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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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August 17th, 2008, 22:28 Posted By: wraggster
News via nintendomax
kriogeN, hyper-active forum Spanish elotrolado, we proposed a new version of UNO on Nintendo Wii. The homebrew, therefore, version 11.
The game is of course playable in lgne local network or from 2 to 4 players.
Unfortunately, it also remains in Spanish.
The list of additions, corrections and changes brought by this new version is available on the link source.
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August 17th, 2008, 22:23 Posted By: wraggster
SephirothFF7 has yet again updated his chess game for the DS, heres whats new:
ManychessDS is a game supporting multiple variants of chess (for the moment not much), 2 playable on the DS or even against an AI.
History:
V 1.3:
Fixed a bug in wifi and add info on the top screen
How to play:
Directional buttons + A, B: use menus
Pen: moving parts, edit the chessboard.
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August 17th, 2008, 22:20 Posted By: wraggster
Cboomf has this weekend updated his Wii Web Server to version 0.82, heres the release info and details:
Boot using normal methods *cough* HBC *cough*. Once running, will run itself. To quit, press home on the wiimote. If no wiiweb.xml is found then the old method of using the wiimote can still be used.
Place your html files in /data/web/ on the root of your sd card, must be inserted before the app is loaded. Use data.zip for demo files.
In verions alpha v0.81 onwards, in the xml (link below) a custom error page can be specified by
<?xml version="1.0"?>
<settings
404="/four04.html"
500="/five00.html"
>
</settings>
If no file is needed just put "nofile" in the place of the file path
There is no directory listing and your homepage must be called "index.html"
Changes
alpha v0.82
wiiweb.xml v rc1
New stipped down wiiweb.xml
Removed buggy //quit (might return later)
Now use the same method of quitting as ftpii and wiihttpd
using a threaded home button detection routine
Small code improvements and removed unused code
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August 17th, 2008, 22:15 Posted By: wraggster
joedj has this weekend updated his app for the Nintendo Wii, heres the release info and details of the app:
ftpii is an FTP server for the Wii, giving people easy access to their SD cards without having to eject it from the Wii itself.
The ftpii home page is http://code.google.com/p/ftpii/
0.0.13 Async networking, cleaner exiting, data cxn timeout, power button, gc controller
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August 17th, 2008, 22:10 Posted By: wraggster
On my usual scout of as many as 500 sites i noticed that FreeCell has been updated, heres the full release info from Whodares
It's similar to Patience/Solitaire, except that all cards are laid out at the start, and you have 4 empty "cells" to move cards to.
Release Notes
v0.2 - When a game completes, you get a congratulations screen, also, the final cell drag bug is half fixed (looks okay when dragging an Ace back off, but not any other card)
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August 17th, 2008, 21:46 Posted By: wraggster
How do you think the market is now for DS titles?
OL: I think it's being killed by lack of originality. Most publishers are pushing crappy clones, quickly made for little money, and that's having a detrimental effect on the public, because the public doesn't know what to choose, doesn't find any good titles, so it tends to go to established, known titles and games -- Nintendo games, basically. The problem is, that's not just the publisher's fault. I think distribution is largely responsible for that, because they have, basically, selection companies to decide which game they're going to put in front of their--
http://gamasutra.com/php-bin/news_index.php?story=19717
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August 17th, 2008, 20:56 Posted By: wraggster
Here's the debut trailer for "K.O.R.E.", which we're told is the resurrected The Kore Gangthat was planned for Xbox way, waaaay back earlier in the decade. Now the "outvasion from inner space" is coming to Wii. Looks like a madcap action/platform sort of in the style of Destroy All Humans. You get to run around as one of three mad scientist aliens in funky exoskeletons. The developer is Snap Dragon Games. So do you like teh "K.O.R.E."? Do you not like? There's an 11-minute gameplay video on the jump if you want a closer look. No word on release date.
http://kotaku.com/5037876/kore-resur...-03-xbox-title
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August 17th, 2008, 20:39 Posted By: wraggster
Following rumors of a cancellation, it's nice to hear any kind of news about Monolith Soft's Disaster: Day of Crisis -- even if that news is somewhat inconclusive. It seems the title, which was announced alongside Nintendo's latest home console before being put on indefinite hold, recently received a Mature rating from Australia's Office of Film and Literature Classification (for "violence, themes and infrequent coarse language", for those who were curious) on Wednesday. Could this signify an end to Disaster's time out? We'll let you know when we hear something more concrete.
http://www.joystiq.com/2008/08/16/di...ralian-rating/
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August 17th, 2008, 20:30 Posted By: wraggster
It's not too difficult to criticize the quality of many third-party Wii games — whether they're unique titles, bad licenses or lazy ports to the new system. However, will this change as more quality third-party games appear on the Wii? Recently, Wiiware title 'Lost Winds' picked up some great reviews, as did the Blastworks game. The recent review of a new game called Order Up on IGN caught my attention because they praised it as the way all casual games should be made. Is this the beginning of a new era for Wii games where quality casual games from third parties manage to grab the attention of both mainstream and hardcore gamers alike, instead of being a console where only first-party titles sell?
http://games.slashdot.org/article.pl.../08/16/1438253
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August 16th, 2008, 16:29 Posted By: bandit
Is this what I think it is? We just received this in the mail. Our affiliate says this is the real deal but I contacted my source at R4 to confirm whether or not it is.
We'll have a full review of it whether or not its real or fake. So be on the lookout.
In the mean time, feel free to discuss what you think. Is it time for R4 to release a SDHC compatible card?
DIGG THIS
Images via comments
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August 16th, 2008, 01:34 Posted By: JKKDARK
http://vba-m.ngemu.com/forum/svn604-...-qt-t-203.html
General Info:
VBA-M is a [Super] Game Boy [Color / Advance] emulator for Windows, Linux & Mac. Here you can download the latest development build of the Windows versions.
Changes since last released build:
[Spacy] Mostly changes to the build system.
Download:
MFC: vbam_mfc_svn605.7z
Qt: vbam_qt_svn606.7z
Runtimes:
You will now have to download all the latest necessary DLLs & Runtimes once and you will only have to update the VBA-M executable once newer builds are available. Please refer to the included ReadMe.txt for links to what you need.
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August 16th, 2008, 00:50 Posted By: wraggster
News via gxmod
Small update game Super Smash Bros. Rumble for Nintendo DS.
In this new version, Donkey Kong is finally a character with whom you can play and a new level was added for more fun.
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August 16th, 2008, 00:37 Posted By: wraggster
papafuji has released a new version of DS Frotz. heres the release info:
DS-Frotz 2.0
DS-Frotz is the port of Stefan Jokisch and David Griffith's Frotz, based on the GBA version from Jonas Minnberg. It can play the majority of Inform files in z3, z5 or z8 format (up to V6 Inform format), with some bugs included... The source code is included in the package... The version 1.2 of DS-Frotz includes :
a multi-game main menu
a multi-interface inputs : grafiti or keyboard (no voice recogition yet, sorry...)
and a brand new text-completion functionnality
includes a lot of games, but you can now put your own games to your cart...
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August 16th, 2008, 00:24 Posted By: wraggster
Eponasoft posted this news on the development of the RPG Maker DS:
The overlay layer covers everything. The object layer overlays the base layer but not the sprites, since the sprites reside on the object layer. The interface *never touches this screen*. The UI exists only on the touchscreen, never on the top screen. When dialogue is displayed, it will temporarily overwrite tiles on the overlay layer, and then will be rebuilt when the dialogue is finished. However, I am considering doing away with the parallax layer and simply using the topmost layer exclusively for dialogue to avoid this.
The sprites will be 4 or 8 bit (user choice), and in the builder, you will be able to manually affect the color pools. Every sprite you add to the scene must work within the 16 palettes (15 actually, since the "hero" sprite gets its own dedicated palette). I considered dynamic allocation of palettes at runtime but this could easily turn into a mess so I decided against it (imagine 30 sprites vying for unique palettes).
As for tile size, 16x16 is for the map editor only. The builder will convert the 16x16 tile blocks to the 8x8 standard that the DS uses. It will also perform tile redundancy optimization on the resulting 8x8 tiles.
RPG Makers on the PC have very specialized rules for handling the various layers of tiles, as well as the tiles themselves. These rules will not be replicated here, not only for simplicity's sake but also for efficiency's sake.
As for the book example...that's no problem. The same book can be used for both locations, unless you plan on having your character jumping on the bed, standing on the table, etc. Just place it on the overlay layer. It simply requires smart tile placement. The apple on the tree example is a good one though...the only way around that would be to have TWO overlay layers, but I think that's a bit of overkill. However, 128 tiles is not a bad thing. There are plenty of games that don't use tons of tiles, and they look great. Of course, the actual limit will be lower because you also need to store the sprites in VRAM.
For sound...MP3 is the best option we have available right now. mikmod is pretty universally known as "crap", though right now it's the only module solution there is. It just generally consumes a hell of a lot more memory than the MP3 player does, since the MP3 player streams from the filesystem and doesn't load the whole thing into memory. MIDI though? MIDI is impractical for the DS, especially General MIDI. You have to have sound banks for it similar to how modules work, plus the additional overhead of managing multiple channels dynamically. It's a real nightmare sometimes, and I sure wouldn't want to write such a frankenstein of a player.
Again, I thank you for your insight, it's good to know there's some hardware-knowledgeable people on the forum. PAlib lets you ignore the limits sometimes so not everyone gets to learn the "on the metal" details of how the system works.
http://forum.palib.info/index.php?topic=5400.30
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August 16th, 2008, 00:12 Posted By: wraggster
Alex posted this:
FretFury is a homebrew in the making that utilizes the Guitar Grip that comes with Guitar Hero: On Tour for the Nintendo DS. If you don't have the Guitar Grip, then go buy Guitar Hero: On Tour and enjoy the game!
But wait, there's only 25 songs in Guitar Hero: On Tour!
Correction: There is 26 songs, you can get You Are Not My Gameboy by Freezepop for completing Guitar Duels on any diffuculty. And FretFury will fix something that should have been in before anything in Guitar Hero for the PS2.
Custom songs! Are you tired of your same old songs? Well now FretFury will make that possible! Currently being worked on wazmo and penguindefender. Do you need to know anything else?
*Some images have been edited to keep up to date on current sprites. The second one is not.
Credits-
wazmo- Main programmer
penguindefender- Sprite design
Visit FretFury.tkfor more updates.**
**Website is not always up to date. Will be updated when possible!
Download-
Latest Version-
Play with the Guitar Grip!
Play with the DS buttons!
To use DS buttons, you must strum the same.
Y=Green
X=Red
B=Yellow
A=Blue
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August 16th, 2008, 00:04 Posted By: wraggster
morukutsu posted an entry into the Neoflash Coding Contest:
Inside the Machine is a action-platform game on NDS. You control an animal that have to get out the body of a monster.
Controls : B : Jump - A : Attack - X : Throw Fireballs - Y : Run
For Slot-1 linkers use .nds file and for Slot-2 linkers, une .sc.nds or .ds.gba files.
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August 15th, 2008, 23:34 Posted By: wraggster
Samel has released and updated his entry into the Neoflash Coding Contest.
The best pc puzzle game now on the DS!
I'm sorry, but no multiplayer for now [i found the compo only 5 day ago 8_( ].
No stylus input required exept for the nickname input.
Until Monday no screenshot sorry,it's mid-August holiday and big pieces of meat are waiting for me!!!!!!
ps: May be there are some bug, if someone find them, please let me know!
pss: Does NOT work on emulator [at last no$gba]
Download Link: http://donotjava.netsons.org/?dl_id=16
Game Site: http://donotjava.netsons.org/?page_id=101
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August 15th, 2008, 23:27 Posted By: wraggster
News via nintendomax
afronob produces the first draft of "ChorDS" application used by the guitarist who can display your tablature web format. txt.
Quote:
Coming up:
-- GUI with full use of the stylus
-- Bible agreements
-- Editing text files
-- Manuel guitar for beginners
-- Playing mp3 to accompany partitions
-- Display partitions JPG
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August 15th, 2008, 23:21 Posted By: wraggster
SephirothFF7 has updated his new chess game for the DS, heres whats new:
ManychessDS is a game supporting multiple variants of chess (for the moment not much), 2 playable on the DS or even against an AI.
History:
V 1.2:
Adding to WiFi
How to play:
Directional buttons + A, B: use menus
Pen: moving parts, edit the chessboard.
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August 15th, 2008, 23:17 Posted By: wraggster
Agentq has posted a new version of ScummVM for the DS, heres whats new:
Please test this new beta version of ScummVM, and post your results here. It would be good to know which games you have tested.
If you see problems, please post the details here, and include details of your setup.
Since this is a beta version, full instructions are not yet available, but instructions for use are essentially the same as the previous version, so see the ScummVM DS website at http://scummvm.drunkencoders.com
Fixes in beta2
- Mouse cursor icon is hidden when screen tap method is enabled
- Audio is no longer corrupted when high quality mode is on
- Speed fixes for Kyrandia engine (thanks, LordHoto!)
- Properly enabled AGI and CINE engines
- Fix occasional mouse button getting held down
New Features
- New games supported:
- Lure of the Temptress
- Nippon Safes
- Lost in Time
- The Bizarre Adventures of Woodruff and the Schnibble (untested)
- Legend of Kyrandia: Book Two: Hand of Fate (runs slowly)
- Legend of Kyrandia: Book Three: Malcolm's Revenge (runs slowly)
- New laptop trackpad style input method
- New option to drag for hover, tap for click, and double tap for right click
- Reorganised options screens
- New top screen scaling options
- The usual round of bug fixes
Supported Games
Build A:
Manic Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck's Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Bear Stormin' (DOS version only)
Fatty Bear's Birthday Surprise (DOS version only)
Fatty Bear's Fun Pack (DOS version only)
Putt-Putt's Fun Pack (DOS version only)
Putt-Putt Goes to the Moon (DOS version only)
Putt-Putt Joins the Parade (DOS version only)
Build B:
Beneath a Steel Sky
Flight of the Amazon Queen
Build C:
Simon the Sorcerer 1/2
Elvira 1/2
Waxworks (Amiga version only)
Build D:
Sierra AGI games
Gobliiins 1 - 3
Bargon Attack
Ween: The Prophecy
Future Wars
The Bizarre Adventures of Woodruff and the Schnibble
Lost in Time
Build E:
Inherit the Earth
Build F:
Kyrandia 1 - 3
Build G:
Lure of the Temptress
Nippon Safes
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