 Posted By: wraggster
Activision dates Dark of the Moon tie-ins, Nintendo SKUs detailed
Transformers: Dark of the Moon will be released on June 24th.
The game coincides with the launch of its cinematic namesake and will be available on Xbox 360, PS3, Wii and DS.
As with previous handheld Transformers games, two versions will be available on the DS: Autobots and Decepticons.
The title of the Wii version, Transformers: Dark of the Moon – Stealth Force edition, suggests this will also different to its 360 and PS3 counterparts.
The game was confirmed to be in development last November.
http://www.mcvuk.com/news/43241/Tran...-3-due-in-June
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February 26th, 2011, 02:25 Posted By: wraggster
Nintendo talisman Shigeru Miyamoto has big plans for the company's Mii avatars, according to comments made during a new interview.
Not only does he want them to set a "world standard for avatars" but it seems he's also hoping they will one transcend the videogame medium entirely.
Speaking in the latest Iwata Asks chinwag published on Nintendo's official site, Miyamoto, possibly with tongue implanted in cheek, expressed his desire to see the avatar system used as a formal means of government ID.
"Simply put, I want to spread Mii characters all around the world," he insisted, forcing a chuckle from Nintendo CEO Satoru Iwata.
"Exchanging it with people close to you is a given. Whether you use StreetPass or through the network, I want to implement Mii characters in all sorts of ways. Ultimately, I want Mii characters to be the world standard for avatars," he continued, before laying out his full grandiose masterplan.
"I hope that in the future, when you have to go to the city hall for some formality, they'll ask you to submit your Mii character too."
"What an ambition that is!" replied Iwata, amid more giggles.
"If it becomes a worldwide format, it'll be fun. Purely and simply, I just want everyone to use it in a variety of ways," added Miyamoto.
However, before going on to explain the various new features his team has added to the Mii creation program for the 3DS, he tempered his lofty goals a little.
"Well, that ambition about the city hall thing might be a bit extreme, but I do want Mii to be more widely used."
You can see what the great man has been up to when the 3DS launches on 25th March.
http://www.eurogamer.net/articles/20...bal-domination
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February 26th, 2011, 02:30 Posted By: wraggster
Saucy PS3 and Wii party game We Dare will not be available in America, publisher Ubisoft has confirmed.
A spokesperson for the publisher told IGN that the party game, which sees you spanking your chums, snogging the controller and stripping down to your undies, will "absolutely not see release in the United States".
No further explanation was offered, though a glimpse at the rather extraordinary trailer, which has now been region-restricted to Europe on YouTube, might offer a few clues.
Ubisoft is taking an unusual approach with this one. No formal press release has been issued announcing the game's arrival, and so far our interview requests have fallen on deaf ears.
However, an Amazon product description throws up a little more information.
"Use the Wii-mote and PS3 Move controller in unbelievable ways, as you've never imagined before... wave it around to the beat of your favourite tunes, old and new... put it in your pocket and act-out flirtatious actions..." reads the listing.
"Sometimes co-operative hugging helps, and it certainly doesn't hurt.
"And there's more! You can also use your Wii Balance Board for additional gameplay based on pure body mass... are you the lightest one in the group? Perhaps shedding some clothes will even the playing field... it'll definitely make the party more interesting!"
It's probably worth noting at this point that the game has a 12 and over PEGI rating.
35 "fun and flirtatious" mini-games are promised, for up to four players on Wii or two on PlayStation 3.
According to the Amazon listing, you'll be able to pick it up on 11th March.
http://www.eurogamer.net/articles/20...hy-for-america
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February 26th, 2011, 03:00 Posted By: wraggster
News via AEP
byuu has released a new version of his SNES emulator bsnes.
Quote:
bsnes v076 released2011-02-25
Most notable in this release is that sound support has been added to my own Super Game Boy emulation. The GUI toolkit, phoenix, has also received a complete rewrite; with the most visible change there being that windows are now resizable.
Changelog:
* added sound emulation to Game Boy core
* fixed Super Game Boy save state support
* added HexEdit widget to Windows and Qt targets; debugger can now be compiled on all platforms
* entering fullscreen now auto-hides mouse; and mouse capture is toggled otherwise by F12 key
* fullscreen command and geometry caching works much better on GTK+ and Qt targets
* phoenix rewritten from scratch; now supports resizable layout containers
* phoenix/Windows no longer relies on buggy SetParent API to reparent widgets
:: Homepage
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February 26th, 2011, 03:05 Posted By: wraggster
News via AEP
A new SVN build of the Nintendo GBA and GB/GBC emulator VisualBoyAdvance-M has been released.
Quote:
r946
-
r947
Removes NO_OAL from the project file to restore compiling to its full form. Specifying such an option should be done per user and should not be set by default.
r948
patch from billiard to attempt a fix for the broken DI8 enumeration.
r949
Directinput fixed.
r950
-
r951
-
r952
-
r953
-
r953
and this ends a bunch of updates including msvc10 project files, billiards directinput patches, and changing of the project name to visualboyadvance-m in the project files.
nasm seems to bitch when there are spaces in the folder path, and i haven´t yet worked out how to fix this in nasm.target so if anyone has an idea yeah
thanks for the patchs billiard
r954
-
r955
enable SSE optimisations in VCProj, intrinsics update nasm and revert shuffles changes to gb_apu_state.cpp.
i prefer warnings during compilation rather then a lack of function in the emulator, we can look at correcting the warnings in a less broken manner later.
r956
by popular demand, the layers menu is back.
r957
filters was named wrong for some reason O.o
r958
-
r959
killed off 22 warnings by removing a command line override for zc:forscope.
r960
applied patches by jlaukkanen Import Pro Action Replay Snapshots Compilation error when no_xaudio2 Focus Lost in cheat dialogue MFC
r961
more patches, save type detection now only available when a rom is loaded.
r962
another patch, this time for GSV snapshots.
r963
gdbconnection patch - fixes remote debugging
r964
gdbconnect patch, fixes remote debug
r965
stupid log told me it wasn´t patched but it was
r966
streamlined vcc directories some.
r967
applied gtk_rtc.patch by unmacaque
r968
LZMA2 support for file_extractor by Kode54
r969
r970
linux build fix, pushed to svn.
r971
debian build fix
r972
lets try this one more time
r973
applied kode54´s sdl/gtk joypad patch
r974
missing ; after break on line 263
r975
SVN: Applied proper properties to all files, mainly to get native end of lines.
r976
GTK: Fix the joypad config dialog using 100% CPU
r977
GTK: Convert the remaining parts of the UI from Glade to GtkBuilder. Thanks to Rafał Mużyło for the patch.
r978
GTK: Rename the main GtkBuilder file for consistency
r979
GTK: Change the OpenGL texture size when changing scaler size. Thanks to fernandotcl for the patch.
r980
SDL: Allow vbam to run on systems without an audio device. Thanks to jcranmer for the patch.
r981
GTK: Don´t disable rendering when using the menus. Thanks to fernandotcl for the patch.
r982
GTK: Don´t reset the renderer when entering the display config dialog
r983
CMAKE: Allow building without SFML
r984
CMAKE: Use built in support for ASM compilers. Bump required version to 2.6.0
r985
DEBIAN: Build one package for SDL, and one package for GTK+. Thanks to fernandotcl for the patch.
r986
GTK: Added GBA cheats support. Thanks to unmacaque for the patch.
r987
GTK: Cleanup includes. Don´t instanciate global objects.
r988
GTK: Turned the last menu based settings into a dialog
r989
SVN: Set more properties
r990
GTK: Remove the StringTokenizer class and move the functionality to tools.cpp
r991
GTK: Mark more strings as translatable
r992
FEX: Make fex crap properly convert filenames from 7z archives to utf8 under Linux
r993
GTK: Add support for 7z archives
r994
CMAKE: Clarify CMakeLists.txt a bit
r995
GTK: NLS support WIP
r996
GTK: More NLS WIP
r997
GTK: More NLS WIP
r998
GTK: Cleanup
r999
GTK: Add vba-over.ini support
r1000
GTK: Fix NLS for the directories config dialog
r1001
GTK: Update translations
widgets
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February 26th, 2011, 23:49 Posted By: wraggster
You should probably clear your schedule on the afternoon of Saturday, March 5 -- unless, of course, you want to miss out on the coolest* party of the year. On the eve of the launch ofPokémon Black and White, Nintendo's hosting a launch shindig at its Nintendo World Store in New York City's Rockefeller Center. Attendees can check out original Pokémon artwork, and can collect stamps on a "passport," which they can exchange for a limited edition Poké-T-shirt. We're guessing the passport allows you to travel to cooltown**.
Attendees can also go to a special download station to grab a Liberty Pass, a key item which lets players catch the new legendary Pokémon Victini -- which you'll also be able to do from home over the Nintendo Wi-Fi Connection.
* - least cool
** - anywhere but cooltown
http://www.joystiq.com/2011/02/26/po...endo-world-st/
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February 27th, 2011, 20:37 Posted By: wraggster
You won't be able to snap one up at your local GameStop for a full month, but the Nintendo 3DS had a solid launch in Japan today, reportedly liquidating nearly its entire initial shipment of 400,000 spiffy stereoscopic gaming handhelds by the end of the day. Some of those sales were to customers waiting in a few lines up to 2,000 persons long, but those lines were exceptions to the norm -- several publications note that very few stores actually had any lines to speak of, as most Japanese electronics retailers sold out when the 3DS went on pre-order over a month ago. Get a refresher on what to expect from the system here (and here) or read all about the surprisingly orderly Japanese launch at our source links.
http://www.engadget.com/2011/02/26/n...ugh-initial-4/
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February 27th, 2011, 20:50 Posted By: wraggster
Ctr-Gcs-DacoTaco-Edition 0.1 released by DacoTaco
Ctr-Gcs : DacoTaco Edition is a tool built to create or restore full, raw memory card backups and GCI save files just like the GC application Ctr-gcs did. These dumps can be saved to restore later or be used in emulators like Dolphin-emu. Unlike ctr-gcs however, this utility can read or write to unofficial memory cards; no matter what its size is.
The program will read & write the dump to the SD card (in the ctr-gcs folder) as card_dump.raw
Also please note that if you restore a corrupt dump to a memory card, or if the program shows an error while creating or restoring a dump, you may end up with a corrupted memory card.
Todo list
- Fix CARD_Create error -6 (failure to create cause previous delete didn't free the allocations correctly) on GCI restore
- Do another attempt to get nintendo cards working flawless (no need for GC game or SM to unlock card)
- Make code nicer to look at
Download here
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February 27th, 2011, 21:11 Posted By: wraggster
News via http://thatotherdev.wordpress.com/20...3-wii-windows/
Its not quite a sequel but I suppose it is in a way a successor to Tick Tock Car Race. It certainly borrows a lot from it.
rather than racing from checkpoint to checkpoint you are instead tasked with destroying five tanks as quickly as possible.
Use the nunchuck analog stick to move and the wiimote point and B button to aim and shoot.
To be honest I’m not particularly happy with it. There where a lot of things wrong with Tick Tock Car race but most of it was behind the scenes and at the least I thought the gameplay was fun. But I’m not sure that I can say the same about Tank Fight…
The music used in the game is Biosphere by Joshua Arámbula.
Download Here
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February 27th, 2011, 22:22 Posted By: wraggster
Nintendo arent going to be happy, the CycloDS Team have confirmed that their Flashcart is working on the 3DS in DSLite Mode. Heres a screen:
Heres what else they posted:
CycloDS iEvolution running on 3DS in DSL mode on stock bootstrap and 2.1 firmware, no changes necessary - it just works. Unfortunately DSi mode is unable to be tested at the current time due to the lack of a Japanese region bootstrap.
This Confirms the story of the Video of Nintendo 3DS hacked by R4 Revolution DS Flash Cart. , looks like Nintendo are not going to be happy.
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February 27th, 2011, 23:27 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
Firstly, sorry that I had failed to mention in my previous blog posts that the Worms and Warcraft versions I used to test DS2x86 were shareware demo versions. It seems that the proper games do not yet work in the current DS2x86 version. Sorry about this. I managed to find a proper version of Warcraft, and am currently testing it, so there is a bigger chance that it at least will work in the next version.
Since last week I have been working on improving the opcode support. I started going through all the opcodes in order, and implementing the missing versions. There are practically two groups of opcodes, the normal opcodes 0x00-0x0E and 0x10-0xFF, and then the extended group of opcodes beginning with the 0x0F byte. I have now implemented opcodes 0x00-0x0E and 0x10-0x7F (that is, half of the normal opcodes) for all the 16bit/32bit and real/protected mode variations. I am currently working on the second part of the normal opcodes. I doubt I will have time to implement all of them before the next weekend, but some more games might again work in the next version.
I also increased the emulated EMS memory size to 4MB, mainly for The Elder Scrolls: Arena, for which there seems to be interest. After incresing the EMS memory and implementing a couple of new opcodes, it seems to at least start up. I have managed to create a character, save the game, load the game and walk around a little bit. Other than that I don't know how far it would get (as I don't actually know how to play it properly), but it is worth a try in the next version. Oh, and I believe this time I have the proper version of the game. :-)
I have also managed to get little bit further along in Jazz Jackrabbit, as I implemented true General Protection Fault handling. However, it still fails to start, and it seems like the current problem is caused by it not copying correct data into memory. I am debugging it trying to determine the cause for this problem. I am also debugging Warcraft, which currently hangs when giving an order to dig for gold. This seems to be a "soft" hang, the routine it never returns from looks like code that determines the best route to take to reach the digging area, so I plan to compare the behaviour of that algorithm in DS2x86 emulation with that of DOSBox, and the difference should point out the misbehaving opcode in DS2x86.
So, my primary goal for the next version is to get more opcodes implemented, and some bugs in the opcodes fixed. No major new features planned in the next version yet.
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February 28th, 2011, 01:36 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for 7262
DX11: Improve efb-encode shader some more.
According to AMD's GPU ShaderAnalyzer, most combinations of shaders have about 1.5x-2x higher peak per-clock throughput after this commit. For those concerned about performance, I do intend to make this at least as fast as the other backends. This is one more step toward that goal.
Download Here --> http://www.dolphin-emulator.com/download.html
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February 28th, 2011, 02:27 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13016&f=54
The Homebrew Browser allows you to download the latest homebrew applications and games all through your Wii. You don't need to take your SD card out. You don't even need a computer! You can also delete homebrew you no longer want.
No more dead links, no more extracting files, no more finding out that the homebrew application doesn't include an icon.png and meta.xml in the zip file.
25 February 2011 (v0.3.9c) - Fixed connecting to the backup server
- Added setting to allow use of secondary server whenever you like
http://wiibrew.org/wiki/Homebrew_Browser
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February 28th, 2011, 15:31 Posted By: wraggster
Japanese newspaper confirms highly anticipated handheld sells out on opening weekend
The 3DS has sold more than 400,000 units during its launch weekend in Japan.
Nintendo’s newest handheld arrived in stores on Saturday and has already exhausted its initial shipment, according to Andriasang.
A Japanese newspaper – Nihon Keizai Shimbun – confirmed the initial shipment was a little over 400k, with Andriasang adding that retailers are already taking pre-orders for incoming shipments.
Previous reports suggest Nintendo will ship 1.5m units to Japan by the end of the fiscal year on March 31st. The worldwide target during this time is 4m.
The 3DS is due to launch in Europe on March 25th. Retailers told MCV that 900,000 units would be shipped to Europe during a three-week launch period, with up to 5m expected during the first year.
http://www.mcvuk.com/news/43244/JAPA...400k-at-launch
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February 28th, 2011, 15:36 Posted By: wraggster
Massive midnight drive on the night of March 24th to usher in arrival of Nintendo's new handheld
Retailer GAME is to open a huge number of its stores at midnight on the night of March 24th to welcome the arrival of Nintendo's brand new portable marvel – the 3DS.
Most stores will open their doors around 11:45pm and will remain open for around an hour, or for as long as it takes to serve everyone in line.
Here's the complete list of stores:
Aberystwyth: 25 Great Darkgate Street, Aberystwyth, SY23 1DE
Accrington : Unit 5, Marketgate, Accrington, BB5 1EW
Ashford: 18 County Square, Ashford, Kent, TN23 1YB
Aylesbury: Units 36-37, Friars Sq. Shopping Centre, Aylesbury, Buckinghamshire, HP20 2SP
Ayr : 120 High Street, Ayr, Ayrshire, KA7 1PR
Bangor : 266 High Street, Bangor, Wales, LL57 1PB
Barking: Unit 17 Vicarage Fields Shopping, Barking, Essex, IG11 8DQ
Barnet: Unit 10 The Spires, Shopping Centre, Barnet, EN5 5XY
Barnstaple : 40 High Street, Barnstaple, Devon, EX31 1BZ
Barrow in Furness: Unit 26, Portland Walk, Barrow in Furness, Cumbria, LA14 1DB
Basildon : 84 Town Square, Basildon, Essex, SS14 1BJ
Basingstoke : Unit 15, Festival Place, Basingstoke, Hampshire, RG21 7BE
Bath Southgate : Unit SU7, St Lawrence Street, Southgate Centre, Bath, BA1 1AP
Beckton: 19 Gallions Reach, 3 Armada Way, London, E6 7ER
Bexleyheath: Unit D, Broadway Shopping Centre, Bexleyheath, London, DA6 7AY
Birkenhead : 35-37 Milton Pavement, Grange Precinct, Birkenhead, Merseyside, CH41 2YA
Blackburn : Unit 7 Victoria Court, The mall, Blackburn, BB1 7JE
Blackpool : Unit N19, Houndshill Shopping Centre, Blackpool, FY1 4HU
Bluewater: LO42 Lower Thames Walk, Bluewater, Greenhithe, Kent, DA9 9SJ
Bootle : Unit 7, 63 Parkside, Strand Shopping Centre, Bootle, Merseyside, L20 4XX
Boscombe: Unit 28, The Sovereign Centre, Boscombe, Dorset, BH1 4SX
Boston : 23 Strait Bargate, Boston, Lincolnshire, PE21 6EE
Bournemouth Castle Point: Unit 21, Castle Point Shopping Centre, Bournemouth, BH8 9UZ
Brentwood : 33 High Street, Brentwood, CM14 4RG
Brighton : 43-44 Western Road, Brighton, East Sussex, BN1 2EB
Bristol : SU16 Cabot Circus, Broadmead, Bristol, BS1 3BH
Bristol (Cribbs Causeway): Unit LR53, Cribbs Causeway, Bristol, Avon, BS34 5GG
Burnley : 101-103 St James Street, Burnley, Lancashire, BB11 1PY
Burton : 7 Underhill Walk, Burton Upon Trent, Staffordshire, DE14 1DE
Bury St Edmunds: 42a The Butter Market, Cornhill, Bury St Edmunds, Suffolk, IP33 1DX
Cambridge : 7 Fitzroy Street, Cambridge, Cambridgeshire, CB1 1ER
Canterbury : 14 High Street, Canterbury, Kent, CT1 2JE
Cardiff : The Pod Unit D, Capital Retail Park, Leckwith Road, Cardiff, South Glamorgan, CF11 8AZ
Cardiff : 5 Grand Arcade, St Davids 2 Centre, Cardiff, CF10 2ER
Cardiff : 92 Queen Street, Cardiff, South Glamorgan, CF10 2GR
Carlisle : 55 Scotch Street, Carlisle, Cumbria, CA3 8PD
Carmarthen : Unit 23, Merlins Walk, Carmarthen, Dyfed, SA31 3BN
Chelmsford : 16 Exchange Way, High Chelmer, Chelmsford, Essex, CM1 1XR
Cheltenham : 195 High Street, Cheltenham, Gloucestershire, GL50 1DE
Chesterfield : Unit 10, 22 Vicar Lane, Chesterfield, Derbyshire, S40 1PY
Chiswick: 350 High Road, Chiswick, London, W4 5TA
Cirencester: Unit 1, 26 Cricklade Street, Cirencester, Gloucestershire, GL7 1JH
Clacton on Sea: 40 Pier Avenue, Clacton on Sea, Essex, CO15 1QN
Colchester : 87 Culver Street, Colchester, Essex, CO1 1LF
Colchester : 3 Shewell Walk, (Unit 13 The Culver Centre), Colchester, Essex, CO1 1WG
Crawley : Unit 8, County Mall, Crawley, West Sussex, RH10 1FF
Crawley : 10-12 The Martlets, Crawley, Sussex, RH10 1ES
Croydon (Whitgift): Unit 98 & 99, Whitgift Centre, Croydon, Surrey, CR0 1US
Cwmbran: 8 The Mall, Cwmbran, Newport, NP44 1PX
Derby : Unit SU128, Westfield Centre, Derby, Derbyshire, DE1 2PQ
Didcot: Unit 22b, The Orchard Centre, Didcot, OX11 7LG
Dorchester : 55 South Street, Dorchester, Dorset, DT1 1DQ
Douglas : 56 Strand Street, Douglas, Isle of Man, IM1 2EL
Dumfries : 175 High Street, Dumfries, Dumfries and Galoway, DG1 2QT
Dundee : 51 Murraygate, Dundee, Angus, DD1 2EA
Durham : Unit SU40, Land Of The Prince Bishops Shopping Centre, Durham, County Durham, DH1 3UL
East Kilbride : 5 The Olympia, Town Centre, East Kilbride, Glasgow, G74 1PG
Eastbourne : Unit 63, 6 Eastbourne Arndale Centre, Eastbourne, East Sussex, BN21 3NW
Eastleigh : Unit 18, Swan Shopping Centre, Eastleigh, Hampshire, SO50 5SG
Edinburgh : Unit RU4, Ocean Terminal, Ocean Drive, Leith, Scotland, EH6 6JJ
Edinburgh : 127 Princes Street, Edinburgh, Lothian, EH2 4AD
Edinburgh (Cameron): Unit 22, Cameron Toll Centre, Edinburgh, Lothian, EH16 5PB
Edinburgh (Gyle): Unit 33, The Gyle Shopping Centre, Edinburgh, Lothian, EH12 9JY
Edinburgh Fort Kinnaird : Unit 11b, Kinnaird Shopping Park, Edinburgh, Scotland, EH15 3RD
Exeter : SU19, Princesshay, Exeter, EX1 1GE
Exmouth: The Magnolia Centre, 17 Chapel Street, Exmouth, East Devon, EX8 1HB
Fareham : Unit 50, 22 Westbury Square, Fareham, Hampshire, PO16 4HL
Finchley: 776 High Road, Finchley, N12 9QH
Fleet: 16 Hart Centre, Fleet, Hampshire, GU51 3LA
Gateshead : 3 Russell Way, Metrocentre, Gateshead, Tyne & Wear, NE11 9YZ
Glasgow The Fort: 285 Provan Walk, Glasgow Fort Shopping Centre, Junction 10 - M8, Glasgow, G34 9DY
Grantham: 53 High Street, Grantham, NG31 6NE
Great Yarmouth : Unit 13, Market Gates Shopping Centre, Great Yarmouth, Norfolk, NR30 2AX
Harlow : Unit 13, The Harvey Centre, Harlow, Essex, CM20 1XN
Harrow : 68-70 St. Anns Road, Harrow, Middlesex, HA1 1JX
Hastings : 18 Priory Meadows, Hastings, West Sussex, TN34 1PH
Hemel Hempstead : Unit 201, The Marlowes Shopping Centre, Hemel Hempstead, Hertfordshire, HP1 1BL
Horsham: 43 West Street, Horsham, West Sussex, RH12 1PD
Huntingdon: 127 High Street, Huntingdon, Cambs, PE29 3NE
Ilford: Unit 13, Exchange Shopping Centre, Ilford, Essex, IG1 1RP
Ilkeston: 6 Albion Centre, Ilkeston, DE7 8AG
Ipswich : 19 Tavern Street, Ipswich, Suffolk, IP1 3AA
Kendal: Unit 23-24, Westmoorlands Shopping Centre, Market Place, Kendal, Cumbria, LA9 4TR
Kensington: 185 High Street, Kensington, W8 6SH
Kings Lynn : 45 High Street, Kings Lynn, Norfolk, PE30 1BJ
Lakeside : Unit 282, Lakeside Shopping Centre, Lakeside RM20 2ZH
Lancaster : Unit 15, Ashton Walk, St. Nicholas Arcade, Lancaster, Lancashire, LA1 1ND
Leicester : 8 Gallow Tree Gate, Leicester, Leicestershire, LE1 1DA
Lichfield : Unit 6, 3 Spires Shopping Centre, Lichfield, Staffordshire, WS13 6NG
Lincoln : 9-12 Cornhill, Lincoln, Lincolnshire, LN5 7HE
Lincoln : Unit 2a, Valentine Retail Park, Lincoln, Lincolnshire, LN6 7BH
Liverpool One: Unit 44, South John Street, Liverpool, Merseyside, L1 8BU
Livingston : Unit 115, Almondvale Centre, Livingston, West Lothian, EH54 6HT
Llandudno: 46 Mostyn Street, Llandudno, LL30 2RP
Llanelli Trostre: Unit 6B, Parc Trostre, Llanelli, Dyfed, SA14 9UY
London (Camden): 124 Camden High Street, London, NW1 0LU
London (Oxford Street): 100 Oxford Street, London, W1D 9LL
Loughborough: 31-32 Carillon Court, Loughborough, Leicestershire, LE11 3XA
Lowestoft : Unit 3, 5, The Britten Centre, Lowestoft, Suffolk, NR32 1LR
Maidstone : 13 Week Street, Maidstone, Kent, ME14 1QW
Mansfield : McArthur Glen Designer Outlet, Mansfield Road, South Normanton, Derbyshire, DE55 2ER
Mansfield : Unit 26, South Mall, Four Seasons Shopping Centre, Mansfield, Nottinghamshire, NG18 1SU
Metrocentre: 17 Red Pathway, Metro Centre, Gateshead, NE11 9HX
Middlesbrough : 71-73 Linthorpe Road, Middlesbrough, Teeside, TS1 5BU
Milton Keynes : 15 Crown Walk, Milton Keynes, Buckinghamshire, MK9 3AH
Newbury: 21 Northbrook Street, Newbury, Berkshire, RG14 1DJ
Newcastle : 8 High Friars, Eldon Square, Newcastle, Tyne & Wear, NE1 7XG
Newcastle : 3 Chevy Chase, Eldon Square, Newcastle, Tyne and Wear, NE1 7XP
Newport : 13 Commercial Street, Newport, Gwent, NP20 1HE
Newport (I.o.W.): 63 High Street, Newport, Isle of Wight, PO30 1BA
Northampton : 17 Abingdon Street, Northampton, Northamptonshire, NN1 2AN
Norwich : 17 St Stephens Street, Norwich, Norfolk, NR1 3QN
Norwich : 2-10 Back of the Inns, Norwich, Norfolk, NR2 1PT
Nottingham (Listergate): Unit 2 Listergate, Nottingham, Nottinghamshire, NG1 7DE
Nottingham (Victoria): Unit 308A, Victoria Centre, Nottingham, Nottinghamshire, NG1 3QN
Nuneaton : 7-9 Queens Road, Nuneaton, Warwickshire, CV11 5JL
Oxford : Unit 6, Westgate Shopping Centre, Oxford, Oxfordshire, OX1 1NU
Penzance : 10 Wharfside Centre, Market Dew Street, Penzance, Cornwall, TR18 2GB
Peterborough : Unit 13, Queensgate Centre, Peterborough, Cambridgeshire, PE1 1NH
Peterborough : Unit 15c Serpentine Green Shopping Centre, The Serpentine, Hampton, Peterborough, PE7 8BE
Plymouth : 81-83 New George Street, Plymouth, Devon, PL1 1RB
Plymouth (Drake Circus): Unit SU17 Drake Circus, 1 Charles Street, Plymouth, Devon, PL1 1EA
Poole : 171-173 High Street, Poole, Dorset, BH15 1AU
Portsmouth : 226 Commercial Road, Portsmouth, Hampshire, PO1 1HG
Preston : 78 Fishergate Walk, St Georges Centre, Preston, Lancashire, PR1 2NR
Preston : Unit 8 Fishergate Centre, Preston, Lancashire, PR1 8HJ
Redcar : Unit 8, Regent Centre, Redcar, TS10 3FB
Redhill: Unit 4, The Belfry Centre, Redhill, Surrey, RH1 1SA
Rhyl: 38 High Street, Rhyl, LL18 1ET
Romford: Unit 15, Liberty 2 Centre, Romford, Essex, RM1 3EE
Salisbury : 15 Oatmeal Row, Market Place, Salisbury, Wiltshire, SP1 1TH
Scarborough : 18 West Borough, Scarborough, North Yorkshire, YO11 1UH
Silverburn: Unit B2, Suilverburn Shopping Centre, Silverburn, G53 6QR
South Shields : 89/91 Kings Street, South Shields, NE33 1DP
Southampton : 3-4 East Street, Southampton, Hampshire, SO14 3HE
Southend: 120 High Street, Southend, Essex, SS1 1JT
Southport : 64 Chapel Street, Southport, Merseyside, PR8 1BZ
Spalding: Unit 25, Springfields Factory Outlet, Spalding, PE12 6EU
St Albans : Unit 32, The Maltings, St Albans, Hertfordshire, AL1 3HL
St Austell: Unit DA2, White River Place, St Austell, PL25 5LX
St Helens : 7-9 La Grange Arcade, St Helens, Merseyside, WA10 1BN
Stevenage : 64 Queensway, Stevenage, Hertfordshire, SG1 1EE
Stevenage : Unit 4A, The Forum, Stevenage, Hertfordshire, SG1 1EH
Stockton-on-Tees : Unit SU32, Wellington Square, Stockton-on-Tees, TS18 1RH
Stratford : 88 The Mall, Stratford, London, E15 1XQ
Sunderland : Unit 8, Walworth Way, The Bridges, Sunderland, Tyne & Wear, SR1 3LB
Sunderland : 251 High Street, Sunderland, Tyne and Wear, SR1 3DE
Surrey Quays: Unit 23, Surrey Quays, SE16 7LL
Sutton: 84 High Street, Sutton, Surrey, SM1 1EX
Swansea : Unit 36, 12 St. Mary's Arcade, The Quadrant Centre, Swansea, West Glamorgan, SA1 3QW
Swansea The Pod: Unit 2, The Pod, Morfa Retail Park, Swansea, West Glamorgan, SA1 7DF
Swindon : 9 Havelock Square, Brunel Shopping Centre, Swindon, Wiltshire, SN1 1LE
Swindon : 7 Regent Sreet, Swindon, Wiltshire, SN1 1JQ
Talbot Green: Unit 3B Talbot Green Retail Park, Talbot Green, Pontyclun, Wales, CF72 8SY
Taunton : 45-46 Fore Street, Taunton, Devon, TA1 1NE
Teeside: Unit 4b Teeside Park, Stockton, TS17 7BW
Torquay: 75 Union Street, Torquay, Devon, TQ1 3DA
Trowbridge: 49 Fore Street, Trowbridge, Wiltshire, BA14 8ES
Truro : Unit 2, 4/6 Pyder Street, Truro, Cornwall, TR1 2AR
Tunbridge Wells: Unit 10, 113 Royal Victoria Place Shopping Centre, Tunbridge Wells, Kent, TN1 2SR
Walsall : Unit 7, Park Street, Walsall, West Midlands, WS1 1LY
Walthamstow: Unit 11B, 45 Selbourne Walk, Walthamstow, London, E17 7JR
Wandsworth: 61 South Mall, Southside Shopping Centre, Wandsworth, SW18 4TF
Warrington : 78 The Mall, Golden Square Centre, Warrington, Cheshire, WA1 1QE
Washington : Unit 30, Albany Mall, Washington, Tyne and Wear, NE38 7SA
West Thurrock : Unit 106, Lakeside Shopping Centre, Thurrock, Essex, RM16 1WT
Weston Super Mare: 85 High Street, Weston Super Mare, Avon, BS23 1HE
Westwood Cross: Unit 18 Westwood Cross, Margate Road, Broadstairs, Kent, CT10 2BF
Weymouth : Unit 5, Bond Street Centre, Weymouth, Dorset, DT4 8HE
Wigan : 27 Standish Gate, Wigan, Lancashire, WN1 1UE
Winchester : 106A High Street, Winchester, Hampshire, SO23 9AH
Witney: Unit 22, Woolgate Centre, Witney, Oxfordshire, OX28 6AP
Wolverhampton : 27 Dudley Street, Wolverhampton, West Midlands, WV1 3ER
Wolverhampton : 55 Dudley Street, Wolverhampton, West Midlands, WV1 3EY
Woolwich: Unit 4, 68/86 Powis Street, Woolwich, London, SE18 6LQ
Workington: 51 Pow Street, Workington, Cumbria, CA14 3AB
Worthing : Unit 3, Montague Centre, Worthing, West Sussex, BN11 1YJ
Yate: 9 East Walk, Yate, BS37 4AS
Yeovil: 13-15 Vicarage Walk, Quedam Shopping Centre, Yeovil, Somerset, BA20 1EU
http://www.mcvuk.com/news/43248/GAME...night-openings
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February 28th, 2011, 19:07 Posted By: wraggster
For more than 30 years Shigeru Miyamoto has been the creative force behind Nintendo, responsible for Donkey Kong, Mario and the Wii.
Now Nintendo's senior managing director is showing off their latest machine.
The 3DS can even take 3D photos and incorporate them into games.
Mr Miyamoto told the BBC's Roland Buerk that like other electronics companies, Nintendo is betting 3D is the future.
http://www.bbc.co.uk/news/technology-12594557
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February 28th, 2011, 21:20 Posted By: wraggster
Newly released for the 3DS
(on worldwide import)
Hack your way through the regiment in Sengoku Musou Chronicle. The series' debut on the 3DS allows you to head deep into the battle field to take down your enemy's bases. Pairing up and fighting together is the key to victory in this game, this is a war where enemies crowd in to you from all sorts of directions. Strike out at them and see the fire burn out of your screen. The enhanced networking facilities allow you to battle your friends and swap battle experiences. Pick up arms today and become the ultimate conqueror.
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February 28th, 2011, 21:32 Posted By: wraggster
Newly released for the 3DS (on worldwide import)
After the great success of the previous Combat of Giants?titles, Dinosaurs 3D pushes the thrill to bigger heights by immersing the player in an immersive 3D cataclysmic Jurassic world! Players will discover new exclusive combat features and impressive environments. They will enjoy roaming breathtaking environments and have a great time customising, controlling, and battling giant dinosaurs! Show your mastery in defeating your enemies during real-time combat sessions and unite forces to restore peace on the ancient land.
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February 28th, 2011, 21:36 Posted By: wraggster
Newly released for the 3DS (on worldwide import)
Super Street Fighter takes on the 3D dimension. Kick into the grounds and feel your opponents punching out. The new touch screen controls make the game easy to grasp for complete novices, unleash your sure kill attacks and see the devastating effects. The game includes 35 characters in the battle roster, and when your favorite character is done K.O-ing the PC controlled players, log on to the network to fight against the people from across the country. The game also includes a new 3D Versus Mode and a Figure Collection Mode, turn on the game to find out what these are.
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February 28th, 2011, 21:39 Posted By: wraggster
Newly released for the 3DS (on worldwide import)
Pop 'n drop with BUST-A-MOVE UNIVERSE in full vibrant 3D! Pop the bubbles, and watch 'em drop with a whole 3D universe of puzzles to solve! Puzzles gets a new dimension. Shoot down the bubbles in Puzzle Bobble 3D and catch Bubblon as he leaps out of the screen.
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February 28th, 2011, 21:45 Posted By: wraggster
Newly released for the 3DS (on worldwide import)
A letter from an old friend send Layton and his apprentice Luke to the 3D world. Lots of challenging puzzles and plot twist awaits this very British professor and his young charge, so let's set off. The letter states that a mysterious man known as the Gentleman of Miracles is whipping the town into terror. The odd happenings in the recent times are somehow related to the tragedy in the past, find the culprit and restore peace to the dainty place.
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February 28th, 2011, 21:54 Posted By: wraggster
For me the loss of region free to a Nintendo Handheld is a major backward step, seems they just want to kill off the import market, for someone living in Europe theres tons of games that are never released here and with the loss of region free our only hope is for Flash Carts to be able to play non region games, surely thats the wrong way. anyway rant over.
The new 3DS comes in Cosmo Black & Aqua Blue and is selling for those who want it on import for a rather high USD:467.42 which is near on 300 smackers for us in the UK, looks like il be waiting.
Will anyone buy a 3DS thats not from their region ?
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February 28th, 2011, 23:51 Posted By: wraggster
News via AEP
The 1964 derivate 1964mod has been updated.
Quote:
1964mod v1.4.1(beta) quickfix v5 is released
*
quickfix v1 - sync E version rom speedup to U version rom speedup
*
quickfix v2 - adjustment target ~5-10fps with ~25-33% VI/s speedup
* quickfix v3 - fix UI bugs & refactor codes
*
quickfix v4 - fix loss of texture caching capability after 1st game run
*
quickfix v4 - fix random flashram / sram missing saved game (read Announcements)
*
quickfix v4 - fix Banjo-Kazooie jerky display during speedup (experimental AI interrupt codes)
* quickfix v4 - enhance MyGlide64 (read FAQ)
*
quickfix v5 - (hopefully) fix the random crash when rom is closed caused by quickfix v4
*
update MyROM_Properties.ini to v2.4
*
users are advised to download latest quickfix rarfile
* users are advised to download the latest "1964mod.exe fix" immediately (crash fix)
:: Homepage
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March 1st, 2011, 00:05 Posted By: wraggster
News via AEP
gbpablog is a new, cross-platform Nintendo Game Boy emulator available for Windows, Linux and Mac Os.
Quote:
gbpablog 0.8 (2011-02-26)
Added the possibility to change the keys on the keyboard
Added support for drag & drop roms
Added load of roms from command line
Added a menu list of recent roms
Added support for the roms with battery to save the state to a file and restore it in a later execution
Fixed bug with interruptions that prevented to start some games or produced graphic errors in others
Other minor changes
:: Homepage
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March 1st, 2011, 00:38 Posted By: wraggster
Believe it or not, this may be what puts the "3D" in 3DS. The image above is an extreme closeup of what the Nikkei Electronics Teardown Squad believes to be a "parallax barrier," the magical component that forces the left and right eyes to see different parts of the handheld's screen. Just days after the handheld launched (and swiftly sold out) in Japan, the device was torn apart by the group, producing this image and several more shots of 3DS innards.
According to the group, the barrier turns on and off along with the slider that controls the 3D display on the side of the console. The group theorizes that the display was supplied by Sharp, which makes similar technologies, though Nintendo has not confirmed its source.
Anyone who enjoys consumer electronics vivisections will be glad to know that the 3DS teardown is a relatively humane process, involving only the removal of a few Phillips-head screws. Head over to Tech-On for more images and analysis.
http://www.joystiq.com/2011/02/28/3ds-teardown/
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March 1st, 2011, 01:01 Posted By: wraggster
Released today in the UK for Nintendo Wii, Nintendo DS, Xbox 360 and PS3
- Nitro-charged Narrative Excitement: Step into a rich, story-driven environment as Blob and his Pinky investigate the terrible conspiracy behind the brainwashed Blancs. Refocused game structure provides a rich core story with loads of exciting side quests!
- Bigger! Faster! Stronger! New moves, new power-ups, new abilities! Join Blob in his search for inspiration and upgrade him into the Ultimate Revolutionary!
- Meet New Friends and Enemies: Comrade Black, Raydians and Graydians are back, but so is a new cast, including brainwashed Blancs and mutant Inky abominations!
- Multiplayer Play: Revolt with friends in up to a two - four player split screen mode. New co-operative modes allow players to liberate Prisma City together. Blaze away as Pinky in the story adventure and help Blob to triumph over adversity
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