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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
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July 27th, 2008, 01:04 Posted By: wraggster
drei000 updated his release:
WiiLife is an implementation of Conway's Game of Life for Wii. It lets you watch a random population of cells evolve and die. You can zoom in for a better look and scroll around. If you get bored, you can create an new random population.
Due to its early stage, the program may crash once in a while, since I'm not sure that all boundaries are checked
From Wikipedia:
The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton.
The game is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:
1. Any live cell with fewer than two live neighbours dies, as if by loneliness.
2. Any live cell with more than three live neighbours dies, as if by overcrowding.
3. Any live cell with two or three live neighbours lives, unchanged, to the next generation.
4. Any dead cell with exactly three live neighbours comes to life.
The initial pattern constitutes the 'seed' of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed — births and deaths happen simultaneously, and the discrete moment at which this happens is sometimes called a tick. (In other words, each generation is a pure function of the one before.) The rules continue to be applied repeatedly to create further generations.
2008.07.26
icon.png and meta.xml added to .zip
Speed can now be slowed down and speed up again (starting speed is maximum speed at the moment)
Initial pattern changed to Gosper's Glider Gun
Fewer living cells in random populations
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July 27th, 2008, 00:57 Posted By: wraggster
News/release from teknecal
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July 27th, 2008, 00:48 Posted By: wraggster
News/release from Massif:
After several months, Tetra Master DS v0.5 is finally ready! This version is the biggest update yet. I’ve added in the ability to collect cards and battle against different opponents to increase your collection. The cards can now level up and change type (P/M -> X, X -> A). Your collection will be saved after every game and will load automatically when you start. I’d love to hear any feedback you have on the game.
Here is the full list of changes:
v0.5
-Added saving/loading of player card collection and stats
-Added card collection screen
-Added player experience and levels
-Added individual card stats(experience, X,A types)
-Changed to predefined opponents for each player level rather than random card selection
-Replaced sprite based menus and text with standard console based text
-Added a gameplay tutorial
Home Page
http://www.codinginthedark.com/?page_id=16
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July 27th, 2008, 00:26 Posted By: wraggster
News via tehskeen
Marcan has posted a reply to some rumors floating around the scene about an ISO loader.
Marcan has this to say:
Quote:
No, they still don't know. Well, now they do, but they didn't before. We hadn't gotten to that point of communication. By the way, you're missing some things. This isn't all of the film. There's already a few who say they know the bug, but are missing something.
Within the next days we will publish a library to read DVD-Rs without a chip in homebrew. And I say publicly: Waninkoko and co., refrain from releasing a cIOS with this, since it's not necessary (I repeat the fact that I know something you [plural you] don't know).
And for those who want to pirate, since we have seen using the bug for it isn't trivial, the question is... do you have an IOS hacker with the necessary ability to turn this into a backup loader (and the intention) - and on short term?
I agree with Marcan that piracy will majorly hurt the wii homebrew scene, the bug is however good from a homebrew standpoint too.
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July 27th, 2008, 00:16 Posted By: wraggster
Hmm i cant verify whats posted on other forums but if true this will really put the cat amongst the pigeons, basically it seems that the exploit to use writeable DVDs which for homebrew has good implications but also sadly for piracy is out in the open, full details via comments.
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July 27th, 2008, 00:02 Posted By: wraggster
Who says the Wii isn't for the hardcore gamer? Seems a third-party retailer has been pumping out Wii Balance Board covers that depict casual drugs and/or teh booby. Gamesindustry.biz went tattling to Nintendo about it and got a predictably corporate response.
"These are not officially licensed products, we always recommend the use of official first or third party Nintendo products to ensure 100 per cent compatibility and reliability with our hardware. We always closely monitor new products entering the market to ensure that they do not infringe on any of our IP."
Which, because a cover on a balance board has absolutely shit to do with "compatibility," means: "We can't stop this yet, but one slip-up and their ass is grass and we're gonna mow it."
Compared to some things we've seen involving a balance board, this is quite tame. The covers retail for $20 and can be found on Amazon. Manufacturer AMR Racing does them for the balance board, Rock Band instruments, and other peripherals.
http://kotaku.com/5029494/ninty-bala...re-so-not-ours
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July 26th, 2008, 17:12 Posted By: wraggster
Just woody has posted an update to his Mahjong game for the WII:
MahJongg Wii is a Mahjongg solitaire tiles game written specifically for the Wii, developed with devkitpro and using the GRRLib for rendering, and wiiuse for wiimote.
v0.2 26/07/08
Added selected pair fading routine
Added better font (by making new versions of GRRLib functions) and aligned the text better
Added music
Added sounds effects
Fixed accidental selection of piece below ones just removed
Was having problems with using modplay and mp3player at the same time so changed to use sndlib and now both music and sound fx working correctly
cleaned up resources properly when existing back to loader
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July 26th, 2008, 17:10 Posted By: wraggster
News/release from Sanlink
Here is a little update from the version 0.13...
What's new
- Compiled with devkitppc r15 and libogc 20080602
- Beta messages were removed
- Images up to 1.9M pixels can now be opened (1600x1200)
- SD card reading is improved with the use of libfat, no more reading glitches
- The downscaling algorithm is now a bit faster
Instructions
- Create a folder named "JPEG" in the root of your sd card, notice the uppercase
- Place whichever JPEG files you want to view in that folder, you can also place any other file (it won't be read)
- Load the slviewer0.16.dol using your prefered loading method, on a gamecube or on a wii on gc mode
- Press A
- It will show how many files were found and the first jpeg will be loaded
- Press A to see the next file or B to see the last file
Video:
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July 26th, 2008, 14:12 Posted By: wraggster
drei000 posted this release:
WiiLife is an implementation of Conway's Game of Life for Wii. It lets you watch a random population of cells evolve and die. You can zoom in for a better look and scroll around. If you get bored, you can create an new random population.
Due to its early stage, the program may crash once in a while, since I'm not sure that all boundaries are checked
From Wikipedia:
The Game of Life is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is the best-known example of a cellular automaton.
The game is actually a zero-player game, meaning that its evolution is determined by its initial state, needing no input from human players. One interacts with the Game of Life by creating an initial configuration and observing how it evolves.
The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, live or dead. Every cell interacts with its eight neighbours, which are the cells that are directly horizontally, vertically, or diagonally adjacent. At each step in time, the following transitions occur:
1. Any live cell with fewer than two live neighbours dies, as if by loneliness.
2. Any live cell with more than three live neighbours dies, as if by overcrowding.
3. Any live cell with two or three live neighbours lives, unchanged, to the next generation.
4. Any dead cell with exactly three live neighbours comes to life.
The initial pattern constitutes the 'seed' of the system. The first generation is created by applying the above rules simultaneously to every cell in the seed — births and deaths happen simultaneously, and the discrete moment at which this happens is sometimes called a tick. (In other words, each generation is a pure function of the one before.) The rules continue to be applied repeatedly to create further generations.
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July 26th, 2008, 13:48 Posted By: wraggster
Updated release from Scotty Mcfly:
Blackjack DS v0.6 is out now! Only a few new features, but they are big ones:
* New options section
o Can alter several game rules using touchscreen
* New stats for frequency of betting and splitting
* About section expanded
* New title splash screen and DS logo (from v0.5.1)
The options section is the most important addition as it's one of the things I've been looking to include since I started this project. Basically you can now tweak certain rules of the game to suit the way you and your friends play or even to mimic the rules of your local casino. Or you can just change things around to see how they affect your playing experience.
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July 26th, 2008, 13:45 Posted By: wraggster
Nightfox is back with yet another update of his Game for the DS, heres the latest update:
Hi!
Fixed it. First thing, these EFS version are only for people who want to try last versions or have troubles with first final one. No any game improve from 1sr final, just few add-ons or fixes for specific linkers.
Now lets see the things i added on this version, i hope if no one report any bug with his linker, be realy the final one.
Changelog:
Now autodetects slot linker, soo if a slot 1 is detected uses FAT to save a file with savegame data on same folder you put the rom with a .SAV extension. If slot 2 linker is detected it saves to SRAM. This also enables the use of saves in emulators, like NO$GBA.
I just removed old links, soo pls update to this new ones.
Regards
Fox
Download links
SLOT 1: http://www.mediafire.com/?ajmjevqddwi
SLOT 2: http://www.mediafire.com/?ld94rvunxuc
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July 26th, 2008, 13:40 Posted By: wraggster
News/release from Izhido
Bits are everywhere!
Bits, these dangerous things planted on bitfields all around the world, are a menace for everyone, exploding and killing anyone who just happens to step on them. They must be eradicated once and for all!
You are the Bitsweeper, explosives hunter extraordinaire. Your mission, although simple, is very dangerous: locate and deactivate all the missing bits on bitfields before they hurt anyone else.
Good luck on your mission!
A new version of Bitsweeper! (Release 3) has been released.
Changes include the following:
- New options to let left-handed users play the game more comfortably.
- Corrected an obscure bug that does not let you read back your best scores table in certain media cards.
And, with this release, I want to apologize to early users of this application for not providing an appropiate switch for left-handed users, something that should have been provided a long time ago. Here's hoping that you can enjoy now better the game!
Download this release at http://dsotaku.drunkencoders.com/Bit...Bitsweeper.php .
Any comments will be greatly appreciated!
- Izhido
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July 26th, 2008, 13:37 Posted By: wraggster
News/release from PaulWagener
Headtracking is a demo based on Johnny Chung Lee's YouTube video.
Place the Wiimote on your TV facing you and hold the sensorbar close to your head. As you move around, the image will pan and zoom accordingly.
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July 26th, 2008, 13:21 Posted By: wraggster
SephirothFF7 is back with a new chess game for the DS, heres whats new:
FewChessDS is a game supporting multiple variants of chess (for the moment not much), 2 playable on the DS or even against an AI.
History:
26/07/08 Version 0.2
Best-IA
Adding Omega-Chess
Adding to-mode against the machine
25/07/08 Version 0.1
- Premiève verion, training mode almost done what it lacks most improved IA.
How to play:
Directional buttons + A, B: use menus
Pen: moving parts, edit the chessboard.
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July 26th, 2008, 13:12 Posted By: wraggster
News from Bushing:
ChipD is a lean, mean, solderin’ machine — I have some of these TSOP sockets, and they are really really hard to solder down to a PCB that you actually care about. Also, they tend to melt if you breathe on them — but maybe that’s just me. I really like the way he made that slick cutout panel for the socket.
Beyond soldering a socket in place of the NAND flash chip, he programmed two spare flash chips with dumps from a PAL Wii and an NTSC/J Wii. He converted those two dumps to run on his Wii using an early version of some of my UnbrickMii project code (”betwiin”). No news yet on release plans; it still needs a lot of work, but it’s interesting to note that there are absolutely no hardware differences between Wiis from different regions.
http://hackmii.com/2008/07/even-more-nand-flash-hax/
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July 26th, 2008, 13:09 Posted By: wraggster
News/release from joedj
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.
Requirements
You will need an FTP client in order to connect to your Wii, but once you have got one set up, all you have to do is use wiiload to send FTPii to your Wii and once the network has initialised it's good to go.
History
Version Changes
0.0.12 boot.elf rebuilt with patched libfat to set archive flag on new files, allowing Data Management to see uploaded save games (e.g. TP hack).
Usage
The best way to get a feel for ftpii is to install it, using itself. When you download ftpii, use wiiload (with the Homebrew Channel) to start it up. When the network has initialised, use your favourite FTP client to connect to you wii. You can enter anything for a user name and password right now. Once you have logged in, navigate to the apps folder on your SD card, and upload the ftpii directory (containing boot.elf, meta.xml and icon.png) here.
Once you are done altering files, close the connection from your client, then push the A button on Wiimote #1. This will bring you out of ftpii and back to the HBC application selection menu. ftpii will now be in the list to run again without the need of Wiiload.
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July 26th, 2008, 13:03 Posted By: wraggster
Spotted this 2 days ago at wiibrew but couldnt find a download, heres the info;
Wiiload is a method of loading .dol and .elf files over the network. If the icon in the very bottom right of the Homebrew Channel is lit up, it should work for you.
First, download the .elf package, which includes all version of Wiiload, from the official homebrew channel site. Then determine your Wii's IP address by pressing the home button on the Wiimote at the Homebrew Channel's main screen. After that, follow the instructions for your operating system.
Now the confusion i had the other day is that this release has just been added into Homebrew Channel Beta 8, it would have been more sense to release say a Beta 8.1 but hey they arent me and im not them :P
Needless to say the download is via the comments
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July 26th, 2008, 12:55 Posted By: wraggster
theinternetftw has released a new version of the Gameboy Advance Emulator for Nintendo Wii:
Hey guys, for all the work I've been doing in the background, this is actually a pretty small update.
That's because I've spent most of my time trying to get the new version of VBA I was porting working well. Unfortunately, the new updates to the emu require even more power than the old VBA. This is a shame, because the new version fixes some sound emulation problems and is also a much smoother experience, missing the occasional jittering sound or intermittent speedup problems of the current VBA. The sound in fact is perfect, but right now it's a slideshow, stuck at frameskip 5 or higher.
Anyway, all that basically means is that I don't have a menu system in place yet.
But to what I do have done:
Version 7.24.08
- battery saves are now automatically written to SD Card
- savestates are implemented:
pressing + in the ingame menu now writes a savestate,
an option to load the savestate appears on rom load.
(only 1 save state per game for now)
- the screen has been enlarged as much as possible without changing the
aspect ratio.
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July 26th, 2008, 12:52 Posted By: wraggster
Michniewski has released a new version of the Snes Emulator for the Nintendo Wii and Gamecube
This version fixes the many bugs people found with the previous release, and it improves ease of use. Notably, Snes9xGX now has a background, and the menus are fairly attractive .
Please see the readme for installation instructions, credits, and other information.
Features:
- Based on Snes9x 1.5 - superior ROM compatibility
- Auto Load/Save Freeze States and SRAM
- Custom controller configurations
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- Autodetect PAL/NTSC
- Zip Support
- Open Source!
Code:
[What's New 003]
- added: alphabetical file sorting
- added: background logo/backdrop + nicer menus
- added: scrolling in ROM selector
- fixed: switching between pal/ntsc ROMS doesn't mess up timings
- fixed: GC controller config works now
- fixed: freeze autoloading on ROM load
- fixed: zipped ROMS should now load in a reasonable time
- fixed: precompiled dols for autosaving to various locations (see readme)
- changed: GC default quickload slot (to sd) (thanks kerframil)
- changed: default load/save dirs are now "/snes9x/roms" and
"/snes/save/" (thanks kerframil)
- changed: Classic X and Y defaults aren't switched
- changed: if autosave is enabled, it doesn't ask to save SRAM
anymore. It is saved in the background.
- updated README
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July 26th, 2008, 12:43 Posted By: wraggster
Michniewski has released a new version of the Snes Emulator for the Nintendo Wii and Gamecube
This version fixes the many bugs people found with the previous release, and it improves ease of use. Notably, Snes9xGX now has a background, and the menus are fairly attractive .
Please see the readme for installation instructions, credits, and other information.
Features:
- Based on Snes9x 1.5 - superior ROM compatibility
- Auto Load/Save Freeze States and SRAM
- Custom controller configurations
- Wiimote, Nunchuk, Classic, and Gamecube controller support
- Autodetect PAL/NTSC
- Zip Support
- Open Source!
Code:
[What's New 003]
- added: alphabetical file sorting
- added: background logo/backdrop + nicer menus
- added: scrolling in ROM selector
- fixed: switching between pal/ntsc ROMS doesn't mess up timings
- fixed: GC controller config works now
- fixed: freeze autoloading on ROM load
- fixed: zipped ROMS should now load in a reasonable time
- fixed: precompiled dols for autosaving to various locations (see readme)
- changed: GC default quickload slot (to sd) (thanks kerframil)
- changed: default load/save dirs are now "/snes9x/roms" and
"/snes/save/" (thanks kerframil)
- changed: Classic X and Y defaults aren't switched
- changed: if autosave is enabled, it doesn't ask to save SRAM
anymore. It is saved in the background.
- updated README
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