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GBA News is a News and downloads site for the
GBA, Gameboy and Virtual Boy, We have all the latest emulators,
homebrew and all the downloads oê this site, we also cover commercial
gaming and console news. Part of the DCEmu Homebrew & Gaming
Network.
Latest News Flash
From February 2013 we have returned this site to only having news for Gameboy, Gameboy Advance and Virtual Boy.
THE LATEST NEWS BELOW
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February 4th, 2007, 22:28 Posted By: wraggster
No$gba the GBA and DS Emulator for Windows has been updated with a new release, heres whats new:
nds/2d: adjusted window width (nds=256, instead gba=240) (famicom wars demo)
nds/memory: allows to execute code in vram (used by mariokart demo on nds7)
iomap: replaced various "vals" by "io10seg" (matching to nds9/nds7 pages)
nds/wifi/xcept: allows nintendo to write 00h/55h/AAh/FFh to read-only BB-ports
nds/3d/irq: emulates gxfifo irq (used by lara/brainage demos)
nds/3d/help: added notes on how/when to acknowledge gxfifo irq (see gxstat)
nds/3d/dma: emulates gxfifo dma (used by submarine demo and possibly others)
nds/dma: renamed/renumbered $profiler_id_dma (supporting the eight ds-modes)
nds/3d/help: added GXFIFO DMA Overkill on Packed Commands Without Parameters
setup: added gba-solar-sensor setting (now also in freeware version setup)
setup: removed experimental rear-alpha option (tested / always enabled now)
nds/backup: bugfix: forces no nds-backup in gba-mode (fixes fatalunexpected)
nds/xboo: added upload-wait/timeout (for remote secure_area_extra_decryption)
nds/dma: prevents gba-style dma3-capture on nds (fixes submarine demo freeze)
nds/dma: simplified different dma mode bits by dma_kick_mask at mount_system
nds/3d/help: added 3d-lockup note (on swapbuffers with incomplete vertex list)
a22i: supports "NOT" operator (more or less, crashes on faulty priority order)
a22i/bugfix: long/negative multiply in numeric expression (swapped lsw2/msw2)
nds/3d: handles 8bit ldrb reads from 3d ports (4000320h and up)
gba/nds-cartloader: fixed crash on loading GBA-carts from inside NDS7-mode
thanks: RockmanRotties and Diablow for bugreports on demos and fatalunexpected
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February 1st, 2007, 19:26 Posted By: wraggster
Heres the press release:
One of the greatest adventures of all time is back! The fifth instalment in Square Enix’s renowned franchise returns to the Game Boy Advance with all the elements that make this one of gaming’s best-loved series. With new content, intricately detailed stories and stunning visuals, you won’t be able to keep your hands off your Game Boy Advance when FINAL FANTASY® V ADVANCE launches across Europe on 16th March 2007.
Staying true to the Final Fantasy series, FINAL FANTASY V ADVANCE combines complex and heroic new characters with familiar themes and an exciting new storyline to be experienced. Players must guide Bartz, along with his chocobo companion, young Princess Lenna, amnesiac Galuf, and Pirate Captain Faris through their world in a quest to prevent the destruction of the four crystals controlling the world’s elements. Players must utilise all their skills to battle their way past constant danger and prevent an evil wizard from destroying the world as they know it.
Players must guide the characters through a fantasy world, visiting towns, talking to other characters and battling monsters to do everything in their power to unravel the mystery of the crystals. Throughout the game’s battles, players earn experience points enabling their characters to “level up” and become even stronger. Along the way, they'll also obtain stronger weapons and armour, improving their effectiveness in battle.
FINAL FANTASY V ADVANCE features an evolution of the Job System introduced in previous titles in the series. Not only can players freely change classes and jobs throughout the game, a feature reflected in the characters' physical appearance, but certain abilities can be learnt and assigned independently of their job. FINAL FANTASY V ADVANCE adds to the fun with new jobs such as Oracle, Gladiator and Cannoneer throwing a slew of new abilities into the mix.
But it’s not all change; FINAL FANTASY V ADVANCE still captures the essence of FINAL FANTASY with all the stunning elements fans have come to expect from the series. This game features classic series references, sweeping music, dramatic and diverse storylines and memorable characters. With all this added to the thrill of succeeding in the most difficult of quests, plus an all-new dungeon to explore, a unique job system and a host of all-new items to find, this really is a must have for all adventure fans.
So make sure you’re ready for the adventure of a lifetime when FINAL FANTASY V ADVANCE returns to the Game Boy Advance on March 16th 2007 at the estimated retail price of around €40.
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January 21st, 2007, 11:09 Posted By: wraggster
The gba and partial DS emulator for windows has been updated with a new release:
Heres whats new:
gba/snd: snd_on_off 60h-81h non-writeable while disabled with optional warning
gba/snd: fixed snd_on_off (resets only 60h-81h, not 82h-83h) (thanks ludvig)
gba/help: described nr52/snd_on_off affected registers (60h-81h reset to zero)
gba/help: added noise random generator specs (gba psg channel 4, poly counter)
snap/sav: uses new "save_chunks" function (instead separate snapdat_write's)
snap/sav: RLU-encoder/decoder supports long-same regions (code 80h dta8 len16)
snap/sav-loader: re-allows old/smaller 64K sram/liff blocks (pre 128K flash)
snap/sav-loader: raised gba-max liff/sram_siz for to 128K (for new FLASH type)
snap/sav-loader: replaced fixed "liff/sram_siz" by variable "memsiz_sram/liff"
snap/sav-loader: skips unknown blocks by file-entry (rather by expected entry)
gba/help: new Backup IDs chapter (library ID strings, thanks pocketheaven faq)
gba/backup: detects 128kbyte FLASH backup (reportedly uses ID "FLASH1M_Vnnn")
gba/backup: emulates bankswitched 128kbyte FLASH backup memory (not tested)
gba/add-on: emulates gba solar sensor (currently fixed level) (boktai, momov)
gba/add-on: emulates gba-cart real time clock (rtc) (boktai, thanks momov)
gba/multiplay: refixed slave machine bios-loading (missing v2.2 mount_system)
nds/sound: precalculates sample rate timing (for some/minor emulation speedup)
nds/backup/help: added description of the new eeprom/flash/fram backup types
nds/backup: new: None, EEPROM 8K, EEPROM 64K, FLASH 256K, FLASH 512K, FRAM 32K
nds/3d: uses pixelformat with alpha (if supported, ie. not by generic driver)
nds/3d: above alpha untested - disabled by default - see setup: 3D Rear Alpha
nds/3d: added warning on 3D access with powcnt bit2-3 disabled (thanks anders)
nds/snd: fixed hang-up on uninitialized sound frequency (thanks damian yerrik)
nds/3d: loads opengl on any opengl-call (not only on swap buffers) (anders)
cpu/help: added notes on mis-aligned ldrd/strd (cpu memory alignments chapter)
cpu/detail: emulates mis-aligned ldrd/strd (clips lower 2 bits) (not 3 bits)
cpu/bugfix: fixed ldrd/strd bugged alignment warning (thanks anders norlander)
winxp/xboo: nocashio install bugfix: added "system32" in CreateService param
winxp: supports Alt+key combinations (VK_LMENU instead of unsupported VK_MENU)
internal: sorted/re-arranged nds variables (for future nds snapshot support)
setup: changed color/depth settings: re-applies nds_color_xlat (backlights)
web/paypal: fixed missing CRLF between "=" / "-----END PKC" (thanks francesco)
nds/directboot: puts nds7_bios_crc and user_settings_base in RAM (as by BIOS)
nds/3d: cleanup: unloads opengl library (if loaded) on exit
nds/3d: uses win31-style upside-down-images (required for nvidia geforce)
nds/help: new chapter on accessing gba-slot/gba-carts in ds-mode (clks/addr)
gba/help: new chapter on gba cart real time clock (rtc) (used in boktai)
gba/help: new chapter on gba cart solar sensor (boktai, thanks momov for cart)
gba/help: new chapter on gba cart rom-chip 4bit io port (used in boktai)
gba/help: added backup eeprom chip names 9853 (mario), and 9854 (boktai)
nds/directboot: stores RomChipID in RAM (as by BIOS) (verified by newer games)
nds/bugfix: hwreset memclear includes nds7 I/O region (older version didn't)
gba/help: added note on ZERO-padded titles in cart-header (eg. in boktai)
gba/help: fixed joybus entrypoint in gba-cart-header summary (E0h instead E4h)
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January 16th, 2007, 19:26 Posted By: wraggster
New from SuccessHK

Arthur and the Invisibles is a magical adventure where you'll discover another world in the backyard! When a boy named Arthur is visiting his grandmother, he begins exploring for treasure in the backyard. While there, he stumbles on the miniature world of the Invisibles. Arthur himself is transformed into an Invisible and soon meets two companions: Princess Selenia and her brother Betameche. With his two new friends, Arthur embarks upon an extraordinary adventure that is rich in surprise and intense action.
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December 25th, 2006, 18:14 Posted By: DanTheManMS
Dwedit has updated Goomba Color, a Gameboy Color emulator for the GBA. There is no official release yet, but a test build is available. Additions include Super Gameboy borders and colors as well as a few graphics fixes (should fix the Link's Awakening walking bug). Changes from the previous build:
SGB mode is restricted to using palette #0 only for now, I'll add support for the tile attributes later.
For games which support both GBC and SGB, you can select which mode they run in.
There's also a weird GBC+SGB mode which can confuse some games, like Dragon Warrior Monsters. That game will update the SGB borders even when running in GBC mode, but will sometimes reassign the palette to bad colors.
http://www.dwedit.org/dwedit_board/v...c.php?pid=1740
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December 21st, 2006, 23:09 Posted By: wraggster
As expected now the Wii has been released and the DS is so strong, an article on buisness week discusses the future for the GBA and Gamecube:
The overarching message for Nintendo appears to be a relatively simple one this holiday season, as simple as they would claim the Wii Remote is to use—appealing to gamers, be they young, old, hardcore, non-traditional or lapsed. And while the $200 million for advertising the Wii turned out to be an erroneous number (that's apparently Nintendo's annual marketing budget), Nintendo is obviously trying hard to get the word out.
But that leaves one final question: what about Nintendo's older systems (GBA, GCN)? The GBA had a very solid November, with over 600k hardware units sold and if there was any time for a last push with the GCN, now would be it. Dolecki offered, "Our focus right now is on Wii and DS, but we have a huge installed base of Game Boy fans. Third-party publishers have tapped into that audience, and we have a library of nearly 950 games for GBA," she said, adding, "Nintendo GameCube owners can also experience The Legend of Zelda: Twilight Princess. "
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December 14th, 2006, 19:29 Posted By: wraggster
DWedit has released a new version of the NES emulator for the GBA (works on Nintendo DS too), heres whats new:
This build is extremely buggy, but Battletoads and Wizards and Warrior 3 no longer have graphical glitches in the main character animation.
There's a major bug in how it selects the tileset to display when a game starts up, so keep changing games until it boots the game properly.
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December 12th, 2006, 19:33 Posted By: wraggster
Heres the latest weekly special from Play Asia:

Get ready for an original game experience as players tilt Yoshi through topsy-turvy worlds brimming with adventure.
When Bowser starts wreaking havoc on Yoshi’s Island, a book spirit named Hongo traps the entire island within the pages of a storybook. Only by locking Bowser away can Yoshi convince Hongo to release the rest of the island, so he sets out to progress through the chapters of the book...
Each course is controlled by a spirit. One loves money, one who loves fast things, one who loves friendliness, one loves strength, etc. They will set out guidelines for the course, such as collecting fruit to free a certain number of Egglings, finshing a course before time runs out, finding a certain number of coins or destroying -- or, in a particularly clever twist, not destroying -- a certain number of enemies. By satisfying that spirit’s requirements, players pass the course.
Yoshim, being Yoshi, can jump and stick out his tongue to eat fruit or enemies, but the main feature of the game is the tilt mechanism. By moving the Game Boy Advance SP side to side, players tilt the world around Yoshi, causing enemies to roll around, swinging ships and pendulums and bouncing items all over the place. An impassable wall will become a climbable slope, or a rolled-up carpet will become a long platform. Each environment requires players to master not only button presses but also tilt movements to progress.

Nintendo's Yoshi's Universal Gravitation (aka. Yoshi Topsy-Turvy) for Gameboy Advance™ is now available at unbeatable US$ 9.90 only.
Game features:
By tilting the Game Boy Advance SP, players will turn the environment around Yoshi to knock over enemies, swing pendulums, and help Yoshi run up walls and leap huge pits.
All of Yoshi’s Island is trapped in a storybook, and only by meeting the challenges of each chapter will players succeed. Collect coins, defeat enemies or race for the finish to satisfy each course’s conditions.
As usually, this weekly special is valid for exactly 1 week (if not sold out earlier) and this time limited to a maximum purchase of 1 unit per customer. As a small restriction, please also notice that you cannot use any further discount coupons along with this special offer.
Buy here --> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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December 5th, 2006, 23:08 Posted By: wraggster
News from Play Asia:

Weekly Special: Konami's GBA™ classic Castlevania: Circle of the Moon at US$ 14.90 only - offer valid for 1 week
From the publisher: The year was 1830. Deep within the dreary halls of an ancient castle in Austria, an evil force was stirring. It had been many years since Dracula, Lord of Darkness, had been banished from the world of the living by vampire slayer Morris Baldwin. In the eyes of a dark-hearted woman named Camilla, it had been too long since Dracula stalked the land.
Camilla called for the return of Dracula, and succeeded in resurrecting that vile soul once again. With Dracula's return, the halls of his castle were once again filled with the most hideous creatures imaginable -- each determined to serve their master and feast on the blood of the living. One human in particular, an unlikely hero named Nathan Graves, was high on the undead's list of desired delicacies.
Armed only with his wits and a whip, Nathan set out on an impossible crusade to rid the world of Dracula's dark spirit for the last time.
Konami's GBA™ classic Castlevania: Circle of the Moon is now available as Konami the Best edition at discounted US$ 14.90 only. Also make sure to check out the two other Castlevania GBA™ releases Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow, both also in stock at Play-Asia.com.
More Info --> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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November 30th, 2006, 02:13 Posted By: wraggster
Without its line of Game Boy handhelds, Nintendo would likely not be in the position it is today. When the company went head-to-head with Sony's PlayStation 2 and Microsoft's Xbox with the GameCube, the result was disastrous for the one-time gaming leader.
Thankfully the company had the Game Boy Advance and more recently the Nintendo DS--both of which have helped keep Nintendo's wallet fat. While Nintendo tries to get back into the console race with the Wii, no one can dispute that the company dominates the handheld market.
Though the DS looks to shape the future of Nintendo's handhelds, the company believes its predecessor, though dated, still has some legs to stand on. Speaking at the Reuters Media Summit in New York, Nintendo of America president and COO Reggie Fils-Aime said, "We think that Game Boy Advance certainly has at least one more holiday season left in it."
In fact, Fils-Aime says, the GBA is still essential to Nintendo's plan as a "gateway console."
"For us, it continues to be a great stepping stone for five-, six-, seven-year old consumers to have their first great handheld gaming experience and then transition right into DS," Fils-Aime told Reuters.
According to the executive, sales of both the DS and GBA are expected to meet company expectations this year.
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November 28th, 2006, 22:59 Posted By: wraggster
Kuwanger has released a new version of his Unofficial Colecovision Emulator for the GBAm Which also works on Nintendo DS and Gamecube Gameboy player:
Heres whats new:
Update to v0.7 k1. Fixes a menu listing bug. Also a small update to the gamelist (problem pointed out by Groundhog).
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November 28th, 2006, 22:39 Posted By: wraggster
New from Play Asia:

Hot on the heels of Final Fantasy V Advance, also Final Fantasy VI Advance is finally available to handheld gamers. However, this is more than a simple port—every aspect of the game has been reviewed and enhanced. Additionally, a host of brand-new elements have been seamlessly merged with the original game, providing unexpected surprises for longtime fans. With new dungeons, new job classes, and other exciting features, both old-school players and newcomers can enjoy this genre-defining Final Fantasy title in a portable format!
More Info / Buy Here --> http://www.play-asia.com/SOap-23-83-...j-70-1loh.html
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November 19th, 2006, 21:25 Posted By: wraggster
Nintendo of America put out a list of new game releases for the first quarter of next year on the Wii, DS, and GameBoy Advance. No word yet if Wii Play will include a Wii remote controller like it does in Europe and Japan when the Wii launches there on December 2nd & 8th.
Wii release dates are on:
January 15th, 2007: WarioWare: Smooth Moves and Wii Play;
March 5th, 2007: Mario Party 8.
DS releases arrive on:
January 22nd, 2007: Hotel Dusk: Room 215;
February 5th, 2007: Diddy Kong Racing DS;
March 5th, 2007: Wario: Master of Disguise;
March 19th, 2007: Custom Robo Arena.
One GameBoy Advance release on:
February 5th, 2007: Final Fantasy VI Advance.
Via Videogamesblogger
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November 13th, 2006, 21:24 Posted By: wraggster
New GBA Game release:

features
Daily Puzzle: 365 days worth of new puzzles for year round entertainment!
Featuring 3 new types of tiles: Hurdle, Solid, and Joker Tiles for challenging new game play!
Create up to 100 new puzzles and challenge your friends! ·All new color feature allows tiles to come to life!
description
As a new and improved tile-flipping puzzler, Polarium Advance, for the Game Boy® Advance, offers all new features that sharpen the brain and accelerate reflexes. Fans of Polarium Advance’s predecessor, Polarium DS, will notice you can now use the control pad to move the cursor and also switch to new color schemes…no more black and white! In addition, Polarium Advance has improved playability by utilizing the action buttons and control pad as opposed to only using a stylus! So easy, you can play with only one hand… perfect for gamers on the go! Polarium Advance also features a totally new variety of tiles, making it one of the trickiest, skill-filled, puzzle games of all time!
More info / buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1mm8.html
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November 12th, 2006, 11:18 Posted By: wraggster
YahGBA (YGBA) is an open-source Nintendo GameBoy Advance emulator written in Java.
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November 10th, 2006, 22:28 Posted By: wraggster
Massive GBA Release today and its a US Version (english):

Price: US$ 39.90 (~21.14 GBP)
features
New Jobs: Gladiator, Oracle, Necromancer, and Cannoneer
An all-new dungeon
Expanded monster bestiary
Improved graphics
Music player and remixed soundtrack
description
FINAL FANTASY V, the relatively obscure classic known mostly for its sophisticated and in-depth job system, will soon be re-released for American fans to enjoy, with new challenges, new dungeons, and plenty of other exciting additions designed to please both hardcore and first time players alike.
FINAL FANTASY V Advance begins in the Wind Shrine, where the King of Tycoon has come to investigate an irregularity in the winds. He’s just in time to see the magical wind crystal shatter, which stops the wind everywhere in the world. The king’s daughter, Princess Lenna, who followed him to the Wind Shrine, finds a mysterious old man, Galuf, lying unconscious next to a meteor. Lenna, Galuf, the explorer Bartz, and the pirate Faris are drawn together by fate to find out the mystery behind not only Galuf’s meteor, but the elemental crystals and the evil plot of the man known as Exdeath.
More Info / buy here --> http://www.play-asia.com/SOap-23-83-...j-70-1mm7.html
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November 4th, 2006, 20:33 Posted By: JKKDARK
Finally, after 3 mounths, there is a new version of the Game Boy Advance/Nintendo DS emulator for Windows.
Changelog:
nds/help: nds-bitmaps can be wrapped (that unlike gba-bitmaps) (thanks remi)
nds/video: emulates optional wrap-around (area overflow) for nds bitmap-modes
nds/video: emulates read-only 2d-engine-b ports as read-only (thanks remi)
nds/3d: texture transformation mode 1 supports negative m[8,9,12,13] values
nds/3d/boxtest: fast onscreen pre_check on any of all 8 coordinates of box
nds/3d/boxtest: fast offscreen pre_check on all 8 coordinates of whole-box
nds/3d/boxtest: fast offscreen pre_check on all 4 coordinates of box-face
video/speedup: faster bg drawing when special effects disabled (blend/bright)
reg/home: moved all users to usa, avoids paypal-german-language-service (remi)
reg/full: new parity and decrypt.jpg encryption by headless marching soldiers
reg/full: discontinued free nds-updates for older (than 12 months) gba-users
reg/full: registration tool auto-generates invoices for commercial users
reg/home: new file-ext .key (some servers now declare .bin as potential virus)
sync: forces machine_switch on retrace, forces to be 1st machine after retrace
gui/f1_key: HELP_FORCEFILE instead HELP_CONTENTS (preserves current chapter)
webpage: added donate buttons on gba,msx,cpc,nes,2k6,zx8,c64 freeware pages
email: new email address - please do NOT put it online - due to spam problems
nds/3d: bug-fixed GX "nop" command (to have 0 parameters, instead 1 parameter)
emu/help: described + emulated gba/nds7 dummy cp14-icebreaker (prefetch data)
nds/cpu: emulates cp15 ctrl bit15 (pre-v5 ldr/ldm/pop pc.bit0=thumb disabled)
cpu: emulates/ignores misaligned r15 in LDM [Rb],r15 (with optional warning)
nds/help: added some basic specs on DS Memory Timings (in DS Various chapter)
nds/3d: bugfixed texture transform (imul_op=64bit, instead imul_eax,op=32bit)
cpu: emulates empty rlist (load/store r15 on ARMv4, Rb=Rb+/-40h on ARMv4/v5)
cpu: emulates writeback-base-included-in-rlist (for all stm/ldm/v4/v5/tmb/arm)
cpu/help: added info on invalid rlist's for ARMv4/v5 THUMB/ARM LDM/STM opcodes
cpu: bugfixed arm9 q(d)add/sub (xor 7fffffffh instead 7ffffffh, one more f)
nds/sound: emulates sound output speaker routing and speaker stereo panning
nds/sound: emulates sound-hold (freezes output until hold=0 or next re-start)
nds/sound: optionally mono output, optionally disabled, on machine 1 only
nds/sound: allows "dumb loops" when reading non-irq-timed sound status regs
nds/sound/help: described hold flag (can't hold on restart, apparently bugged)
nds/sound/help: described the two different ch(a)+ch(b) addition outputs
nds/sound/help: described capture errors (both negative and overflow bugs)
nds/sound: emulates minmax clipping, fully emulates all sound capture errors
gba/sound: fixed small ch4 glitch (occured when only one stereo side was on)
gba/sound: bugfix: recurses channel 3 wave ram bank number/bank size changes
gba/sound: emulates minmax clipping, corrected channel-volume vs bias-volume
gba/nds/sound/help: rev-engineered Max Output Levels (psg/pcmfifo/bias/clip)
nds/sound: emulates capture (routing, adding, mixing, rounding, clipping, etc)
nds/sound: emulates sound loop+length and high accuracy frequency timings
nds/gba-slot/bugfix: memadr_sram (instead nnn=0Eh) (thanks Chow Kim Foong)
nds/sound/help: corrected sample frequency, explained length/loop registers
nds/sound: emulates channel volume, channel volume shift, master volume, bias
nds/sound: emulates pcm8, pcm16, adpcm, psg wave/duty, psg noise formats
nds/sound: emulates all write-only sound ports as such (reads as 00000000h)
nds/sound/no$fmw/emu: initializes bias=200h (as done by original firmware)
nds/sound: nds_sb_generate_sample invoked by NDS7 (not NDS9) as sound master
nds/bugfix: fixed arm9 halfmul opcodes (accidently exchanged opcode lsbs/msbs)
debug/disass: fixed smulxy opcode (showed up as "smmuxy" instead of "smulxy")
nds/sound/help: described SOUNDCNT bits 8-11 (final audio output selection) Download and Give Feedback Via Comments
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October 26th, 2006, 02:20 Posted By: wraggster
Its been long overdue but tonight we have 12 new subforums covering all the nintendo Consoles here at DCEmu. anyone starting new topics should please start in the new forums, the admin and mods should have all 1000+ topics moved into correct forums as soon as possible.
It will take a few days so give us time 
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