News

DSx86 v0.10 (DOS emu for NDS)

DSx86 is a PC emulator for Nintendo DS. It’s purpose is to allow you to run old DOS games on your Nintendo DS game console.

Changes:

VGA Mode-X support (Wolfenstein 3D, Fox Ranger). DSx86 now supports all 320-pixel wide Mode-X (and Mode-Y) variations (320×200, 320×240, 320×400, 320×480). In the modes with 400 or more lines the screen is prescaled vertically to 200 or 240 lines, even in ZOOM mode. This is to keep the aspect ratio sensible. If this scaling makes small fonts hard to read, try using screen update mode “Direct”, as that will alternate between odd and even rows to display (a sort of jittering effect).
Mouse support (MJLAPTOP, etc.). You can select whether the D-Pad emulates cursor keys or mouse by toggling the “Mouse”/”Keybd” text on the touchpad. A/B buttons emulate the mouse buttons when in mouse mode.
CGA 640×200 monochrome mode support added (MJLAPTOP).
Key Repeat support (4DOS, etc.). Now when you keep the button (real or virtual) down, it will repeat, like in a real PC keyboard. This is the one change that I am most worried might have broken something.
Bug in “mov reg16,[BP+SI]” and “mov reg16,[BP+DI]” opcodes fixed (WIN).
Bug in “Interrupt Enabled” flag setting after returning from INT2F fixed (Wolfenstein 3D).
Bug in moving data within the EGA VRAM fixed.
Fixed the Brown color in the default EGA palette (KEEN4).
New game-specific “jpe” opcode hack added (CALGAMES).
New game-specific “jpo” opcode hack added (TOUTRUN).
Added “insb” opcode handling (OPENING).
Added all “imul r16, r16, imm16” opcodes (NCMAIN).
Added “imul r16, [di+disp16], imm8” opcodes (UNP2).
Added “imul r16, [idx+disp8], imm16” opcodes (STARTREK).
Added support for input from port 3C2 (FD).
Added support for input from port 3CC (RAIDEN).
Added support for input from port 3D9 (Crazy Cars).
Ignore “Tandy 1000SL/TL – SET UP SOUND MULTIPLEXOR” BIOS call (MIDWNTR).
Support for moving data from EGA VRAM to RAM added (REVENGE, BL, RAMPAGE).
EGA opcode “and es:[di],ax” added (BARD, DK).
EGA opcode “mov byte es:[disp16],imm8” added (KEEN1).
EGA opcode “mov es:[si],ax” added (G).
EGA opcode “and ax,es:[di+disp8]” added (SR).
MCGA Direct mode opcode “mov es:[di],bh” added (CREEPERS).
MCGA Direct mode opcode “mov es:[bx],al” added (MW).
Opcode “aad” handling added (JS3).
Added handling for opcode “repe scasw” when direction=down (STAROPEN, SS, PAL).
Opcode “sar word [bp+disp8],imm8” handling added (RUNVGA).
Added support for teletype text output in EGA mode (ULTIMA).
Added support for teletype text output in MCGA mode (EAGLE).
Added support for “GET ALL PALETTE REGS (VGA)” BIOS call (BASH1).
Added support for “WRITE STRING” BIOS call (RICK2, !STUNTS).
Added support for DOS text output in EGA mode (SIMCITY, SKWEEK).

Source

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Retrogaming Times Monthly Issue 71 (misc)

Retrogaming Times Monthly #71 is available. RTM is a retro magazine, sometimes with focus on homebrew things.

Content of this issue:

ATTRACT MODE
* Press Fire To Begin
* Retrogaming News

THE RETROWORKS
* The Cybernet Society 1995-1997 R.I.P.

THE GAME REVIEW H.Q.
* Vectrexenstein – Pole Position
* Apple II Incider – Mario Bros.
* NES’Cade – 720 Degrees
* All Eyes On… Super Hang-On
* Dual Perspective – Final Fight
Mutated Output: Patsies, Pioneers, and Politics
* The Homebrew Sleuth: Atari 2600 Cave In
* Modern Retro – Spyro The Dragon
* A Pixelated 21st Century!

POWERING DOWN
* Arcade Memories
* The Gaming Post
* Game Over

Source

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MySettings v1.2.0 (Android Application)

Do you often change different frequently used system settings? Then, MySettings is for you.

It’s a tool that allows you quickly enable or disable different settings (ringer mode, brightness, gps, wi-fi, bluetooth, unlock pattern, autorotate, screen timeout, auto sync etc).

Source

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Crazy Intro v1.1 (Wii Application)

Crazy Intro is an autoboot homebrew to use along with Preloader.

You can use Crazy Intro to customize the opening of your wii. You can display your selected picture and play the music of your choice at each start of your wii. Also you can assign your frequently used channels/programs to any button on your wiimote. You can use B or your configured button to quickly access homebrew channel.

Changes:

Compiled with latest Grrlib 4.2.0
Mii display support for the birthday feature (thanks to mdbrim)

see example here : http://www.wiidewii.com/data/crazyintro-mii.jpg
Being forced to the first wiimote issue fixed.
Few effect fixes as well

Source

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PSP Mario The New Worlds v0.03 (PSP Game)

PSP Mario is a clone of Super Mario Bros. for the PSP.

Changes:

-Finished off the red koopa a.i
-Finished off the stand alone coins
-Improved the A.i code and lagging with hitting shells
-Added in Background Music for Overworld both the hurry version and general version
-Improved the animation code by using timers instead of counter based (still dislike the timer module hugely though)
-Added in Invisible blocks (YAY!)
-Completely changed the movement and jumping to a more progressive form rather than static by this i mean you can build up speed and loss speed by moving/not moving, same goes for jumping, the longer you hold X the higher you jump compared to just tapping it.
-Added in Clipping logic on blocks where if you barely clipped a block you’d be placed to the side in which you hit it rather than actually hitting it. (Used in the brick blocks, ? Mark blocks and Invisible blocks )
-Added 2 more levels, the first is very big at 650×17 (more than double the original) the seconded is 350×17 (i think, can’t remember but it’s around their)
-Added in death animations for both koopas (green & red) & for goombas when hit by shell.
-Changed the positioning of the HUD to fill the screen more and added a few improvements to make it look more like the original for example, the score is now 0000000 instead of just the 0 like the old version
-Have a “OK” menu now which shouldn’t confuse anyone on which character to pick still the GFX isn’t great also a loading screen is now present takes 3 seconds to load everything
-Reverted to using the classic old school 8bit Mario graphics, fit in a lot better with the game now and less hassle for me seeing as the custom sprites i used weren’t exactly to scale.

Source

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