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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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THE LATEST NEWS BELOW
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July 16th, 2008, 22:49 Posted By: Shrygue
via Engadget
So yeah, we got a chance to check out Nintendo's new MotionPlus accessory. We're a little confused though. So Wii Sports Resort is the only title announced right now that requires (or supports) MotionPlus, and we gave a couple of the games a run (like sword fighting and jet-skiing). Basically we're at a complete loss as to how this does anything differently or more effectively than the current controllers. We get that it's got additional MEMS accelerometers that supposedly bring the relationship of motion and gameplay to a more 1:1 ratio. It worked well enough. We guess. Wait, what's the deal?
We had booth rep to explain why we needed the MotionPlus for Sports Resort. Not just because the software requires it, but why it NEEDS it, and not just a regular Wiimote. We were told that with previous Wii Sports games, players could kind of get by with a waggle (this is where he started gesticulating with some what random movements), but now you could play all this crazy stuff, like swords and jet skis. But there was absolutely nothing here that felt like it couldn't be accomplished with the regular Wiimote -- or what the Wiimote originally promised it would do. So if it is more accurate and effective in real space, why not just improve the Wiimote experience instead of trying to hock another $30 accessory? As of right now, we'll pass.
Photographs of the Motion Plus add-on here
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July 16th, 2008, 22:46 Posted By: Shrygue
via Joystiq
Planning ahead, you're doing it wrong. That appears to be the mantra for Sega, at least when it comes to the ever-elusive topic of Wii storage. Strange, given that it's also a topic upon which the company is blazing a trail, announcing yesterday plans to release downloadable songs for the upcoming Wii-exclusive Samba de Amigo. In the same interview that gave us this insightful nugget, we also asked Sega marketing VP Sean Ratcliffe how the company plans to cope with the console's internal shortcomings, to which he had little response.
"This is an innovation for us, so we're going to test the waters and see how well this goes," he explained. "It's clearly something we'll need to address in the future, but for right now I don't think it's going to be a problem in terms of storage for us...we're going to have to cross that bridge when we come to it." Just forgive us if we don't follow you across that expanse -- that bridge is likely to fall out from under you.
For more on Sega's strategies, or lack thereof, look for the full interview soon.
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July 16th, 2008, 22:44 Posted By: Shrygue
via Computer and Video Games
Seven screenshots for the Wii version of Call of Duty: World at War have been released freed.
Unsurprisingly the shots look a bit murkier than the versions we've seen on the Xbox 360, PC and PS3, but all things considered the game is looking remarkably good.
Aside from the screenshot with the gun mounted in the foreground, there's no evidence that any of this is in-game though. We'd really like to see some of it moving before we give Treyarch a pat on the back for some good work.
Call of Duty: World at War hits Wii and DS before Chwiistmas (last one).
Screenshots
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July 16th, 2008, 22:43 Posted By: Shrygue
via Eurogamer
Nintendo legend Shigeru Miyamoto has said he is flattered that Microsoft pinched his Mii idea.
"To see that a company like Microsoft has taken something we've done and kind of looked at it in a way and brought it out on their platform to kind of show that we've done has become the standard, I find quite flattering," Miyamoto told IGN.
Miyamoto is confident that each company will take its avatar system two separate ways for two different audiences, despite Microsoft appearing to be after the casual audience that has been so lucrative for Nintendo and its Wii.
"On the other hand, I think probably the basic ideas behind perhaps those two different systems are different, and because of that I think they will probably develop in different ways," said Miyamoto.
Microsoft unveiled its avatar system during its E3 press conference on Monday evening. It is to be part of a completely redesigned Xbox 360 dashboard that will go live this autumn.
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July 16th, 2008, 22:27 Posted By: Shrygue
via Computer and Video Games
Sega has put out eighteen Samba de Amigo screens that among other things demonstrate the multiplayer mode in the game.
Of particular note is Sonic pops up in one of the shots. He seems to be dancing. We're not sure if this is one of the best things we've seen so far from E3 or just another humiliating act that Sega puppet masters have forced him to do.
Overall though, the game looks great. Trying to convey a rhythm action game through images isn't easy, but the visuals really match the game. It's cheesy, camp and cringe worthy, but if you can drop your inhibitions we found it fun to play.
Samba hits the Wii on September 23.
Screenshots
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July 16th, 2008, 22:24 Posted By: Shrygue
via Computer and Video Games
If you need further evidence that Sonic Chronicles: The Dark Brotherhood is going to be one of the main titles to own on the DS this year, take a look at these screens Sega has just put out.
Whilst we're still unsure about how this will play, the distinctive art design continues to be refreshing and genuinely interesting.
We want to see how areas like Chemical Plant Zone and Spring Yard Zone will be translated into BioWare's vision of the Sonic universe.
The game is due for release sometime before Christmas.
Screenshots here
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July 16th, 2008, 22:15 Posted By: Shrygue
via IGN
Dr. Wily wants your cash. Robots are going wild all over the world, wreaking havoc and disrespecting public property, and the infamous Dr. Albert Wily has called a primetime press conference to claim that he's not responsible – but he'll happily step in to stop the madness, for a price. Just call his toll-free number and make your pledge today.
That's how Mega Man 9 begins, and the Blue Bomber leaps into action once again to clear the good name of his creator, Dr. Light, who Wily also takes the time to blame for the current robot rampage (in-between his appeals to his watchers' wallets). The game's full 8-bit cutscene intro sequence was completely intact here at E3, which was refreshing – because the rest of the demo was, sadly, limited.
There were no bosses. There were no special weapons. There were no profile pictures placed in the classically styled eight-window stage select screen, and even then there were only two stages you could select. It was about as limited a look as you'd ever get at any game.
But yet, even having experienced only a fraction of what the full release of Mega Man 9 will present, it's still easy to report that this new old game is on the right track to recapture that retro feeling. I spent the week before E3 purposefully playing through each of the first six classic Mega Man titles from the NES, and with that context established it's easiest to classify Mega Man 9 as something of a mash-up of those 8-bit adventures.
The gameplay is firmly rooted in Mega Man's earliest adventures, Mega Man and Mega Man 2 – you can only run, jump and fire, while more advanced techniques like sliding and charging your Mega Buster aren't included. But the style of the game is more in line with the later NES editions, Mega Man 5 and Mega Man 6. The enemy designs feel more similar to those series installments, and effects like the explosions that result from a large foe's destruction are taken straight out of those last 8-bit titles.
The mish-mashed feeling gets even stronger when you consider the inclusion of collectible bolts, which are ultimately used as currency in Auto's shop – that's an element that wasn't introduced to the series until it had already left the NES, as its first appearance was in the SNES Mega Man 7. The character of Auto even makes his 8-bit debut here, looking intentionally less detailed and colorful than ever before. It makes you wonder what Bass and Treble are going to look like in NES style. (They didn't show up anywhere in this demo.)
Full article here
Screenshots
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July 16th, 2008, 22:03 Posted By: Shrygue
via Joystiq
You'd think for all his years of good service, Kirby would deserve a shout-out during the Nintendo E3 2008 keynote -- at least a spot in a video montage. But no, Kirb got the shaft, and if you weren't already keeping tabs on the pink puff, you'd have no idea Nintendo was releasing a (somewhat) new Kirby title for DS -- one of only five first party DS games scheduled for release during the remainder of the year. Exploring Nintendo's E3 press site, we've discovered confirmation that Kirby Super Star Ultra (a remake of the ultraless SNES game) is still on track for a September 22 release.
Super Star Ultra will feature all of the original game's modes, plus "new adventures," including three, touch-controlled minigames (Kirby Card Swipe, Kirby on the Draw and Snack Tracks) that support up to 4 players via DS Download Play. With multiple cartridges, two players can play the adventure mode, with one assuming the roles of "Helpers," clones of Kirby's foes created with a new ability.
Screenshots
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July 16th, 2008, 11:41 Posted By: Darksaviour69
And you thought all the crazy shit was happening in LA. The latest issue of Famitsu brings word of a new Dead Rising game. But it's not a spin-off, per se, nor is it the probably-Vegas-bound Dead Rising 2, it's...a Wii version. And a direct (well, as good as they can get it) port of the 360 original to boot. With zombie-wrestling waggle and everything. Before you ask why, ask yourself why not. It worked for Res 4, you can't blame Capcom for trying!
Via kotaku
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July 16th, 2008, 02:31 Posted By: wraggster
Heres the press release:
Rockstar Games Announces Grand Theft Auto: Chinatown Wars for the Nintendo DS
The newest entry in the Grand Theft Auto series for Nintendo's handheld system this winter
New York, NY - July 15, 2008 - Rockstar Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), is proud to announce Grand Theft Auto: Chinatown Wars. Developed by Rockstar Leeds in conjunction with series creators Rockstar North, Grand Theft Auto: Chinatown Wars will be available on the Nintendo DS™ in North America and Europe this winter.
"This is a game that will deliver a rich, fast-paced and intense 'Grand Theft Auto' experience that will be truly unique to Nintendo's handheld platform," said Sam Houser, Founder of Rockstar Games. "Rockstar Leeds, along with the team at Rockstar North, has built upon a decade of progressive design on Grand Theft Auto, and has created something fundamentally fresh and immersive."
Grand Theft Auto: Chinatown Wars is an entirely original entry into the critically acclaimed Grand Theft Auto series, and brings a new level of interactivity to its sprawling open environments. With the use of the DS touch screen, players will navigate their way through the streets as they uncover the truth behind an epic tale of crime and corruption within the Triad crime syndicate, delivering the unprecedented amount of depth that has become a true trademark of the franchise.
For more information about Grand Theft Auto: Chinatown Wars, visit: http://www.rockstargames.com/chinatownwars
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July 16th, 2008, 01:30 Posted By: wraggster
News/release from Nightfox
Hi!
After tested my game in my new linker i found it just hang-up rarely when loading background if music is playing. Soo i fixed it, easy. Now i Load all BG to RAM from FAT before do anything else (38 bg's) and seem now all is working Ok. I tested it on a SuperCard DS One with a 4gb Kingston Micro SD. In my liker takes arround 4 seconds to load all files.
Regards and enjoy.
Download: http://www.mediafire.com/?gom4me4m2mq
Ps. Please report any bug or comment
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July 16th, 2008, 01:28 Posted By: wraggster
hillbilly posted this release for DS:
Hello all, I have been working on this project in my freetime mostly, instead of having this as my main project. Anyway, I present to you SnipeD. Its a Sniping game which is still being developed by me.
v 1.0 - introducing of the game.
Known Bugs :
1.) No menu so you can't go back after done playing.
2.) No REAL splash screen
3.) Only one level so far... (Hope to add more)
In this version :
1.) Sound
2.) Game w/ one level
3.) OK cut scene when finishing you're 1st objective.
Please Give Feedback! Thanks, Hillbilly
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July 16th, 2008, 01:25 Posted By: wraggster
News/release from Sylus101
Hello everyone!!!!
From a simple question on this very forum spawned an idea that I just ran with and became what I really hope is a useful little app.
I present PIXELMAN, The Sprite Editor!
In a vein of laziness, and general exhaustion, here's the Readme file in full:
Welcome to Pixelman v0.90!
I'm starting with version .9 because there are really only a couple of extra editions I have planned before being a true 1.0 final version, but this one is working well and I was dying to release something so here it is!
File structure and FAT:
The zip has things in the right place but basically you should have a pixelman folder with two folders named sprites and palettes inside it. pixelman.nds can be either on the root or inside the pixelman folder, at least that is what works on my R4 card. If in doubt, try either... actually I would be curious to hear if there is any issues with other cards.
In the sprite and palette folders you can place output c files from PAGfx and the app will be able to read them. Any sprites or palettes you create will also save into these folders. Currently only sprites up to 20 frames are supported but if there is a demand for more, I can easily increase the sprite array size so just post on PALib and let me know.
*Special Note and a big thanks to Themepark*
When you save a sprite you'll get a .spr.c extention. This is because of a strange filename limitation that was discovered with FAT. Read the next paragraph to see what do do about it.
Using your Pixelman outputted files with your own projects should be done with some experience as it's not automatically created with a nice all_gfx.h and all_gfx.c file. My best advice is to rename the files to your liking. Open then and make sure you name the sprite and the palette arrays as well. Put them in the gfx folder of your project if that's your normal practice and then edit both all_gfx.c and all_gfx.h to include them. It sounds like a tall order, but it's not all that painful. If you’ve got the skill then ignore this and do what comes natural. Any questions, please post and I'll be happy to answer.
Pardon the general rough look of the app. I'm a terrible graphic artist and to some extent intend to use this to practice.
Controls:
Initially the controls are pretty self explanatory, just tap options with the stylus. Once you get started the controls are as follows:
DPad arrows move the color selection box around the top screen. You can press L to have the screens switch and tap the color you want with your stylus. Obviously use the stylus to draw when the screens are in normal position.
(These are generaly coded with Pad.Released by the way...)
Press A to stamp the current drawing to sprite and Y to take current sprite frame and do the reverse.
X and B change the current sprite frame.
Press R to start and stop animating the sprite. While animated Up and Down on DPad increase and decrease the speed.
Press Select to Clear the drawing screen.
Start bring up an Options screen, all of which are self explanatory selections.
Enjoy!
Sylus “Not Stylus” McFrederickson
To Come (soon, hopefully):
Restart option, right now you have to shut down to start working on a new sprite.
Loading of binary sprites. Saving to binary would be impossible for my C skill without major help.
Option to not save palette as it is certainly unnecessary sometimes.
Modification of individual palette colors.
File name choice when saving.
Listing of more than a few files in each folder. Right now only 8 or so fit on screen.
Zoom function (partially worked on already) because working with 64 X 64 is almost pointless when trying to get pixel perfect accuracy.
Update look and polish (consistency of fonts, etc...)
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July 16th, 2008, 01:21 Posted By: Shrygue
via Computer and Video Games
Sega has released a batch of new shots for its recently announced violent action game, Mad World. We suggest you come and take a look.
Wii has never seen anything quite like Madworld. Only Scarface comes close for tongue-in-cheek, over-the-top violence, but not even Tony Montana gave people a rose bushing - this being repeatedly slamming someone into a wall of giant spikes.
Sure, Manhunt 2 and The Godfather are the antithesis of the Wii's family-friendly billing but their inherent brutality isn't played off against a dark-as-the-devil sense of humour like it is here.
Read more of NGamer's preview here.
Screenshots
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July 16th, 2008, 01:18 Posted By: wraggster
News/release from Cid2mizard
Kukulcan and me, present a new version of FAT Player MikMod, the version 5.
Changelog:
-New interface, new graphics.
-Improved performance of visualizeur frequency (zero values are now reset to zero).
-Improving the fluidity of visualizeur (capture frequencies Accelerated).
-Switch screen.
-Managing channels (Power On/Off) with the stylus.
-Add Repeat and Random.
-Bug fix the opening, only compatible files are displayed (Warning not to file without extension on / Musics).
-Bug fix the number page.
-Many bug fix, (FAT, etc..) usually the player is much more fluid than before.
The archive contains several Track module in almost all of these formats supported.
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July 16th, 2008, 01:10 Posted By: wraggster
Eke-Eke has released a new version of his Gameboy Emulator for Wii and Gamecube:
GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy
This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.
This has nothing to do with the previous GX port for GCLinux, this is a full standalone port using LibOGC API.
-=[ CHANGELOG ]=-
Quote:
15/07/2008:
. added Wii mode support
. added wiimote/nunchuk/classic controller support (WII version)
. added libfat support
. added automatic SRAM & FreezeState option
. added 50hz (576i) TV mode support (autodetected)
. added Progressive (480p) TV mode support (autodetected)
. added various display aspect ratio support (ORIGINAL, SCALED, STRETCH)
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July 16th, 2008, 01:10 Posted By: wraggster
Eke-Eke has released a new version of his Gameboy Emulator for Wii and Gamecube:
GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy
This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.
This has nothing to do with the previous GX port for GCLinux, this is a full standalone port using LibOGC API.
-=[ CHANGELOG ]=-
Quote:
15/07/2008:
. added Wii mode support
. added wiimote/nunchuk/classic controller support (WII version)
. added libfat support
. added automatic SRAM & FreezeState option
. added 50hz (576i) TV mode support (autodetected)
. added Progressive (480p) TV mode support (autodetected)
. added various display aspect ratio support (ORIGINAL, SCALED, STRETCH)
Download and Give feedback Via Comments
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July 16th, 2008, 01:04 Posted By: wraggster
Eke-eke has released a new version of the Master System/Game Gear Emulator for Wii and Gamecube
This is a port of Charles MacDonald's SMS Plus emulator, based on Softdev's last release, with some compatibility fixes and additional features. Download the latest version and execute smplus.dol on your Gamecube or Wii with your prefered method and then load a rom from ISO9660 DVD or from SDCARD. If you use SDCARD, roms must be placed in the previously created directory /smsplus/roms. Savestates need a /smplus/saves/ directory.
Read smsplus.txt for detailled options and full credits.
KNOWN ISSUE: expansion controllers (Nunchuk or Classic) are sometime not detected upon initialization. To solve that, simply deconnect and reconnect it from the wiimote.
[FEATURES]
accurate Sega Master System & Game Gear Emulation with sound
FM unit emulation (Japanese Master System)
2 Players support
Savestate support (compressed, saved on MCARD and SDCARD)
Load a game from SDCARD or DVD (4.7GB support for Wii users)
SMS BIOS support
3D glasses faking
Light Phaser & Paddle emulation
internal Game Database for automatic configuration
Zipped rom support (.zip only)
Original NTSC & PAL progressive rendering modes (240p/288p) support
Interlaced (576i/480i) & Progressive (480p) TV mode support
Wiimote, Nunchuk & Classic Controller support (WII mode only)
full Overscan area (horizontal & vertical colored borders) emulation
[HISTORY]
Please read history.txt for a complete changelog.
Quote:
15/07/2008:
-----------
[SMS, GG]
- added an option to disable original Sprite Limit emulation (reduce sprite flickering)
- added an option to display the hidden parts of the original Game Gear LCD screen
- added Laser Ghost in "Light Phaser" game database
- fixed a bug which prevented "normal" games displaying correctly after loading a 3D game
[NGC/Wii]
- added automatic alphabetical filesorting (Marty Disibio)
- fixed Wii/Gamecube RESET button handler (softreset)
- added support for horizontal wiimote handling in Menu (activated when wiimote is not pointed towards the screen)
- added custom input ports setting (PHASER,PADDLE, GAMEPAD or NONE), this is still automatically set for games which need specific peripherals
- keys mapping are now saved in config file
- when Classic Controller is inserted in Port #1, Wiimote #1 can now be used to control player #2
- "Soft-Reset" key is now fixed to avoid accidental resets: Buttons + & - on wiimote/classic controller, Triggers L & R on gamecube pad
- fixed "stretch" mode being canceled after loading a new game
- fixed SMS BIOS detection (place the BIOS rom on SDCARD in /smsplus/SMS_BIOS.sms)
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July 16th, 2008, 01:04 Posted By: wraggster
Eke-eke has released a new version of the Master System/Game Gear Emulator for Wii and Gamecube
This is a port of Charles MacDonald's SMS Plus emulator, based on Softdev's last release, with some compatibility fixes and additional features. Download the latest version and execute smplus.dol on your Gamecube or Wii with your prefered method and then load a rom from ISO9660 DVD or from SDCARD. If you use SDCARD, roms must be placed in the previously created directory /smsplus/roms. Savestates need a /smplus/saves/ directory.
Read smsplus.txt for detailled options and full credits.
KNOWN ISSUE: expansion controllers (Nunchuk or Classic) are sometime not detected upon initialization. To solve that, simply deconnect and reconnect it from the wiimote.
[FEATURES]
accurate Sega Master System & Game Gear Emulation with sound
FM unit emulation (Japanese Master System)
2 Players support
Savestate support (compressed, saved on MCARD and SDCARD)
Load a game from SDCARD or DVD (4.7GB support for Wii users)
SMS BIOS support
3D glasses faking
Light Phaser & Paddle emulation
internal Game Database for automatic configuration
Zipped rom support (.zip only)
Original NTSC & PAL progressive rendering modes (240p/288p) support
Interlaced (576i/480i) & Progressive (480p) TV mode support
Wiimote, Nunchuk & Classic Controller support (WII mode only)
full Overscan area (horizontal & vertical colored borders) emulation
[HISTORY]
Please read history.txt for a complete changelog.
Quote:
15/07/2008:
-----------
[SMS, GG]
- added an option to disable original Sprite Limit emulation (reduce sprite flickering)
- added an option to display the hidden parts of the original Game Gear LCD screen
- added Laser Ghost in "Light Phaser" game database
- fixed a bug which prevented "normal" games displaying correctly after loading a 3D game
[NGC/Wii]
- added automatic alphabetical filesorting (Marty Disibio)
- fixed Wii/Gamecube RESET button handler (softreset)
- added support for horizontal wiimote handling in Menu (activated when wiimote is not pointed towards the screen)
- added custom input ports setting (PHASER,PADDLE, GAMEPAD or NONE), this is still automatically set for games which need specific peripherals
- keys mapping are now saved in config file
- when Classic Controller is inserted in Port #1, Wiimote #1 can now be used to control player #2
- "Soft-Reset" key is now fixed to avoid accidental resets: Buttons + & - on wiimote/classic controller, Triggers L & R on gamecube pad
- fixed "stretch" mode being canceled after loading a new game
- fixed SMS BIOS detection (place the BIOS rom on SDCARD in /smsplus/SMS_BIOS.sms)
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July 16th, 2008, 00:59 Posted By: wraggster
News via nintendomaX
Montpsy realizes the final version of his game reflexes "Ultra FastReflexes" here is the comprehensive review.
Quote:
History:
[v 1] Add 4 languages (5 in all) depending on the configuration of the DS (English, Deutsch, Italiano & Español)
[v 1] Adding a new tune
[v 1] Adding a splash MLLib!
[v 0.3] Gestion Des HighScores
[v 0.3] Saving the best score in the file 'Ultra-FastReflexesScores.sav'
[v 0.2] Integrating timer
[v 0.2] Time Management reflex record and the average reflex
[v 0.1b] Fixed bug that forced a switch off / turn the DS to a new part
[v 0.1] Adaptation on DS
[v 0.1] Discover this game on PSP
How to play:
When you press "Start", the game starts
The corresponding images each has a touch of the DS stylus or appear, press the right button as soon as possible
Attention has not deceive if it is lost!
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