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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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July 7th, 2008, 19:37 Posted By: wraggster
This release is a fair few months old it seems and theres no apparent word from DSbomb on the details of this release apart from this:
A simple pong-type game for the Nintendo Wii or Gamecube
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July 7th, 2008, 19:32 Posted By: Shrygue
via Eurogamer
Konami has said it will be bringing the Eledees back to life on the DS this winter.
Dubbed The Adventures of Kai and Zeo, this handheld game acts as a sequel to the Wii instalment released last May. That, incidentally, has a decent Metacritic score of 75 per cent.
Eleedes, or Elebits to give them their US title, are little creatures that serve as an energy source for the game and produce electricity when clumped together.
Your job is to go around and collect them with your Ghostbusters-like gun, so that they can follow you around like Pikmin and help you later on. Your gun also clears obstacles from your path.
It all looks to have retained its colourful and attractive presentation, and Konami promises Wi-Fi battles for up-to four players and easy-to-use touch-screen controls.
Pop over to our Eledees: The Adventures of Kai and Zero gallery for the first screenshots.
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July 7th, 2008, 19:31 Posted By: Shrygue
via Games Industry
Sony and Nintendo are planning to expand their operations in the Asian market outside of Japan, targeting Taiwan and South Korea specifically.
According to the Japanese daily Nikkei, as reported by Thomson Financial, Nintendo is working on a special "localised" version of its DS handheld in Taiwan, to be sold through mobile phone stores.
No specific information was available as to what form that localisation will take, but it will be available by the end of July, with plans to extend the SKU into China by the end of 2008.
Meanwhile Sony has announced its own plans for Taiwan, which includes working with the government on training local education authority staff on game development, and making new titles available via the PlayStation Network.
Sony will also expand its operations in South Korea, a territory in which Nintendo has begun working with local developers and expects to ship 20 DS titles before the end of this year.
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July 7th, 2008, 19:29 Posted By: Shrygue
via Games Industry
Microsoft's Aaron Greenberg has said that consumers are buying Nintendo's Wii as a "novelty" machine similar to home karaoke machines.
Speaking to Gamasutra, the outspoken director of product management for Micorsoft's gaming business said that he believes consumers aren't buying Nintendo's home console for games, and that those same consumers will eventually “graduate” to the Xbox 360.
“You see they're not buying games on it, right? They're buying it, it's like something they break out when people come over, and it's maybe a fun thing, but it's almost like the same people that buy a karaoke machine, you know?" said Greenberg of the consoles popularity with consumers new to gaming.
"They're not really buying it for games, they're just buying it as a novelty."
Greenberg believes that the Xbox 360 can appeal to mainstream consumers, not just the hardcore audience, and that the popularity of the Wii will push consumers looking for a new experience to Microsoft's home console over time.
"I think that there's a difference in the type of customer that is buying the Wii. When you think about it, there's a difference between trying to be the number one console with nine year old gamers, and being the console that offers the most experiences from 13 to 33," he said.
"In this generation we're seeing record revenues for the US and globally for the business, and we're seeing more people buying and playing games than ever before, and the Wii is definitely part of that. And as they grow that pie, that benefits us too, because those customers are eventually going to want to graduate to an Xbox 360 experience."
Sales of the Wii in North America were 675,100 units during May 2008, as it outsold its rivals for the fourth consecutive month. According to figures from NPD, the Xbox 360 sold 186,600 units in the same month.
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July 7th, 2008, 19:08 Posted By: wraggster
News/release from Chaosteil, Feesh!
libwiisprite is a C++ sprite library written for the Wii which utilises GX for all its graphical operations, meaning the GPU is used to accelerate graphics.
libwiisprite aims to make developing Wii homebrew simple and fun with better graphical results than currently existing libraries.
libwiisprite is currently under heavy development, but this version is a semi-stable version allowing most of the proposed functionality of the library.
All possible pngs can be loaded, even the ones with an alpha layer, so you can get started immediately!
The library comes with full Doxygen documentation to help get development started. You can find it in the docs folder. It is also available online:
http://feesh.braingravy.co.uk/libwiisprite/
0.3.0a
Fixed an initializing bug when using a drawable image.
0.3.0 - This is a release in preparation for Galaxy Stations. Enjoy!
Added a reference pixel system. It allows to rotate and scale a sprite around a specific point on itself. Check the documentation how to use it. The spritetest example also has a little example on it.
Fixed a huge memory leak when loading an image which was in every previous version. Upgrading is recommended.
Several speedups which can increase the speed of the library when drawing Sprites and TiledLayers, or even assigning Images.
0.2.3
All possible png files can now be loaded.
Image has now a "DestroyImage()" method to allow to reload the image after that.
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July 7th, 2008, 18:38 Posted By: wraggster
Just spotted this over at wiibrew
This Basic Platformer Engine is an engine created by Doogie/Doogie_Forever
/Doogie1012/Doogin.
This was my first leap into C/C++ and there may be code which isn't optimized, code that
can be achieved much easier or more effeciently, etc.
If you find you can make any improvements in effeciency to the engine then please let me
know and I will get right on it as I want to learn how to make my games more effecient as
well.
< >
< CONTROLS >
< >
Turn the WiiMote to its side (Like Super Paper Mario).
Left - Move Left
Right - Move Right
(2) - Jump
< >
< VERSION CHANGES >
< >
Release, Alpha 0.01 : Contains basic collisions, two players.
< >
< FAQS >
< >
Q. Why release such an early engine?
A. Because I haven't seen any platformer engines on the WiiBrew.org website.
Q. This is crap, you can't do anything, whats the point in this?
A. Well its useful for coders who are learning C/C++ for the Wii, like myself.
Q. Should I be learning how to code like you?
A. No, I am a noob and I am most likely not coding very effeciently.
Q. I don't code, can I still see what it's like?
A. Yes, I have included the latest build in with the source-code.
Q. What are the variables image_index, image_speed, image_number for?
A. These are future variables which will allow me to set the sprites to animations (tiles).
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July 7th, 2008, 18:25 Posted By: wraggster
Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:
DragonMedia Player will pick up files anywhere on your SD card, and plays sequentially once a file has started. Simply install into the HBC by copying the dmp folder in the zip file to /apps/ and run the program. Do not rename the folder as DragonMedia Player expects things to be in the correct order to function.
Supported Formats
Currently, this list is limited, as I have tried to set up the application framework before porting codecs. I am working on getting common formats such as flac and ogg integrated, and I am interested in supporting as many strange formats such as spc, sid, nsf, etc, so look forward to more support.
it
mod
mp1
mp2/mpa
mp3
s3m
wav (8/16/24/32 mono/stereo)
xm
Supported File Sources
Again, this list is very limited, nothing from DVD, USB, or Internet supported yet.
Front SD
Future Plans
Things I would like to add when I get the time.
Random play
Playlists
File source from Internet (and DVD/USB if documentation comes out)
More interactive theme support
Icons on file browser
Video (?)
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July 7th, 2008, 03:05 Posted By: wraggster
The media sometimes do the Homebrew scene a lot of good by posting the many fantastic releases that have happened so far but then comes the other side when they bring the word Homebrew into the piracy arena --> http://www.joystiq.com/2008/07/03/vi...ebrew-channel/
Its claimed to be running on the Wii Homebrew channel but a glance at the comments tell you that its a virtual console piracy hack, nothing at all to do with homebrew and especially not the fantastic Homebrew Channel.
Newsposts like this will give Nintendo More encouragement to have a Pop at Homebrewers, but the hacking side (or the piracy side depending on which site you look at) also dont help the scene, the amount of newsposts telling people how to get commercial roms playing on a Wii via a modchip only gives the Big N more emphasis to kick the homebrew scene out too. Some of these scene sites also funnily enough dont post on their front pages such news but in the forums its open house, another win for piracy.
Now to be honest i dont care what others do but the good work done by all the Homebrew coders on any console gets ruined by the piracy on sites and forums.
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July 7th, 2008, 02:17 Posted By: wraggster
News/release from ZaloDS
I remeber when was the first time I played Sokoban. It was on my Gameboy. I was only 12 and it was summer. That summer I bought one of those 16-in-1 cartdridges. There were a lot of awesome games there but there was one that I remember specially. I didn't even knew his name until some years later. It was an awesome game that made me spent a lot of time thinking and having fun. There was a guy with a hat and some boxes that you had to push to some cells that were marked with points. I didn't need some instructions or something like that to play it, the game was in Japanesse. And I think that is one of the wonderful things of this game. It was intuitive, fun and gave you that felling of satisfaction when you finished a level you have been trying for days. It was Sokoban.
A lot of ports of this game have been released since then, for all platforms, including the DS. But anyway I wanted to make my own version I have spent a lof of time on it. Not because it is very hard to develop (I coded the logic of the game in just an afternoom and in 3 weeks I had my first playable demo) but because at the time of developing this game I have also been improving ZEngine. The version that I've made is on 3D and I thinks is the first one like that released on the DS. You can also load set of levels from your card and I think this is also new too. And the main character of the game is Roko, one of the character that I draw for my weekly comic strip tinomi. I had the model done years ago, it was going to be on 1010 Locos por el tenis, and finally I have been able to place it on a game
Ok, that's all from me, at the moment. Here I leave you the versions for Windows and Nintendo DS. There is no version for Symbian. You now what? I hate Symbian, it is horribleeeeeeee. Yes that's the truth, you don't program for Symbian, you fight! XDDDD And I am tired. I don't know if I'll continue supporting Symbian versions or not. Who knows. Hope you enjoy the game. For any suggestion of bug report, you know where to find me :P
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July 7th, 2008, 01:59 Posted By: wraggster
News/release from Pacemaker:
Space Shooter is an original 2D space shooting game. It's simple, just shoot anything that moves or shoots back. The objective is to destroy all enemies on the four levels.
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July 6th, 2008, 19:20 Posted By: wraggster
After much speculation and painful hours of sitting on pins and needles, Square-Enix confirmed that their chronometric teaser was, in fact, counting down to the big reveal of a Nintendo DS adaptation of Chrono Trigger. The countdown just ended, revealing the first pseudo-trailer for the game; following Squeenix's promise for a "newly revamped" version of what many consider to be the greatest RPG of all time, our hopes were high for a 3D remake, ala Final Fantasy III and IV -- though the trailer shows that the visuals will retain their charming 16-bit aesthetic.
The trailer doesn't show off the game's new features, like the new dungeon, wireless play and touch screen support -- though it does end by touting the Winter 2008 release window we'd previously heard. Hopefully, future media for the title will show us exactly why we'll need to purchase the game again (other than the fact that it's frakkin' Chrono Trigger) -- until then, we'll be anxiously awaiting Christmas morning, when we'll scurry to the foyer to discover that Ho-Ho has left us stockingfuls of heartwarming nostalgia.
http://www.joystiq.com/2008/07/06/ch...hrono-trigger/
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July 6th, 2008, 03:02 Posted By: wraggster
Updated release from Cboomf, Felix123
A simple web-server for the Wii.
Still is very early stages of development and at present can only display a built in test page.
When //quit is requested it has to be approved by pressing A or B
Slightly shortened the time it takes to be ready after each request
Bugfixes
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July 6th, 2008, 01:50 Posted By: fcorbier
I just released MPlayerWii which is a native port of the MPlayer media player for the wii.
http://ronwarez.com/mplayerwii
formats tested
Containers: AVI, WMV, MKV, MP3, FLV (Flash Video), MP4, M4V, QuickTime
Video codecs: Xvid, DivX, Windows Media, MPEG 1/2, H264
Audio codecs: MPEG 1/2/3, Windows Media, AAC
Update 10/03/08:
v0.07
-fixed screen color depth/banding issues (uses code from dhewg's mplayer port)
-added progress bar osd display during seek/volume on videos
v0.06:
-huge speedup on USB devices (thanks to rodries and Hermes)
-added classic controller support to position and scale the video display
v0.05:
-added file folders support
-added fix for PAL widescreen users (set the correct setting in mplayerwii.conf)
-much faster USB reading speed (huge thanks to rodries)
v0.04:
-mount/unmount the SD card and/or USB drive so you can swap them out without reloading MPlayerWii (thanks to rodries)
-added USB read-ahead cache (thanks to rodries)
-added preliminary samba network share support (thanks to scip)
-fixed startup crash when a usblan or usb keyboard is attached
-added network streaming cache
-added video scaling with the nunchuk (use joystick to move, Z button to stretch and C to reset)
-added configuration file (put in the SD root folder)
-new ascii logo by sensah
v0.03:
-happy french bastille day!
-added USB storage support (USB reading is dead slow unfortunately, only good for MP3 files)
-added volume controls (Up/Down buttons on the wiimote)
-added wiimote buttons repeat during playback
-added preliminary test network streaming (shoutcast and mms)
-longer filename display in the file selection screen
-fix for widescreen aspect ratio (uses the Wii display settings)
-more audio playback fixes
v0.02:
-added svenp's libfat patches (better read speed on SD cards)
-added pause button (A button on the wiimote)
-disabled MPlayer's error/status text during video playback
-file list now displays 20 files instead of 10
-improved audio playback code
installation
- unzip the package into the "apps" folder on your SD card.
- place video and audio files on the root folder of your SD card.
- launch MPlayerWii through the Homebrew Channel.
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July 6th, 2008, 01:44 Posted By: Zack
Hey DS users!
Don't think I am leaving you out!
I planning to release my Wolf3D port on the DS too. (see psp news forum for info and screens)
The reason I have not yet released it is because of a few things.
1) I have purchased a DS and Flashcart from ebay. Until they come I can't really work on it.
2) I have to set up my DS development environment.
For those of you that do not know, my port features the following :
1) Spears Of Destiny Full And ShareWare Support
2) Wolf3D Full & ShareWare Support.
3) Music & Sound.
4) Saving & Loading.
I'm not sure if there is much interest on this being ported to the DS so please post here if you want it!
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July 5th, 2008, 23:52 Posted By: wraggster
News/release from silent code
Hello everybody!
I have updated the Volumetric Shadow (Tech)Demo (formerly know as the "Stencil Shadow Demo" and later "Volume Shadow Demo".)
For now, this will be the final version, although I might release some updates when needed.
A more advanced project (VSD 2.0), which will take VSD's place in the future, is already being developed.
Back on topic: VSD is compatible with most, if not all DLDI devices.
Emulators (as far as they emulate used features) and older SLOT2 GBA NOR (without any SD or CF card storage) cartridges are supported via FCSR (build available on the site.)
The demo shows how to use a bunch of NDS features and some otherwise handy lines of source code, like:
- Hardware accelerated volumetric shadowing - mini-tutorial included!
- Motion blur with video capture, using only one VRAM bank, at 60 FPS
- Hardware lighting, texturing, fogging, antialiasing etc.
- Display brightness control
- Viewport scissoring (thanks to gabebear)
- Loading binary and text files from disk
- Converting 24/32bit .tga image data to 16bit NDS textures
- Displaying a custom font and a text area over a background image, all loaded from disk
- Smooth touch input
- Simple frame rate counting and renderer status display
Please, make sure you read the contents of the included readme file!
A mini-tutorial on volumetric shadows comes with the source release (as well as at here in the forum) and some additional information (e.g. on the .tga format) is "hidden" in the source files. ;^)
Since the initial release, I have reworked the sources a lot! There have been quite some rewrites and a lot of renaming and rearranging!
Now all data should be put into ROOT/data/vsd_data, then the demo can be run from any folder!
It was developed and build with devkitARM R23b, libnds 20071023 and libfat 20070127.
It's quite readable, stable (I guess) and relatively easy to understand!
Download it from: www.robs-basement.de
As always, I released the sources along with binary builds. I only supply a DLDI .nds and an FCSR .nds, as I don't think anybody needs a .gba any more (I don't) and the few people who do need it, can easily convert it themselves... But in case that assumption is wrong, please let me know and I'll upload a .gba to the web site.
Note, that there are some implementations and data structures I don't recommend using in "serious" programs, but for the sake of simplicity, I used them in this demo (e.g. the triangle structure.)
This "issue" will be addressed in the next major release - VSD 2.0, which is already being worked on.
The shadow in the demo is static, that means it's not deforming (but could be moved around freely) - it's up to you to implement dynamic shadows.
Feel free to comment - just make sure you read the readme first! ;^)
(Keep in mind, that the demo is my first publicly released open source software. :^) )
Anyways, I hope this demo will be useful to at least some of you. Don't hesitate to tell me about it! :^D
Finally, I want to thank everybody in this forum who's helped me making the jump from GBA to NDS!
Very special thanks go out to Brandon M. and Larry E. for helping me out with the hardware and gabebear for sharing his viewport scissoring implementation.
Thank you for reading and have a nice day! :^)
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July 5th, 2008, 23:42 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
0.0.9 Added authentication - can specify a password using directory name or wiiload arg.
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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