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May 1st, 2011, 11:49 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=13275&f=54
Marc offers version 1.2 of " BrawlStats "for the Wii, a utility that allows you to view additional statistics about your games of Super Smash Bros.. Brawl .
IMPORTANT NOTE: If you are updating from older betas you must move your .bss files from sd:/brawlstats to sd:/config/brawlstats and also copy the new meta.xml overwriting the old one.
v1.2 (2011.04.30)
warns user if a session was not created correctly (due to a corrupted SD card, for example)
shows a loading bar when reading sessions from SD
Download Here
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May 1st, 2011, 23:16 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...82&f=54#p35344
Xerpi directed " PWiictogrid "puzzle game for the Nintendo Wii between Sokoban and Picross.
Puzzle games never go out of fashion and are always a good form of entertainment, an example is this game, PWiictogrid, a game that will test our skills and abilities through various levels of difficulty increases as one moves the game, you will be able to beat all the levels?
The object is to move all the blocks so they fit with the figure shown in the upper left corner to move, we must use the arrows on either side of the screen. To add more difficulty, in some levels also appear blue blocks, forcing us to plan every movement. Another detail is that the game is entirely in Spanish.
Controls:
• IR Pointer: Pointing
• Button: Select
• + / - button: Switch-level
• Botón HOME: Salir
Versión Beta 3
18/04/2011
• There are 20 levels
• Implement the use of timer
• Implements move counter
• Various bug fixes and improvements over
Download Here
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May 1st, 2011, 23:30 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
Happy May 1st! Since releasing the 0.07 version of DS2x86 I have received several new debug log files. For the past week I have been adding the missing opcodes from the logs, and I have now added nearly all of them. The remaining issues in the logs are either due to missing virtual memory support (which is not coming very soon), or the game executing data instead of code. So, instead of adding new opcodes I can now move my focus to making the emulation itself more robust.
On Saturday I improved the exception (BSOD) handling again. I noticed that several games, for example Carmageddon and Destruction Derby crashed within my ASM code, so that the call stack was not sufficient to determine which opcode caused the error. I added some checks to the exception handler to determine if the crash happened inside my ASM code, and if so, made the exception handler return gracefully to the debugger breakpoint exit. Thus, I know the opcode that caused the exception was the opcode immediately before the opcode where the debugger points to. This has the added bonus that the exception info gets written to the dsx86dbg.log, so you don't need to type it down from the blue screen.
After that change, I then debugged both Carmageddon and Destruction Derby further. I noticed that both of them crash because of floating point opcodes not being supported. I don't plan to add floating point opcodes (as the DSTwo architecture does not have a floating point unit), and since I could not get Carmageddon to work on DOSBox (after turning off the floating point support in it as well) either, I decided to ignore Carmageddon. It will not work in DS2x86 in the foreseeable future. This is what the crash log in Carmageddon looks like with the new exception handling: ------------------- [STYLE] --------------------Exception 2 at 801A33F0!TLB miss on load from 08241B60!CPU: PROT, USE32, CPL=0GraphMode=03, EGAMode=00, Chain4=OFFEAX=0029274D EBX=00281E46 ECX=00281E46 EDX=00000004ESP=002C9B6C EBP=00133111 ESI=002C9C70 EDI=020906D8DS=0168 ES=0168 SS=0168 CS=0160 FS=0000 GS=0020NV UP EI PL NZ NA PE NC VM=0 IOPL=00160:1CCF83 3C00 cmp al,00Disassembly of code around the location:0160:1CCF63 E8F0970500 call 00226758 ($+597f0)0160:1CCF68 DB9C24A4010000 fistp [esp+000001A4]0160:1CCF6F 6BBC24A40100000Eimul edi,[esp+000001A4],0E0160:1CCF77 B894272900 mov eax,002927940160:1CCF7C 01C7 add edi,eax0160:1CCF7E 57 push edi0160:1CCF7F 8A06 mov al,[esi]0160:1CCF81 8807 mov [edi],al0160:1CCF83 3C00 cmp al,000160:1CCF85 7410 je 001CCF97 ($+10)Looking at the above log, the crash happens at address 0160:1CCF81F, where the AL register value is being written to memory address in EDI register. The EDI register contains value 0x020906D8, which is above the 16MB of RAM that DS2x86 has available, thus the address is not within the mapped RAM. (In case you are wondering why the crash happens with address 0x08241B60 instead of 0x020906D8, that is because addresses outside the mapped memory area default to Mode-X/EGA RAM handling, where the address is first multiplied by 4 before it is attempted to be used). The value in EDI seems to be calculated by multiplying memory address [ESP+000001A4] contents with 0x0E, and then adding 0x00292794 to that value. However, the content of memory address [ESP+000001A4] is the result of an unsupported floating point operation fistp, so this memory address will contain whatever it did before this unsupported opcode. Thus, multiplying a random value with 14 and then adding something to it can easily point to outside the 16MB RAM area. There is no proper way of fixing this without adding support to floating point opcodes.
However, Destruction Derby seems to work on DOSBox, even tough it attempts to run floating point opcodes there also. Thus, there is something else wrong in DS2x86 with this game. I spent the whole of Saturday debugging this problem, but did not yet find the cause. In the end I got frustrated with that issue, and looked into the Arkania hanging problem. I noticed that it hangs also in DSx86, so this issues seems to be something that is common to both my emulators. I have now deciphered the timer code that causes a neverending loop. The game tries to measure the time it takes to draw a full VGA frame, using the timer. The code first checks that two adjacent measurements do not differ by more than 50 timer ticks (where the timer runs at 1.193.182 Hz, so 50 timer ticks is about 42 microseconds). If the difference is larger, the code loops to try again. Surprisingly, this does not seem to cause big problems in DSx86 nor in DS2x86, the code might need to try a few times but this does not cause a never-ending loop.
The next step in the timer check code is where the problem seems to be. The code gets the timer result, subtracts 1000 from it, divides the result by two, and then checks that the resulting value is larger than 14336. Counting backwards from the test value, it seems the original timer value must be larger than 29672 for the code to accept it. I don't quite understand how that would make sense, as that timer value corresponds to 25ms (or about 40Hz), and for the timer value to be bigger the screen refresh rate would need to be slower! The VGA screen in DSx86 and DS2x86 is refreshed at about 60Hz, so the code never sees slower than 40Hz screen refresh rate and thus hangs. However, in DOSBox the resulting timer value is about 34000 (28ms), which is what Arkania accepts. But that speed corresponds to a 35Hz VGA refresh rate! In DSx86 and DS2x86 the resulting timer value is around 23000 (20ms), which would be around 50Hz. I'll need to look deeper into DOSBox sources and the VGA documentation to make some sense of these values.
Thanks again for the debug logs you have sent, and for the games to test that some of you have attached! I'll look into these during the next week, and hope to release a new version again next weekend.
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May 2nd, 2011, 21:59 Posted By: wraggster
News via AEP
A new WIP version of the graphics plugin Glide64 for Nintendo 64 emulators has been released.
Quote:
Fixes:
Glide64:
Fixed many glitches in Pokemon Stadium 2. Many thanks to andres gonzalez and pokefan 999 for bugreports and testing.
:: Homepage
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May 3rd, 2011, 12:05 Posted By: wraggster
Harmonix stands by its rhythm action franchise, suggest series could return in new form
Guitar Hero may be on hiatus, but its rival Rock Band is healthier than ever.
That’s according to Harmonix’s VP of product development Greg LoPiccolo, who told Industry Gamers that the studio is still “very much committed” to the franchsie and that we can expect to see more from Rock Band in the future.
“We think there’s a lot of life left in the Rock Band franchise and there’s a lot of creative directions to take that,” said LoPiccolo. “We certainly remain committed to that. But then beyond that, we would love to make games that are new musical experiences to throw them out there and have people accept them and get inspired by them.”
The Harmonix exec was also keen to point out that while guitar gaming has declined, the public hasn’t lost interest in the general music games genre. As a result, any future Rock Band titles may be different.
“We’re not quite sure what form that takes right now, but even in Rock Band 3 we were exploring some new ideas, some new directions and we’re very pleased with how the Pro stuff came out,” said Piccolo.
“We’re interested in how that could evolve. And all along we’ve been working on other kinds of evolutionary directions to take Rock Band and Rock Band gameplay that we find exciting.
“We want to keep creating things that we think are cool and compelling and push the envelope in new directions, and then the market will pronounce its judgment on our efforts. But that’s, to some degree, out of our hands. It’s our job to make good stuff.
http://www.mcvuk.com/news/44142/Rock...t-of-life-left
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May 3rd, 2011, 12:14 Posted By: wraggster
Nintendo has suggested it has no intention of abandoning traditional D-pad and button controls in favour of touch screen-only inputs for future consoles.
When asked for his thoughts on the current tablet boom during an investor Q&A last week (translated on Nintendo's official site), CEO Satoru Iwata explained that although the devices were of interest, buttons are crucial in creating "highly reactive" titles.
"When we look at [a tablet] from the viewpoint of 'developing software which uses a touch screen', I think it is an interesting device if it creates an experience that is in line with the trend created by Nintendo DS," he explained.
"On the other hand, we have never abandoned the + Control Pad and buttons for our game systems because we think these functions are advantageous when creating highly reactive games.
"In this meaning, I do not think Nintendo hardware will take on any of the current tablet forms as they are without buttons, to make our game devices.
"However, this is only when we consider tablets as game devices and, for other purposes, I think tablets are very interesting, and they are a form of hardware that will continue to grow."
Nintendo is expected to unveil its new home console, thought to be codenamed Project Café, at E3 next month. According to unconfirmed reports, its controller will incorporate a six inch widescreen display.
http://www.eurogamer.net/articles/20...bandon-buttons
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May 3rd, 2011, 12:15 Posted By: wraggster
Nintendo has revealed that the Wii Vitality Sensor peripheral, first announced in 2009, is still in the works but a number of problems are delaying its launch.
CEO Satoru Iwata told investors during a Q&A (translated on Nintendo's website) last week that the gadget was still being worked on but required additional fine-tuning before it would be fit for launch.
"I imagine that you are worried about that because it hasn't been put on the market even though a long time has passed since it was initially announced," he said.
"This is a totally new type of entertainment, and there are large individual differences in the biological information of humans.
"For example, if it was acceptable that only 80 per cent of the users thought the result was natural, then we could propose this to consumers right now. However, we are aiming for a level of quality in which 99 per cent of consumers feel comfortable, and that is why this project is taking time to complete."
He went on to promise that Nintendo was still trying to get it right, but wouldn't commit to a launch window.
"I feel that this project has a lot of interesting potential, and we would like to continue this project without giving up," he continued, "but it is difficult to overcome this hurdle, so please understand that now I cannot clearly say when we will be ready to put this on the market.
First shown off during Nintendo's E3 event in 2009, the device will apparently clip on to your finger and somehow monitor stress and nervousness.
More information was promised at E3 2010 but that came and went without a mention.
http://www.eurogamer.net/articles/20...y-sensor-delay
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May 4th, 2011, 11:29 Posted By: wraggster
A new hardware and software bundle will signify a long-expected price drop for Nintendo's Wii, with the Mario Kart Wii Pack going on sale for £129.99 from May 20.
Due to EU regulations Nintendo is not allowed to state a retail price itself but in the U.S. the same bundle will priced at $149.99, down from $199.99.
The Mario Kart Wii Pack does not include either Wii Sports or Wii Sports Resort, but instead a copy of Mario Kart Wii and a Wii Wheel - as well as the console itself and a single remote and nunchuck.
At the same time Nintendo will be reducing the trade price of its existing Wii Sports Resort Pack, which includes a black Wii console, Wii RemotePlus, nunchuck and a copy of Wii Sports and Wii Sports Resort on one disc. This is also expected to sell for £129.99/$149.99.
The company has also announced the Nintendo Selects range of re-released budget titles, that will initially include Wii Sports, WarioWare: Smooth Moves, Mario Strikers Charged Football, and Animal Crossing: Let's Go To The City.
The new range will launch on May 20, with sister site Eurogamer quoting a price of £19.99 for each title.
The label will go on sale in North America on May 15 but with a different line-up: The Legend of Zelda: Twilight Princess, Animal Crossing: Let's Go To The City, Mario Super Sluggers and Wii Sports.
http://www.gamesindustry.biz/article...wii-price-drop
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May 4th, 2011, 11:30 Posted By: wraggster
New rumours regarding Nintendo's successor to the Wii, codenamed Project Café, suggest it has 8GB of Flash memory storage rather than a hard drive.
Unnamed sources speaking to Kotaku suggest that the new console will also be able to save to SD cards, similar to the Wii, DSi and 3DS.
The same report claims that Nintendo will be using a propriety disc format able to hold 25GB of data. Previously the console was rumoured to feature a standard Blu-ray drive, but as with all the technical details of the machine Nintendo has yet to make any official announcement.
Most rumours do agree that that the new console will be at least as powerful as the Xbox 360 and PlayStation 3, although the Kotaku report suggests that Nintendo has not decided whether to cap the console's resolution at 1080i or 1080p.
The only details Nintendo has confirmed is that the company will release a new home console in 2012 and that a "playable model" will be shown at E3 in June.
Speculation suggests that the console includes a 6 inch touchscreen controller, although the specifics of the concept vary considerably between sources.
http://www.gamesindustry.biz/article...or-project-caf
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May 4th, 2011, 11:33 Posted By: wraggster
"Wii 2 rumors are flying in advance of Nintendo's official reveal at E3 in June, but what would game developers like to see in a Wii successor? 'Without a doubt, my first request would be for an improved digital marketplace more along the lines of XBLA and PSN,' said one developer. 'We'd love more processing power, which is essential, and a better GPU as well,' said another."A related article asks whether a high-powered new console really fits with Nintendo's strategy: "Nintendo is undoubtedly building its new system around a chipset it can buy for cheap and develop for with ease, and it'll be the system's peripheral capabilities (literally peripheral, if rumors of its fancy controller pan out) that catch people's attention — that the company will bank on using as the hook for consumers."
http://games.slashdot.org/story/11/0...Wiis-Successor
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May 4th, 2011, 11:44 Posted By: wraggster
Nintendo is planning to introduce a range of budget Wii software, repackaging various first party titles at a discounted price, according to insider sources.
A retailer price list procured by Kotaku states that the Wii Select line will hit US stores later this month.
Mario Super Sluggers, The Legend of Zelda: Twilight Princess and Super Smash Bros. Brawl will be the first titles to fall under the banner, selling for a rock-bottom $19.99 each - that's about £12.
The launch will apparently coincide with a Wii price drop. The same leaked document lists a new Mario Kart bundle priced at $149 (around £90), down from $199. Former pack-in staple Wii Sports will henceforth be available as part of the Wii Select range.
We've asked Nintendo UK if there's any plan to introduce the range, if indeed it does exist, or implement a hardware price cut on European shores. We'll update if it responds.
With the Wii's successor set to be revealed at E3 next month, it would certainly be a timely leg-up for Nintendo's aging system.
http://www.eurogamer.net/articles/20...-range-planned
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May 21st, 2011, 23:47 Posted By: wraggster
Several retailers have dropped in-store Wii prices to less than £100 for the first time, following Nintendo lowering the guidance price for the console to £130.
Gamestation, Game and Asda are all selling the hardware for £99 from today, bundled with either Mario Kart or Wii Sports Resort.
Earlier this month, Nintendo dropped the trade price for the hardware to £130 - but EU laws prevent the company from setting a firm RRP. Several retailers have now undercut that price, with online and in-store offerings from £99 upwards.
Tesco are selling the bundle for £109, HMV for £114.99 and ShopTo and Play.com for £119.99.
Previously, £100 has represented something of a psychological barrier to console pricing, often triggering a sales surge once broken.
Also available from today is a range of classic Wii titles offered at the budget price of £19.99 - a range including Wii Sports, WarioWare: Smooth Moves, Mario Strikers: Charged Football and Animal Crossing: Let's Go to the City.
http://www.gamesindustry.biz/article...-at-retail-now
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May 22nd, 2011, 00:54 Posted By: wraggster
Specialist retailer GameStop has said that it expects sales of Nintendo's 3DS to be below expectations during the second quarter after a strong launch in the US.
Yesterday the company called out the system as one of the key drivers for record sales and profits in its first quarter, having secured huge numbers of the handheld for launch.
During a call to investors, president Tony Bartell noted the 3DS represented "one of our highest market shares we've ever had on a Nintendo launch, 45 per cent. We were excited about our market share."
He added: "I think there has been reports that the numbers are lagging from what the expectations were for the US and I think our results would be in line with that in Q2.
"We do expect that we will fall slightly short of what we expected. So we were excited to launch, but in Q2, we do believe that it will slightly lag our expectations."
Sales of the 3DS did not meet Nintendo's initial launch expectations, with the system moving under 400,000 in its North American debut - below the 460,000 units of its predecessor the DS.
Analysts have also claimed sales of the 3DS have slowed considerably, following a period of few new software releases.
http://www.gamesindustry.biz/article...second-quarter
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May 22nd, 2011, 23:47 Posted By: wraggster
Capcom has dashed fan hope that Resident Evil 2 star Leon Kennedy will be added to the roster of playable characters in upcoming Nintendo 3DS game Resident Evil The Mercenaries 3D as post-launch downloadable content.
Resident Evil producer Masachika Kawata told Eurogamer that Capcom has no plan to make DLC available for the fast-paced action game.
"At the moment no, we haven't got any plan," Kawata said. "If the users want that we will endeavour to make it happen. We're always monitoring the comments and feedback from users."
Mercenaries 3D, based on the bonus mode from Resident Evil 4 and Resident Evil 5, features eight playable characters: Chris Redfield, Albert Wesker, Hunk, Claire Redfield, Jack Krauser, Jill Valentine, Barry Burton and Rebecca Chambers.
Leon fans are up in arms. Why didn't he make the cut?
"He's all tied up for Resident Evil: Operation Raccoon City," Kawata said. "He couldn't make his appearance in Mercenaries."
Barry's inclusion in the game was announced earlier this week, a move that surprised many Resident Evil fans. Barry's hilarious dialogue and voice over from the first Resident Evil game is the subject of countless memes.
So why include him in Mercenaries 3D?
"Most of the Resident Evil characters are cool heroes," Kawata explained. "Barry's a little bit different. It was quite a few years ago we found out that Barry was popular in the western market. It was a bit of a surprise for us Japanese guys.
"But since then we've always thought about him. He's a guy who thinks about his family all the time, which shows his humility. We thought he would be a unique character to play.
"He's a large guy, so he can do melee by using his body. He's also a maniac for guns. That's his strong point. From the start of the game he is allocated powerful weapons."
Unfortunately he won't have any joke lines of dialogue in the game. Capcom has always considered him a serious character – indeed he was always intended as such.
"He's not included as a comedian character," Kawata said.
"It's difficult because we don't play the game in English. The English lines may be taken in a different context when it's translated from the Japanese.
"I remember him as having love for his family. In order to protect his family he has to betray his colleagues. That was an impressionable scene."
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May 22nd, 2011, 23:49 Posted By: wraggster
A new report has surfaced that claims the Wii 2 controller will have a camera on.
The camera will be front-facing, according to a Develop source - and will take in-game pictures. Will it use augmented reality technology likeSmartAR, the impressive-sounding Sony invention revealed yesterday?
The Develop source went on to back rumours that the Wii 2 controller features a six-inch touch-screen that "possibly" uses a stylus. The pad will have buttons, too.
Sounds a lot like a 3DS - a similarity the source speculated about.
"The functions are the same. It is a standard wireless controller added with a front-facing camera and touch screen," said the source. "That sounds far too much like a 3DS to me. But I can't confirm this, Nintendo is being very cautious about the details."
Develop heard that in an attempt to avoid leaks, Nintendo was not showing the console to all development partners.
Nintendo will unveil Wii 2 - codenamed Project Cafe - at E3 next month. So far its been a complete secret.
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May 22nd, 2011, 23:55 Posted By: wraggster
A possible violation of Swedish child pornography law means Nintendo 3DS game Dead or Alive: Dimensions won't release there, or Norway, or Denmark.
Distributor Bergsala capitulated without a fight and pulled the title, not wanting to stoke the national fire that raged recently when a manga translator was charged with being in possession of child pornography.
"Nintendo of Europe have decided not to release the game in Sweden, for various reasons. However, they do not want to list any details regarding their decision," said Nintendo and Bergsala in a joint statement to Eurogamer Sweden.
"We are sorry for how this impacts the Swedish fans of Dead or Alive. Thankfully, it's extremely unusual that these things happen."
The case stems from a forum poster who noticed that three Dead or Alive: Dimensions characters - Kasumi, Koroke and Ayane - violated Swedish law by being under 18 and in a pornographic situation. The pornographic situation in this case being the Figure Mode, where the posing girls can be photographed from every angle.
The author of the report had no intention of outlawing the game. The aim instead was to highlight why the child pornography law should be changed. The author took his report evidence to the police who dismissed it as "lacking" in evidence. Underage girls in thongs, the police concluded, do not equate to porn.
http://www.eurogamer.net/articles/20...release-ruined
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May 23rd, 2011, 00:29 Posted By: wraggster
Torn between your love of the original Cave Story's beautifully pixel-drawn sprites and your excitement for Cave Story 3D's complete reinvention of the game's hovering island-world? You can now have your cave and eat it too: NIS America recently announced the game's 2D sprite mode, which takes the original, flat characters and enemies and places them in remodeled 3D environments, Paper Mario-style.
Destructoid managed to get its hands on a pair of images of this double-dimensioned mode, one of which is posted above. Personally, we think it looks pretty gosh darn neat, though now we're going to have to worry about poor little Quote slipping through crevices in the cave floor. Guess it still beats getting squished by the wizard-king of Hell, but ... um, not by much.
http://www.joystiq.com/2011/05/21/ca...d-sprite-mode/
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May 27th, 2011, 00:31 Posted By: wraggster
Nintendo and Sony need to "reinvent" the concept of the portable console, according to new comments made by Remedy Entertainment executive vice president Aki "AJ" Järvilehto.
"Many smartphones and tablets offer mind blowing value to gamers. Right now you can buy tons and tons of fun on iOS with the price of a single handheld console game. Heck, you can get tons of fun for free with advertising based concepts," said Järvilehto in an interview with website IndustryGamers.
"So I do think the traditional handheld consoles will need to reinvent themselves if they want to compete." The Alan Wake developer's most recent title is mobile app Death Rally, which has already been received positively. Järvilehto confirms in the interview that the company has been evaluating the 3DS and NGP platforms, but no decision has been made to support them.
"I think the market is changing in a radical fashion," said Järvilehto. "Barriers of entry are literally being blown away. New business models are booming and this is not about devaluation. Facebook is doing tremendous things to gaming and attracting completely new people to enjoy different more casual and social games.
"I can't see how the fact that mainstream consumers are finally embracing our industry could be negative. After all isn't that what we've been hoping for since forever?"
Järvilehto did not confirm that the company was involved in Facebook development, but instead stated, "We absolutely still love the console business model though; that's where the big stuff gets done and shines."
http://www.gamesindustry.biz/article...-alan-wake-dev
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May 27th, 2011, 01:05 Posted By: wraggster
Following speculation earlier this week, SEGA has officially taken the lid off a Shinobi revival destined for 3DS this September.
Developed by Gryptonite Games, it's a 2.5D platformer that tells the story of Jiro Musashi, the leader of the Oboro clan and father of Joe Musashi, the protagonist of the first Shinobi game.
You'll need to get the hang of a brand new combo system, master melee, ranged and acrobatic attacks, and also use ninja magic to get Jiro out of tight spots.
"For years the fans have been asking for a new Shinobi," commented SEGA marketing exec Gary Knight. "With Shinobi on Nintendo 3DS we are able to answer their prayers and bring this legendary series to the next level."
Here's hoping it's a step up from the long-running action franchise's last outing – the PlayStation 2's woeful Nightshade.
http://www.eurogamer.net/articles/20...hinobi-for-3ds
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May 27th, 2011, 01:09 Posted By: wraggster
Here's a head-scratcher. A game listing for something called Zelda Universe has appeared on the Entertainment Software Rating Board's site.
The mystery game, which has been handed an E for Everyone rating, lists its publisher as Nintendo and its platform as 'online'.
Given its title and that small collection of facts, an online Zelda MMO is the obvious guess, but that seems highly unlikely given Nintendo's attitude to both online play and developing games for platforms other than its own.
Zelda Universe is the name of the franchise's official website, but then the ESRB doesn't rate web content. Some kind of game embedded in the site then? Again, that doesn't really some like something Nintendo would do.
Perhaps it relates to the series' 25th anniversary, which comes around later this year. During his GDC keynote in March, Nintendo CEO Satoru Iwata announced it was planning something special to mark the event.
It could of course just be a mistake, but it's worth noting that this isn't the same as a trademark listing – a product has to physically exist for the ESRB to give it a rating.
Maybe we'll learn more at E3 next month.
http://www.eurogamer.net/articles/20...zelda-universe
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May 27th, 2011, 11:41 Posted By: wraggster
News via http://code.google.com/p/swiss-gc/
Swiss - The swiss army knife of gamecube homebrew
Swiss 0.1 (svn revision 47)
New in svn revision 47:
- Fix pre-patcher
- Update pre-patcher version
- Fix bugs in patch code
- Added fast scrolling via analog stick in file selection
- Bring up the info screen when booting a game
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May 27th, 2011, 11:57 Posted By: wraggster
New release from Tantric (and missed in our downtime) of the Snes emulator for Wii And Gamecube:
Snes9x GX is a Super Nintendo™ / Super Famicom emulator for the Nintendo Wii.
Snes9x GX is a port of Snes9x (http://www.snes9x.com).
Snes9x GX is a "homebrew application" which means you will need a way to run
unsigned code on your Nintendo Wii. The best website for getting started with
Wii homebrew is WiiBrew (www.wiibrew.org).
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| FEATURES |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
* Based on Snes9x 1.52
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* SNES Superscope, Mouse, Justifier support
* Cheat support
* Auto Load/Save Game Snapshots and SRAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Autodetect PAL/NTSC, 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Zoom option to zoom in/out
* Open Source!
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
| UPDATE HISTORY |
•˜———–—––-- - —————————––––– ———–—––-- - —————————––––– ———–—––-- - ————————•
[4.2.8 - May 15, 2011]
* Ported a few upstream game fixes for: Mutant Chronicles - Doom Troopers,
Porky Pig's Haunted Holiday, Big Sky Trooper, and Mechwarrior 3050 / Battle
Tech 3050
* Added Turkish translation
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http://code.google.com/p/snes9x-gx/
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May 27th, 2011, 12:02 Posted By: wraggster
New release from Tantric (and missed in our downtime) of the Nes emulator for Wii And Gamecube:
FCE Ultra GX is a modified port of the FCE Ultra Nintendo Entertainment
system for x86 (Windows/Linux) PCs. With it you can play NES games on your
Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* iNES, FDS, VS, UNIF, and NSF ROM support
* 1-4 Player Support
* Zapper support
* Auto Load/Save Game States and RAM
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Custom controller configurations
* 16:9 widescreen support
* Original/filtered/unfiltered video modes
* Turbo Mode - up to 2x the normal speed
* Cheat support (.CHT files and Game Genie)
* Famicom 3D System support
* IPS/UPS automatic patching support
* NES Compatibility Based on FCEUX 2.1.4
* Open Source!
×—–—–—–—– –—–—–—–—–—–—–— —–—–— —–—–—–—–—–—–—– —-—–-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[3.2.6 - May 15, 2011]
* Fixed audio skipping (thanks thiagoalvesdealmeida!)
* Added Turkish translation
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http://code.google.com/p/fceugc/
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May 27th, 2011, 12:06 Posted By: wraggster
New release from Tantric (and missed in our downtime) of the GBA emulator for Wii And Gamecube:
Visual Boy Advance GX is a modified port of VBA-M.
With it you can play GBA/Game Boy Color/Game Boy games on your Wii/GameCube.
-=[ Features ]=-
* Wiimote, Nunchuk, Classic, and Gamecube controller support
* Rotation sensors, Solar sensors, and Rumble support
* Optional special Wii controls built-in for some games
* SRAM and State saving
* IPS/UPS patch support
* Custom controller configurations
* SD, USB, DVD, SMB, Zip, and 7z support
* Compatibility based on VBA-M r927
* MEM2 ROM Storage for fast access
* Auto frame skip for those core heavy games
* Turbo speed, video zooming, widescreen, and unfiltered video options
×—–—–—–—– –—–—–—–—–—–—–— —–—–— —–—–—–—–—–—–—– —-—–-–•¬
|0O×øo· UPDATE HISTORY ·oø×O0|
`¨•¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨¨¨¨'
[2.2.5 - May 15, 2011]
* Added Turkish translation
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http://code.google.com/p/vba-wii/
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May 28th, 2011, 12:03 Posted By: wraggster
Heroes of Ruin is Square Enix's next 3DS exclusive, judging by a gun-jumping announcement from developer n-Space.
The Florida studio posted a piece of artwork for the game, the title of which Square trademarked earlier this year, on its Facebook page along with the line "Join the fun. More soon." However, it has since yanked the image, suggesting its publisher hadn't green-lit the big reveal.
There's no word on what exactly the game is, but judging by that artwork don't expect a match-three puzzler. More news at E3 seems like a safe bet.
Unfamiliar with n-Space? It's the same outfit responsible for 2005 Nintendo-published GameCube action-adventure Geist. In more recent years it has focussed on handheld versions of the Call of Duty games and the DS version of GoldenEye 007.
http://www.eurogamer.net/articles/20...f-ruin-for-3ds
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May 28th, 2011, 17:10 Posted By: wraggster
Newo Shooter 1.81a released by Owen
Newo Shooter is a 3d futuristic spaceship shooting game on rails. The player must navigate a spaceship across many planets in search of the aliens that destroyed his home planet. Various enemies, spaceships, robots, creatures will try to stop the player from reaching the goal. Avoid obstacles and destroy enemies to receive power-ups.
Add your ideas or suggestion by clicking on the 'discussion' tab or here
Features
Start at any stage using a stage select
Collect powerups to upgrade your ship and weapons
Many different environments to visit
On rails, simple, arcade style game play for all ages
Destructible environment: shoot down clouds, asteroids and buildings
Use your favourite Wiimote, Wiimote+Nunchuck, Classic or Gamecube controller to play.
http://wiibrew.org/wiki/Newo_Shooter
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May 28th, 2011, 17:14 Posted By: wraggster
WiiMC 1.1.8 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.
Changelog
1.1.8 - May 17, 2011
Synced to MPlayer r33269
Added Danish translation
Clicking on a browser file already loaded will now resume instead of reload
Faster loading of online streams
Fixed a bug with some MMS streams
Improved network initialization – now you can unplug/plug USB ethernet
Fixed a potential crash caused by the audio code
Improved memory management
Other minor optimizations and improvements
http://www.wiimc.org/
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May 28th, 2011, 17:18 Posted By: wraggster
WiiHandy 0.4 released by raz0red
WiiHandy is a port of the Handy 0.95 Atari Lynx emulator developed by Keith Wilkins. Additional changes by the SDLEmu team.
Changelog
0.4 - May 20, 2011
Pretty close to a full "re-port" based on the original Handy 0.95 sources.
Cartridge database for storing cart-specific settings (screen orientation, maximum frame rate).
Rewrite of display layer, GX based scaler
Ability to adjust horizontal and vertical screens to any size/dimensions via "Screen Size" options under "Display". If these are entered after loading a cartridge, the last frame will be displayed to assist in sizing.
Rewrite of sound layer
Audio skipping has been fixed
Audio plays at correct rate when the maximum frame rate is adjusted
Rewrite of timing loop
Support for Nunchuk and Classic Controller Pro
Analog stick support (Classic/Pro, Nunchuk)
USB support
SDHC support
Updated menu system
http://wiibrew.org/wiki/WiiHandy
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May 28th, 2011, 17:21 Posted By: wraggster
Descent 1.10 released by tueidj
Descent was originally released by Parallax Software in 1995. It was the first game featuring a full 3D environment (before Quake) as well as gameplay that allowed six degrees of freedom and multiplayer networking that allowed players to join and leave at any time. This release is not to be confused with the announced Descent WiiWare release in progress by G1M2: This homebrew release is a port of Parallax' original Descent source code, which was released with the restriction of non-commercial, non-revenue generating purposes.
Changelog
Version 1.10
Multiplayer/Network support
Fixed a bug in the 64-bit square root calculation that caused random freezes
Fixed stack overflows in vector intersection search
Faster fixed point division
http://wiibrew.org/wiki/Descent
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May 28th, 2011, 18:47 Posted By: wraggster
News from the Codemii team the creators of the Homebre browser for the Wii:
The following applications have been added/updated:
18 May 2011
» EndlessMazeGame v0.1
» C64-network.org (Frodo) v2.0 -> v2.1
» FCEU v3.2.5 -> v3.2.6
» Newo Shooter v1.77a -> v1.81a
» PWiictogrid v0.3
» Snes9xGX v4.2.7 -> v4.2.8
» Trailblazer vRevision Party
» Visual Boy Advance v2.2.4 -> v2.2.5
http://www.codemii.com/2011/05/18/hb...–-week-20-2/
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May 28th, 2011, 23:01 Posted By: wraggster
Last year at E3, Nintendo showed off Professor Layton and the Mask of Miracle (the fifth Layton game) as part of its 3DS showcase -- without a word about Professor Layton and the Specter's Flute (Layton 4), leading fans (and, well, us) to fear that the company would pass over the last DS game in favor of getting that new 3D hotness into stores.
A North American trademark (number 85325626, if you want to see it yourself) found by Siliconera suggests that won't be the case. Level-5 filed a trademark for "Professor Layton and the Last Specter." Last year around the same time, Level-5 trademarked Professor Layton and the Unwound Future, which was then announced at E3 and released in September. So it seems likely Nintendo has at least one more game in store for the regular old DS this year!
Now, let's just hope London Life survives localization.
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May 28th, 2011, 23:12 Posted By: wraggster
[JJ Hendricks] wrote in to tell us about his SNES cartridge urinal. The fully functional urinal is constructed with 40 SNES cartridges and sealed up with polyurethane. The base of the whole operation is actually not a puddle of festering urine, but instead poured polyurethane that ensures proper flow through the drain. You heard right, this urinal actually flushes! As a bit of consolation [Hendricks] plainly states in the directions: “No good games were damaged in the making of this video. All the video games used in this urinal were already broken or worthless sports games”. We have featured some SNES cartridge readers before, so now you have something to do with all the leftover hardware! Gross
http://hackaday.com/2011/05/22/we-kn...a-bit-too-far/
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May 28th, 2011, 23:57 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
A new release of the Dos Emulator for the Nintendo DS
DS2x86 0.08 release notes
This version has a lot of previously missing opcodes implemented, so a few more games might run again. I did not have time to add support for new INT calls or I/O ports into this version, so those errors will still happen in the games that previously had these errors. I hope to be able to handle these in the upcoming versions.
I have also debugged some ill-behaving games, but sadly that has been mostly frustrating work with no clear improvements in the behaviour. I have collected a lot of information and have been able to close in on the actual problems, but have not yet been able to solve them yet.
After spending many days with various problems in the games, and getting frustrated, I decided to see if I could get Windows 3.00a to run in Standard Mode also in DS2x86. This basically meant porting the 16-bit protected mode features I had coded into the original DSx86 to DS2x86. This work progressed better, so that this version can run Windows 3.00a in both Real and Standard mode. The Enhanced mode would need support for virtual memory, which is not coded in yet, so that mode does not work.
The problem in Windows 3.00a that I have been fighting with today was that opening some programs, like Paintbrush, gave an error "File PBRUSH.DLL not found" or similar. I checked the Windows directory and the file does exist, and I even checked my SD card for errors, but still I got that error. Next I checked my emulated DOS System File Table contents, which has room for 64 entries, but there were only 16 entries used so that was not the cause. I debugged my DOS file routines, and made sure the directory and file name are exactly correct, and then found out that it was the DS2 SDK fopen() function that returned NULL for the file. Finally it then occurred to me to check the the SDK file system functions (which luckily come with source) to see what the file table size is there, and it had only 16 entries! So, I doubled the size to 32 entries, and now Windows 3.00a seems to run. I think I could increase the table to 64, to match my emulated DOS file table, but I'll do that later when I have more time to test that everything still works.
DSx86 0.32 release notes
This DSx86 version has only one minor fix, as I have been focusing on DS2x86 during this two-week period. I implemented the direct file reading into EGA VRAM, which is used by games like Rockford and Heimdall.
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May 29th, 2011, 00:01 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
A new release of the Dos Emulator for the Nintendo DS
This version has the following improvements:
Implemented screen scaling for all common graphics modes.
Fixed the DOS and BIOS date/time functions to return proper Real Time Clock values. This might fix some hanging games.
Fixed EGA Read Mode 1 handling (fixes EGATrek graphical issues).
Fixed EGA Read Mask initial value (fixes Ultima V hanging).
Added a warning message for games that need a Floating Point Unit.
Screen copies are saved to incrementally numbered files SCR00.BMP..SCR99.BMP. Previously they were always saved to SCR.BMP file.
Below are some examples for EGA screen scaling. Silpheed uses 640x200 mode, and it has used smooth scaling in DSx86 as well. EGATrek uses the highest resolution available on EGA displays, 640x350. Since the vertical resolution is not easily scalable to 192 vertical rows, I instead scale it 2:1 to 175 vertical rows. Thus, there are some black rows on the bottom of the screen. The mode used by Mahjong Fantasia (640x400) is not a proper graphics mode that the EGA/VGA BIOS support, instead the game initially switches to 640x200 mode, and then doubles the vertical resolution by directly accessing the EGA card registers. Finally, A-Train is an example of the VGA high resolution 640x480 mode.
I also debugged the Windows 3.00a crashing problem, but could not yet solve that issue. I worked also a little bit on Windows 3.1 support, which complained about there not being enough XMS memory. I found and fixed this problem, but it is using some new protected mode opcodes and features that I did not have time to code for this version, so it will crash with unsupported opcode errors. I'll see if I can make it run better in the next version. Making Windows 3.1 run should also help me in locating the problem in Windows 3.00a.
There are also other misbehaving games on my TODO list, and I'll continue debugging these and fixing the problems. Thanks again for all of you who have tested the games and sent me debug logs and other information to help me in fixing the problems in DS2x86!
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May 29th, 2011, 00:04 Posted By: wraggster
News via http://emu-russia.net/en/
Atari 2600 emulator for Nintendo DS has been updated. Changes:
* Adding launch arguments so that other menus can be used for loading roms (Thx
BassAceGold for the tip )
* Fix power on/off graphics pb when return to menu (Thx Another World for the tip)
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Change sound when we quit emulator
* Add X/Y/R/L/SELECT button for each trigger
* Add Left Difficulty trigger
* Preliminary paddle support with button A and pad left/right (use Reset in "breakout"
to play, not fire button like in Atari Classic Nds game)
* Fix some few other bugs
* A bit faster (1~2 fps )
News source: http://www.portabledev.com
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May 29th, 2011, 00:08 Posted By: wraggster
News via http://emu-russia.net/en/
NES emulator for Nintendo DS has been updated. Changes:
- Roll back some updates in 0.50b.
-Mapper90 added. It works fine. You need to reload the nes rom to get a 'Soft-Reset'.
- Light-Gun added. Under the 'Input' bar, click 'No LightGun' to active Light-Gun. When shooting, hold L-button and touch the sub-screen. 'Swap screens' is recommended. R-button can be used to rewind game play.
sprite0y calculation for SP-pertile corrected, better.
- V-flip for SP-pertile corrected, better.
- A patch file added, used to correct the header of rom or modify the settings of nesDS.
http://sourceforge.net/projects/nesds/
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May 29th, 2011, 00:12 Posted By: wraggster
News via http://gbatemp.net/t294042-a7800ds-emulator
Ok, few days ago , you tested the first console from atari, the Atari VCS 2600 and the Atari VCS 5200 ...
Now, let's see the last one from Atari. This one is the last attempt of reply for coleco and Intellision console, the Atari 7800 Pro System!!! ...
Hope you will enjoy it, it's of course the fist version and i need to improve it ...
It's based on ProSystem emulator and of course, the source code is released because it's not my source code
To use this emulator, you must use compatibles rom with a78/bin format.
Do not ask me about such files, I don't have them. A search with Google will certainly help you.
Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Fire button 2
* SELECT : SELECT Button
* START : START Button
* R : RESET Button (yes R like Reset )
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May 29th, 2011, 00:17 Posted By: wraggster
News via http://gbatemp.net/t293836-atari-5200-emulator
Ok, few days ago , you tested the first console from atari, the Atari VCS 2600 ...
Now, let's see the next one. This one is the reply for coleco and Intellision console, the Atari 5200 !!! ...
Hope you will enjoy it, it's of course the fist version and i need to improve it ...
It's based on Atari800 emulator and of course, the source code is released because it's not my source code
To use this emulator, you must use compatibles rom with a52/bin format.
You need the 5200.bin rom bios to use it. A quick search on atariage website will help you about that ;-)
Do not ask me about such files, I don't have them. A search with Google will certainly help you.
Controls :
* Direction pad : the joystick ...
* A : Fire button 1
* B : Shift button
* X : * button
* Y : # button
* START : START button
* SELECT : Pause button
V1.1 : 23/05/2011
* Quick fix about bios problem
* change screen height to 256
* Add more easy understanding message when no game in current diretory (Thx
Another World for the tip)
* Fix name in makefile (was 7800 and not 5200)
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May 29th, 2011, 00:31 Posted By: wraggster
News via http://emu-russia.net/en/
C64-network.org is a Commodore C64 emulator based on the Frodo source code by Christian Bauer. In addition to the features provided by Frodo, it adds network support and a port to the Nintendo Wii.
Changes:
- Compiled with libogc 1.8.6;
- Fix option menu.
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http://www.c64-network.org/
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May 29th, 2011, 00:35 Posted By: wraggster
News via http://emu-russia.net/en/
Pacman arcade machine emulator for Nintendo DS has been updated.
V1.8: 15/05/2011
* Renaming of sets:
- Former mschamp .* should be renamed mschamps .* (thank you Another World)
- Supports new set mschamp
* Management settings added
News source: http://www.dev-fr.org
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May 29th, 2011, 00:44 Posted By: wraggster
News via http://hackaday.com/2011/05/19/nes-multi-cartridge/
Here’s a mutlicartridge hack for the original NES that [Callan Brown] put together. He spent some time snooping around the signals on the circuit board seen above until he found the trace that maps the reset signal from the game console. This will be used to cycle through the various games stored on the cart’s memory chip. The ROM images that will be stored on this cartridge are concatenated, then burned to the EPROM. Since the donor cartridge (and the ROMs which were chosen) use memory managment, the hardware can be tricked into reading the ROM from a specific point in the EPROM.
The switching itself is handled by a 74HC161 binary counter chip. The reset signal from the on-board security chip acts as a clock trigger for the counter. Some clever wiring allows the output of the counter to select the starting address for the EPROM. Each time you press the reset button it increments the counter, thereby selecting a different ROM to load. See [Callan] demonstrate the finished hack in the video after the break.
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May 29th, 2011, 11:02 Posted By: wraggster
News via http://hackmii.com/2011/05/dsi-system-update-1-4-2/
Update: 25/05/11 An updated Sudokuhax(final update) will be released at the same time as the final DSiWareHax, but if you already have Sudokuhax and want to copy this updated Sudokuhax to “internal memory” you must still be on 1.4.1.(or below) This updated Sudokuhax and the final DSiWareHax uses an updated SD card loader, changes include faster boot.nds loading among other things.
DSi system update 1.4.2 blocks copying all current and future DSiWare exploits to “internal memory”. Most of you won’t have the final DSiWareHax target, but don’t update for now anyway. Only people who already have the target game, and stay on system version 1.4.1(or below) until exploit release could copy the exploit to “internal memory”. DSiWare savedata exploits are dead with system update 1.4.2, after the release of this exploit later, there will be no more DSiWare savedata exploits.
The EC certificate APCert in the DSiWare on SD card signs the hashes stored in the DSiWare on SD card, this includes hashes of savedata among other things. This APCert is signed by the console-unique TWCert, this cert is signed by Nintendo. This TWCert is stored in NAND.
The initial system settings title verified the APCert with the TWCert contained in the DSiWare stored on SD card. This allowed us to modify DSiWare savedata, since we could resign the APCert with any TWCert from other systems. The new 1.4.2 system settings title verifies the APCert with TWCert stored in NAND. This stops us from modifying DSiWare savedata for arbitrary systems, as the only way to get those system certs is from NAND. When you don’t already have DSiWareHax, it’s impossible to obtain your system certs without soldering NAND. The new system settings will not allow any DSiWare on SD card signed by other systems to copy to “internal memory”.
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May 29th, 2011, 13:22 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=407&Itemid=1
This is a VGM player I've written for the original monochrome Gameboy (and Color/Light/SGB/Advance).
You can download it and the source code here
And you can see/hear it in action here
It obviously doesn't cover all the chips supported by the VGM format. Only the SN76489 is emulated (used in Sega Master System and Game Gear).
Since the waveform channel on the Gameboy only has 4 different volume settings it'll probably sound weird in some songs. Loading new waveforms dynamically to simulate 16 volume settings didn't seem like a good option.
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May 29th, 2011, 14:21 Posted By: wraggster
News via http://thatotherdev.com/2011/05/28/c...-wii-windows/
Here is an update to Cherophobe.
I’ve added a tile screen.
There is now a home menu pause screen.
The cursor is now a nice Wii style pointing hand.
Now when you hold down the A button you wont turn.
When you shoot the shots now go in the direction that the cursor is pointing in instead of simply going in the direction of the camera.
I tweaked a lot of number (you turn faster, enemies move faster, they do more damage, there are fewer health pickups, etc).
The controller now vibrates when you are being injured.
I’ve also added background music.
The music used in this game is Melancoly by Grace Valhalla.
Like its DS version I don’t intend to be releasing any more updates for it before the end of the competition unless someone finds a significant bug that needs fixing. I’m planning to spend the remaining days trying to finish Hero City.
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May 29th, 2011, 14:25 Posted By: wraggster
News via http://thatotherdev.com/2011/05/26/h...2-–-wii/Here is a very small update. More coming very soon.
I added a home menu. The cursor is a nice Wii style hand now. I edited the main characters texture to be a little bit less of a blatant Superman copy. Now there are multiple kinds of enemies. All of the enemies have walking animation. There is music now.
The background music used is La busqueda de IANNA background music by Epic Soul Factory.
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May 29th, 2011, 14:29 Posted By: wraggster
News via http://thatotherdev.com/2011/05/25/c...e-v1-0-–-ds/
Here is a port/remake of Cherophobe for DS. Like its original Wii/PC version it has been made for the GBAtemp Homebrew Bounty.
Cherophobe is an original FPS in which you must defend yourself against the unending assault of smiley faces. For every Smiley face that you defeat you will be rewarded with ten points (the high score is automatically saved when you die). Your health drains away when a smiley face is too close to you and when you run out of health the game restarts. Scattered around the environment are health packs which will raise your health. There are also boxes containing additional ammo. Like the smiley faces the health packs and ammunition will infinity re spawn but always in random places that are out of view so you will need to continue wandering around the map to find them.
Use the directional pad or the A/B/X/Y buttons to move
Use the touch screen to turn
Use the L or R buttons to shoot
I’m considering this done. Unless someone finds something broken about the game then you shouldn’t expect to see any updates to it until after the competition. I’ve already spent more time on this then I probably should have.
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May 29th, 2011, 14:41 Posted By: wraggster
ThemeShooterTk 0.09 released by HoKaze
ThemeShooterTk is a cross-platform, Python based clone of ThemeShooter made by HoKaze.
It can be run on Windows, Linux, Mac OS X and most modern Unix-like operating systems so long as the following requirements are met:
Python 2.x (Python 2.6 and 2.7 should work fine)
Tkinter (should come with python)
Python Imaging Library, PIL (Tends to be included with python)
PIL: ImageTk Module (on Linux this tends to be kept separate, look for the "python-imaging-tk" package)
What started off as a quick and dirty clone of the original ThemeShooter has since grown and whilst it may be behind the original and ThemeShooterX, it should hopefully suffice for some basic "themeshots." I do intend on continuing to add to it on the rare occasion I have time. Please check the enclosed readme file for further information, bugs and what to look for in the future.
Features
As of version 0.09:
Dummy text (with alpha)
Theme previews
Screenshot generation
Replaces missing images (apart from the background) with images from Classic theme, Dark Water v2 theme OR a custom theme of your choice
Random bubble placement on both preview and screenshots
Beginnings of an application database of sorts (possibly expanded later)
Basic configuration file support for program settings (will be expanded later)
Simple console output option, for debugging and rough speed checks
Cross-platform! (Windows-specific bugs fixed)
Less ugly buttons!
Bugfixes!
Support for both List View and Grid View (4:3 only for now)
http://wiibrew.org/wiki/ThemeShooter#ThemeShooterTk
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May 29th, 2011, 16:50 Posted By: wraggster
News via http://gbatemp.net/t294754-sprite-editor-ds-v0-4
Sprite Editor DS has been updated to v0.4. For more information please see the change log below.
QUOTE(Change Log (Google Translated))
•Full palette editor and more ergonomic
•Mirror functions, superimposed images and rapid filling (L + B)
•Reorganization and color reduction (undocumented)
•Compatibility with animations produced by Animed .
•32x32 or 16x16 edition, anywhere on the sheet of sprites.
•Mini-integrated animation editor
•Integrated Help (L + R)
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May 29th, 2011, 17:27 Posted By: wraggster
News via http://gbatemp.net/t294753-bible-for-nds-v1-0-1
* Bible software for NDS, Lite, DSi and 3DS:
* Program for reading Bible using filesystem on your DS flashcard
* XML utility to convert free Bible translations in your language to your Bible for NDS format
Features:
.Very fast text loading
.Unlimited Bible versions
.Auto bookmarking on close
.Quick switch between Bible versions
.Streamlined for everyday reading
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May 29th, 2011, 17:29 Posted By: wraggster
News via http://gbatemp.net/t294721-munchitoy-demo-2
MunchiToy is a work in progress physics demo made by HakoByte. See what's new in the change log below, and join in on the on-going discussion for more information about this 2011 Homebrew Bounty entry.
QUOTE(Change Log 05/28/11)
•Fixed collision bugs in the physics world
•Added collisions for Munchi
•Changed background
•Added second Munchi (Demo 2) 2 Munchi's (geddit? =))
•Implemented gravity manipulation
•Debug (developers note)
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May 29th, 2011, 17:32 Posted By: wraggster
News via http://gbatemp.net/t294629-space-impakto-ds-v1-0-0
Space Impakto DS, the side scrolling bullet hell shmup made by relminator, has updated to version 1.0.0. See the change log for what's new in this release, and check out the on-going discussion for more about this 2011 Homebrew Bounty entry.
QUOTE(Change Log(05/27/11)
•Finally got it non beta!!!
•Fixed the replay system for Red Agila (mistyped variable)
•Changed how the intermission screen works
•Boss Rush Mode
•BGM is attenuated when pausing
•Added more menu items
•Added a way to save or load Replays(3 slots)
•Player is able return to main menu when paused.
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May 29th, 2011, 17:39 Posted By: wraggster
News via http://gbatemp.net/t294562-fireworlds-beta1
Fireworlds is a new DS puzzle/platform adventure game made by Dirbaio. Join in on the on-going discussion to get the lowdown on this 2011 Homebrew Bounty entry.
QUOTE(Release Notes 05/27/11)
Now it's out =)
It's a really small beta, since I had no time to make more levels today (It's 0:46 AM here and I'm falling asleep). Only four levels...
I'd like to ask for two things:
•1: Suggestions, suggestions, suggestions. For objects, levels, gameplay tricks, and so on.
•2: Someone test this in DSi mode because I think the MIDI playback timings will be off due to the increased clock rate... Anyways if it doesn't work and I can't fix it, people can just run it in DS mode, since DSi mode has no particular benefits.
CONTROLS:
◦A to jump.
◦B to select another fireball.
◦Y to exit to menu if you get stuck
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May 29th, 2011, 17:41 Posted By: wraggster
News via http://gbatemp.net/t294542-earthshakerds-5-27-11
ant512 has released version 20110525 of EarthshakerDS, a port of the classic Boulderdash style Sinclair ZX Spectrum game. See the change log for what's new in this release, and for more information about this 2011 Homebrew Bounty entry, join the on-going discussion via the link below.
QUOTE(Change Log 05/25/11)
•a few bugfixes and a preview of the level editor
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May 29th, 2011, 17:43 Posted By: wraggster
News via http://gbatemp.net/t294461-chrono-tr...f-eternity-rc3
CT: FoE has been updated to RC3. Please see the change log for more information.
QUOTE(Change Log)
•Added the third ending in the game.
•Fixed all graphical issues with the new ending.
•Fixed some bugs namely in the Alya/Yaluk scene and the gates in the Magus/Schala/DD scene.
•Fixed the years in the time selector.
•Fixed issues being able to run from the Lion Tank Fight
•Fixed a few stray dialogue errors
•Touched up a few maps here and there.
•Added the cat house (Left over CE Dev area, take the lines with a grain of humor)
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May 29th, 2011, 17:45 Posted By: wraggster
News via http://gbatemp.net/t294419-boondoggle-v0-2-0
Boondoggle, a collection of word games for the DS made by mnewell, has been updated to version 0.2.0. Check out the on-going discussion for more information on this 2011 Homebrew Bounty entry.
QUOTE(Change Log 05/26/11)
•Added visualizations to Rhythmoggle mode
•Small bug fixes
•Minor general optimizations
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May 29th, 2011, 17:49 Posted By: wraggster
News via http://gbatemp.net/t294313-the-living-dead-v1-2
The Living Dead is a DS Game Maker Homebrew. The game engine is still in the early stages of development. For more information on this project be sure to check the project post link below.
QUOTE(Change Log)
• Actual gameplay added.
• Optimized for DS gameplay.
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May 29th, 2011, 17:50 Posted By: wraggster
News via http://gbatemp.net/t294262-avoider
Avoider is a new DS game made by Min that was initially released earlier this month. See the release notes below to get the scoop about this homebrew offering.
QUOTE(Release Notes 05/09/11)
A very simple, fast paced little arcade-style game in which you use the stylus to navigate the player ( blue ) and avoid the enemies ( red ) while collecting stars ( yellow ) to increase your score! Get a better score than your friends! Or if they aren't good enough to compete with your blinding mad elite skills, you can try to beat my best score which is 1900.
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May 29th, 2011, 17:54 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
The GBAtemp Homebrew Bounty 2011 is about to close, so I wanted to release a new version of DSx86 before the deadline. I had to choose between DSi and DS categories in the competition, which was a somewhat difficult decission as DSx86 does run in both. In the end I decided to put DSx86 into the DSi category, as pretty much all the other emulators in the competition are also in that category, and running DSx86 on a DSi does bring some worthwhile advantages.
Last week when I was testing DSx86 on my friend's DSi, I noticed that Supaplex demo kept hanging, same as Wing Commander II during the speech intro. First I thought the problem only affected DSi mode, but when I tested those games on my DS Lite, they also caused DSx86 to hang! That was a nasty surprise, with only a few days left before the bounty deadline! I tested all the older versions of DSx86, and noticed that version 0.23 (the last one built with libNDS 1.3.4) ran fine, while all the newer versions (built with libNDS 1.5.0 with DSi mode support) hang on both DSi and DS Lite!
So, the problem was obviously introduced with the new libNDS 1.5.0. I then began building different versions of libNDS 1.5.0, removing various stuff that had changed between 1.3.4 and 1.5.0 versions, to see what exactly caused the hang. Finally I got a version that ran DSx86 fine, but I had to remove quite a lot of stuff (like the DSi SD slot access, DSi i2c chip handling, new system FIFO commands, etc). I believe the problem could be caused by the ARM7 processor simply running out of stack space with the new ARM7 binary being so big. The libnds7.a from version 1.3.4 is 39 KB, while the libnds7.a from 1.5.0 is 193 KB! My AdLib emulation needs a lot of RAM so that I had to remove all WiFi and MAXMod stuff even in 1.3.4 version. It is quite possible that it just won't fit properly with all the extra stuff that 1.5.0 version has included.
Anyways, I am very sorry for all the recent versions of DSx86 having had this hanging problem! After fixing this I began working on some final touches to DSx86 so that I could be satisfied that it is as bug-free as I have time to make it. I mainly improved the EGA smooth scaling features, and I even added the most difficult 640x480 to 256x192 smooth scaling algorithm. This takes so much CPU power that it is only available in DSi mode, though. Smooth scaling in the lower resolutions, up to 640x400, is available also when running in DS Lite mode. Here below are some screen copies of Windows 3.00a and Castle of the Winds running on a DSi in 640x480 smooth scaling mode.
I also added a new DSx86.ini configuration option EMSSize to choose the emulated EMS (and thus also XMS) memory size. The size can be between 256KB and 4MB, and it needs to be in the [DSx86] section. For example, to select 1 MB as the EMS memory size (which leaves another 1 MB for XMS memory in DS Lite mode) you can configure it like this:
[DSx86]
LogFile=/data/dsx86/dsx86dbg.log
EMSSize=1
DSx86 is able to figure out the units automatically, so you can give the amount in either kilobytes or megabytes. If you mainly run Windows in DSx86 on DS Lite, you can turn the EMS memory size down so that Windows has more XMS memory, or if you run games that need more EMS memory, you can increase the EMS size (up to 4MB or however much RAM is available). Note that this setting is not configurable per game or another program you run, as 4DOS wants to keep track of the available memory.
So, to recap, here are the changes in DSx86 version 0.33:
Fixed a serious hanging issue introduced in version 0.24, caused by an incompatibility between my ARM7 code and libNDS version 1.5.0.
Improved the speed and quality of EGA 320x200 Smooth scaling mode.
Implemented Smooth scaling for EGA 640x350 and 640x400 modes.
DSi mode only: Implemented Smooth scaling for VGA 640x480 mode.
Introduced new configuration parameter EMSSize to adjust the emulated EMS/XMS memory allocation.
Thanks again for your interest in DSx86! I hope you find this version more robust than the few prior versions.
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May 29th, 2011, 18:12 Posted By: wraggster
News via http://www.aep-emu.de/
Wiiengine is a PC-Engine emulator for the Nintendo Wii from Francisco Muñoz ´Hermes´.
Quote:
Hi,
This is just some additions to this emulator.
- Classic controller support
- Usb2 with good old cios 202
- Browse pages of roms with + or -
- Removed delete files(this feature is a bit weird?!)
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May 29th, 2011, 18:18 Posted By: wraggster
News via http://www.aep-emu.de/
The NES emulator My Nes has been updated.
Quote:
Version 2.4.0.0 :
==================
* Added mapper # 5, 43, 45 and 46.
* Fixed mapper # 19, 21, 23, 24, 33, 41, 42 and 68.
* Added MMC 5 sound channels.
* Added sound dynamic buffer. (the old buffer caused glitches in windows 7)
* Added video debugger (nametables)
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May 29th, 2011, 18:21 Posted By: wraggster
News via http://www.aep-emu.de/
lambnes is an open source NES emulator written in Java and is yet in a very early stage of development. A new version has been released.
Quote:
version 0.0.4 has been released. This release has been tested for Balloon Fight and the game is playable. The code has been made significantly more efficient, increasing the frame rate.
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May 29th, 2011, 18:23 Posted By: wraggster
News via http://www.aep-emu.de/
The NES-Emulator Nestopia has been updated by Geestarraw to version 1.41.1.
Quote:
----------------------------------------------------------------
Unofficial 1.41.1 - by Geestarraw (geestarraw@gmail.com) (May 17, 2011)
----------------------------------------------------------------
Shell:
Changes:
- Added fullscreen support for non-primary monitor displays.
- Modified Video Options dialog component layout and added device index to
identify mutiple monitors.
- Refactoring.
- Code documentation.
Fixes:
- Fixed so menu is still displayed after fullscreen monitor to monitor switch.
Project:
Changes:
- Converted solution and projects to Visual Studio 2010.
- Improved version enumeration previously locked to x.xx (exactly 3 digits) to
be anything from y.y, y.y.y, and y.y.y.y (where y can be up to 4 digits).
- Changed build output target to nestopia.exe.
Fixes:
- Fixed bug in version enumeration always excluding highest version number.
- Moved unofficial 1.41 release notes to official changelog file.
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May 29th, 2011, 18:29 Posted By: wraggster
News via http://www.aep-emu.de/
SharpBoy is a new Nintendo Game Boy and Game Boy Color emulator for windows by xdaniel written in C# using OpenTK.
Quote:
v0.3 (May 11th 2011)
Switched rendering from using SlimDX to OpenTK, SlimDX Runtimes no longer needed; video filtering now selectable
GBC DMA copy operations improved, fixes certain DMA transfers spanning different areas of memory
Improved support for "undocumented" I/O registers, Demotronic Demo no longer detects the emulator and now runs with some glitches
Above change, coupled with improved graphics emulation, also fixed colorization of monochrome games via the CGB bootstrap ROM
Preliminary MBC emulation for Pocket Camera / Game Boy Camera; no actual camera support
Frame skipping and speed-up functionality implemented
ROMs can now be loaded from ZIP archives (using the DotNetZip library); recent ROM history added to
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May 29th, 2011, 23:53 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
Thermo Nono proposed version 1.0a of " Darts "darts for the Nintendo DS.
Coded set in lua, requires Micro Lua DS to work.
Version 1.0a
- Remastered graphics (and adding animation) made possible by the release of μlua4.0
there is still work provided at animations (which explains the "1.0a" .. when it will match my expectations will be in "final 1.0" ^ ^).
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May 29th, 2011, 23:57 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
BassAceGold 3-3 proposes the release of its fix a menu plugin intended only alternative to the linker SuperCard DSTwo " BAGPlug .
Released a fix for 3-3 Which Some just fixed copy and paste from. First post has been "updated With The fix included in The Normal package
Rather Than a stand-alone download
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May 29th, 2011, 23:58 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
World Reborn is an independent game for the Game Boy Advance, which began to be developed in 2003 by Neopong . In 2008 the author announced its cancellation, but since 2009 the archive of the game is available free on the web. So if you do not know what vertical shoot 'em up, it's time to find out.
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May 30th, 2011, 00:03 Posted By: wraggster
News via http://www.nintendomax.com/portal.php
James0x57 offers version 1.1.0 of " Accio Hacks "utility to download the cheats (cheat codes) from the database WiiRD on your SD card, then create a file. gct you can use with Gecko Gecko OS or OS Mod ..
Features:
- Download code from the database WiiRD .
- Editing of codes stored on your SD Card.
- Activation codes and creation of a GCT file.
- Automatic Update if newer version.
- Easy to use interface.
- Automatic detection if you remove the SD Card.
May 5, 2011 - v1.1
- Fixed broken after by Link's server config.
- Online lists max length changed 150 -> 250.
- Icon transparency removed.
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May 30th, 2011, 13:37 Posted By: wraggster
News via http://www.emucr.com/2011/05/project64k-v025.html
Project64k v0.25 is released. Project64k is a version of the Project64 emulator that supports multiplayer games using the Kaillera network.
Project64k v0.25 Changelog:
- Configuration items are now in a Config folder.
- Fixed glide64 slow down issue.
- Kailleraclient updated.
- Fixed broken short cuts.
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May 30th, 2011, 13:40 Posted By: wraggster
News via http://www.emucr.com/2011/05/news-ga...-20110528.html
GameBoy Online is a Game Boy and GameBoy Color emulator written in Javascript. It strives to be efficient and try to have a perfect compatibility. Currently the execution speed is not optimal even on browsers. For example on Chrome, which is nevertheless deemed to run Javascript faster on a PC running Windows 7 64-bit version with a double heart 2 CPUs at 2.2 GHz, games run at normal speed but almost skipping some frames.
The sound production is still experimental and rather poor quality. The video portion is by HTML5 or by creating images with BMP string URI. State backups are implemented using the object window.localStorage and are serialized / deserialized JSON. Ditto for backup SRAM.
Recent Changes:
- Fixed regression.
- Update emulation bug LYC = LY.
- Adding a code for an opcode HALT fastest jump to the next IRQ instead of doing a quick check of the state. Also corrected demotronic.
- Optimization of the background rendering paths.
- Remove comments in the code.
http://www.grantgalitz.org/gameboy/
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May 30th, 2011, 13:43 Posted By: wraggster
News via http://www.emucr.com/2011/05/vba-rer...g-v24-368.html
Vba-ReRecording v24 (368) is released. VBA rerecording is the re-recording branch of VisualBoyAdvance. This is the development project for this branch of VBA. Its primary function is to expand features related to the creation of Tool-Assisted movies.
VBA rerecording changelog:
368
Fixed GBC games such as Donkey Kong Country and Asterix Search for Dotmatrix.
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May 30th, 2011, 17:39 Posted By: wraggster
News via http://thatotherdev.com/2011/05/30/c...3-wii-windows/
Cylinder Dodge is a very simple game with motion controls. You hold the wiimote sideways (like an NES controller or steering wheel) and tilt it to move left or right. The objective of the game is to try and avoid the cylinders as you constantly move forward. Its game over when you collide with one of them.
This game is done and I have no plans to update it. But I’ll probably post something more about it and how I feel about it later. Its gotten me in a good mood. I’ve decided to enter it along with Hero City in the Nintendomax Wii Dev Competition. Although I don’t expect either of them to have any chance of winning (each for very different reasons)
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May 30th, 2011, 18:07 Posted By: wraggster
News via http://gbatemp.net/t294859-sandbox-engine-ds-dsi-v004-1
Sandbox Engine DS-DSi, the work in progress 3D game engine for the DS and DSi made by t377y000, has been updated to version 004.1. For more information about this 2011 Hombrew Bounty entry, join the discussion linked below.
QUOTE(Change Log 05/29/11)
•Minor improvements.
•fixed some lighting.
•changed the title screen.
•changed some controls.
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May 30th, 2011, 18:12 Posted By: wraggster
News via http://gbatemp.net/t294865-fireworlds-beta-2
Fireworlds, the new DS puzzle/platform adventure game made by Dirbaio, had been updated to Beta 2. Join in on the on-going discussion for the full story about this 2011 Homebrew Bounty entry.
QUOTE(Change Log 05/29/11)
•Fixed game launching but crashing later when libfat can't init (for example in no$gba)
•Fixed getting stuck in the insides of corners in most cases
•Added button navigation to menus
•Fixed having another fireball selected when another one you aren't controlling dies or exits.
•Made physics a bit calmer, especially the pink bouncy things.
•Added help on the top screen
•Fixed many tiny graphical bugs
•Completely recoded the collision system. It's waay more flexible now.
•Added Ice Blocks (Used in only one level for now)
•Added hints and help on the top screen!
•More levels. The first ones are supposed to serve as a tutorial.
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May 30th, 2011, 18:31 Posted By: wraggster
News via http://gbatemp.net/t294892-space-impakto-ds-v1-0-1
relminator has updated Space Impakto DS, the side scrolling bullet hell shmup, to version 1.0.1. See the change log for what's new in this release, and join the on-going discussion for more information about this 2011 Homebrew Bounty entry.
QUOTE(Change Log 05/30/11)
•Fixed the bug in the replay system interface.
•Changed the Replay System Interface to a more intuitive one.
•Normal and Boss Rush has different highscore tables.
•Second loop!
•Loop 2 is the "HARD MODE"(For HardCore BulletHell players) ala Strikers 1999 and Gunbird 2.
•Loop 2 is reminiscent of Psykyo 2nd loops where you kill something, it explodes bullets.
•Level is also spawnign "popcorn" enemies when facing bosses to up the ante of difficulty.
•Edited some enemy sequence to make the first loop beatable w/o using a single bomb.
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June 1st, 2011, 00:38 Posted By: wraggster
The 3DS just got more competition. Not from Sony or another competitor, but from another, now impulse-buy-priced, DS. Nintendo just announced that the DS Lite has been officially dropped in price from $129.99 to $99.99, effective June 5. Perhaps the old SKU at the old price was what GameStop was clearing out?
The same month, six Mario games (New Super Mario Bros., Mario Kart DS, Super Mario 64 DS, Mario & Luigi: Bowser's Inside Story, Mario vs. Donkey Kong: Mini-Land Mayhem!, and Mario Party DS) will be re-released in red boxes, to " make it easy for [consumers] to find their favorite Mario titles." Not that anyone ever had trouble finding any of these -- Nintendo announced that more than 9.25 million copies of New Super Mario Bros. have been sold in the US.
No price drop was announced for the games. Just fancy new boxes.
http://www.joystiq.com/2011/05/31/ds...-99-on-june-5/
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June 1st, 2011, 00:48 Posted By: wraggster
News via http://www.emucr.com/2011/05/vba-rer...g-v24-369.html
Vba-ReRecording v24 (369) is released. VBA rerecording is the re-recording branch of VisualBoyAdvance. This is the development project for this branch of VBA. Its primary function is to expand features related to the creation of Tool-Assisted movies.
VBA rerecording changelog:
369
EOL problem again????
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June 1st, 2011, 01:20 Posted By: wraggster
News via http://thatotherdev.com/2011/05/31/h...-wii-windows/
Here is yet another small update to Hero City. The game is still incomplete but with the deadline being today it is unlikely that I will be making another update in time for the competition. I’m going to take a break from it for now but I think I’ll come back and finish it eventually.
I’ve added a simple skybox. Fixed up some things and improved performance a bit from the last version. The colors of the buildings are now randomized. The hero now has a cape and has been re textured to resemble the NintendoMax mascot. Flying and running have been moved to the Z button. Now you use energy (which automatically regenerates) when flying or running. You can now punch with the C and B buttons although you still cant actually harm the enemies.
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