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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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June 29th, 2008, 10:36 Posted By: wraggster
Updated release from Beardface
WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.
Physics Tools Overview
Tools Overview:
Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
Draw Circle - Draw Circle
Draw Box - Draw Box
Joints
Rope Joint - Connect two objects by a rope
Click on two Objects to connect them
Rotate Joint - Create a rotation joint using 2 objects
Click on two objects to set up a rotation relationship
Pulley Joint = Click on three objects to set up a pulley system
2nd object is the pulley anchor
Object Control
Mobile Objects - Keep this selected to allow these objects to move
Frozen Objects - Keep this selected to freeze objects you create
Sim Control
Run - Run the simulation
Stop - Freeze/pause the simulation (Good for building)
2008.06.29 - v1.1
Changelog:
+Added Line (Dynamic rectangle) Drawing
+Clear Screen Button
+Pulley/joint bug fixes to stop crashing!
+fixed layout a bit
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June 29th, 2008, 10:30 Posted By: wraggster
Dragonminded of DS Fame has released a new Media Player for the Nintendo Wii, heres the release details:
A native Wii application (no Wii Linux) with the intent of being a multi-source media player on the Wii.
Controls
A: Click/Select on any control
B: Used to 'drag-scroll' on file browser
+: Up one directory on file browser
Home: Return to loader
Usage
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.
Supported Formats
Currently, this list is very limited, as I have tried to set up the application framework before porting codecs.
it
mod
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
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June 29th, 2008, 10:26 Posted By: wraggster
News/release from Oxtob
A demo of the Box2D physics engine. Use the Wiimote to create balls, then hold B and tilt the Wiimote to change gravity.
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June 29th, 2008, 10:17 Posted By: wraggster
Lino has released a new version of his Nintendo DS Emulator for Windows and also a new version of a sound plugin too, heres the release details:
Here's changelog :
Fixed a bug in texture Management.
Fixed a bug in BindTexture with Translucent Polygons.
Fixed a bug in VRAM Control Registers.
Fixed a bug in DMA with FIFO.
Fixed a bug in pixel rendering in Mode 3,4,5.
Added Palette Viewer.
DirectSound Plugin 1.0.1.1
Fixed a bug in resampling Options.
Fixed a bug in SOUNDxPNT registers.
Added Capture capabilities.
Audio Plugins for Windows & Linux users It's preferable to use one audio plugin, if you are using Paula PlugIn you must remove DirectSound PlugIn or viceversa.
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June 29th, 2008, 10:10 Posted By: wraggster
That's one of the tidbits coming out of a 90 minute interview Shigeru Miyamoto did with Wired, in which he expounds at great length on Wii Fit and to other degrees on subjects such as the Wii's graphical capabilities, competitor imitation of the Wiimote, and other matters. Here's an interesting excerpt:
Miyamoto: I think that the understanding of the Wii remote technology has certainly proliferated to developers, and their understanding of how it works is now very strong. But, I think that in terms of developing games for the Wii remote, it's really more about the focus of the team and how thoroughly they consider the user interface and the end experience for the consumer in terms of how intuitive that is and how easy it is to use. And, at this point, I think it's just difficult for me to say how many teams that are really focused on that experience ae out there and are working on games.
In other words, shovelware, by its nature, doesn't fully employ the capabilities of Nintendo's unique controller. Or any, controller, really.
Was that too harsh? I need to go back and watch "I Love the World" again. In all fairness, Miyamoto covers a ton of ground in this talk, including how his approach to designing Donkey Kong carries forward to game design today. Check it out.
http://kotaku.com/5020543/fun-factoi...ge-as-wii-fits
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June 29th, 2008, 10:06 Posted By: wraggster
We've had many Game Boy Pockets, GBA SPs and other portable devices snatched up by certain agitated educators during our formative years, which is why the recent news of a new program to teach English to Japanese students using the Nintendo DS fills us with unbridled, elderly bitterness. Think of the things our generation of handheld companions could have taught us! Geometry from Tetris! Microbiology from Dr. Mario! Animal husbandry from Pokémon!
To be fair, the program (which was recently examined in a Reuters write-up) requires students at Japan's Joshi Gakuen all-girl junior high school to use special English-instructing software with the handhelds, which are collected at the end of each class to prevent any unsavory Pokédueling during recess. The program is just barely into its one-year trial period, though the school's vice principal is very optimistic -- if only he knew he was actually transforming his pupils into rot-brained, knife-wielding miscreants!
http://www.joystiq.com/2008/06/28/ja...teach-english/
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June 28th, 2008, 23:24 Posted By: wraggster
elhobbs has released a new port of Quake for the DS, heres the original release info:
A port of id softwares Quake 1 to the Nintendo DS. The main goal of this project is to drastically reduce the memory requiremments needed to play quake on the DS.
you can check it out at:
http://code.google.com/p/cquake/
6/28/08 changes
################################################
There are now two nds files. cquake.nds for single player and cquake_mp.nds for multi-player.
The screens can be swapped to put the 3d view on the top screen - it is on the options menu.
touch screen support has been added - thanks to silent_code (I took the code from his shadow demo for the ds).
the HUD is visible. There is an option to adjust the HUD transparancy on the options menu.
I fixed a bug in the status bar code that would cause the game to crash if the health went negative.
I tried to make the keyboard a little better.
cquake will now look for a file named cquake.ini in the root directory of your flash card. This file can be used to pass command line parameters to cquake. It is a single line (without carriage returns) up to 255 characters. A sample has been provided. cquake_mp.nds will look for a file named cquake_mp.ini in the root directory of your flash card.
You can now put the quake directory in a non root folder. To put quake in a sub folder at the path /games/quake you would need to modify the cquake.ini and cquake_mp.ini files to change "-basedir /" to read "-basedir /games/quake". Then the id1 directory would need to be moved to /games/quake/id1
I have also added an option to the ini file to have cquake show a menu of mod directories to choose from upon startup. I have turned this on in the sample ini files. It can be turned off by removing "-listgame" from the ini files.
################################################
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOU REALLY NEED TO READ THIS PART
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
################################################
in order to increase the read speeds while pulling data from the flash card the libfat library is bypassed. In order for this to work correctly it is required that the pack files be completely defragmented. If the files are not defragmented the game will crash. If you do not already know how to do this then you will need to refer to the documentation for your operating system.
You will probably need to adjust the gamma settings as by default the colors can be very dark. This can be done through the console or through the menu.
The keyboard implementation in this version is a little better - just barely.
Eric Hobbs
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June 28th, 2008, 16:48 Posted By: wraggster
Nintendo's planned DVD-ready Wii system appears to be on hold at the moment. The morning edition of the Nihon Keizai Shimbun reports today that at a stock holder meeting on the 27th, company president Satoru Iwata said of the device, "With supply constraints [of the Wii] continuing worldwide, the priority is on the current model."
This updated Wii system has been mentioned by Nintendo before only in vague terms. The firm originally suggested a release date of some time last year.
Nikkei also reports that at the same stock holder meeting, Nintendo revealed plans for a retail release of the DS's 1seg tuner peripheral this July. The device, which allows Japanese DS users to view digital television broadcasts, is currently being sold exclusively online.
http://uk.wii.ign.com/articles/885/885116p1.html
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June 28th, 2008, 16:45 Posted By: wraggster
Askot has slipped us a new version of the Gameboy Colour/Gameboy emulator for the Nintendo Wii and also Gamecube. Heres whats new:
Version [2008-06-28]
+[Askot]
- Fixed saving SRAM & State for Wii.
- Added automatic creation of RINSAVE folder for savings.
- Added navigation through file selection with L & R buttons.
Note: Some games are not going to SAVE STATES and freeze the emu when using this option, like Pokemon and Wario Land 2, but saving SRAM work FINE, first one for battery issues, second I'm not really sure, but every other game it will save well, I've tested them, so you've been warned.
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June 28th, 2008, 16:45 Posted By: wraggster
Askot has slipped us a new version of the Gameboy Colour/Gameboy emulator for the Nintendo Wii and also Gamecube. Heres whats new:
Version [2008-06-28]
+[Askot]
- Fixed saving SRAM & State for Wii.
- Added automatic creation of RINSAVE folder for savings.
- Added navigation through file selection with L & R buttons.
Note: Some games are not going to SAVE STATES and freeze the emu when using this option, like Pokemon and Wario Land 2, but saving SRAM work FINE, first one for battery issues, second I'm not really sure, but every other game it will save well, I've tested them, so you've been warned.
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June 28th, 2008, 15:51 Posted By: wraggster
News/release from foxysofts
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June 28th, 2008, 15:47 Posted By: wraggster
News/release from Beardface
WiiPhysics is a physics playground for the wii, much like crayon physics or PocketPhysics. It uses Box2D and libwiisprite.
Physics Tools Overview
Tools Overview:
Select - Use this tool to select objects, Hold A to drag them around, Hold A and press B to put them to sleep/wake them up
Draw Circle - Draw Circle
Draw Box - Draw Box
Joints
Rope Joint - Connect two objects by a rope
Click on two Objects to connect them
Rotate Joint - Create a rotation joint using 2 objects
Click on two objects to set up a rotation relationship
Pulley Joint = Click on three objects to set up a pulley system
2nd object is the pulley anchor
Object Control
Mobile Objects - Keep this selected to allow these objects to move
Frozen Objects - Keep this selected to freeze objects you create
Sim Control
Run - Run the simulation
Stop - Freeze/pause the simulation (Good for building)
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June 28th, 2008, 15:33 Posted By: wraggster
Moetan is quite the phenomenon, from doujin english teaching book to PC game to anime to PSP game - so now here's the (quite late in the process, in fact) inevitable DS version. It teaches otaku-related English as before, but since it's the DS version, naturally there's a 'touching mode' ala Doki Doki Majou Shinpan. The conversation mode also promises many fanservice scenes with the tiny moe girls, which is quite disturbing in its way! The game will also come with an anime DVD bonus. The game is due out on July 24 for 3990 yen. It's actually quite funny to see this game mentioned on the official Nintendo site. Idea Factory is publishing and Milestone (Karous, Tank Beat) is developing.
http://www.insertcredit.com/archives/002424.html
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June 28th, 2008, 02:40 Posted By: wraggster
Updated release from Bassacegold:
While lurking in the forums, I found that a few people were looking for a pixel art program on the DS, and I had recently made a paint app that could be easily modified for pixel art. So I just updated it with a few more features to convert it towards more of pixel art type thing rather then a full blown paint app and here it is!
Features:
-Saving and Loading 256X192 24 bit bitmap images
-zooming & grid when fully zoomed
-Multiple draw sizes
-colors (just seemed mandatory to me...)
-fill tool
-line tool
-rectangle tool
-circle tool
-eraser.... Don't even really know if i should of added it as its just the draw tool stuck on white color
-Supports D-Pad Mode for plotting pixels (When fully zoomed)
-10 pallets ready for customization
-15 levels of undo!
-color editor: Supports all colors the hardware can support!
-Custom pallet save support (press Enter on the keyboard to save pictures and pallets)
-supports canvas sizes 256X192 and less
Any suggestions are welcome!
Download: http://www.nds-zone.com/bassacegold/...uapaint102.zip
Release History
Version 1.02
-Added Guitar Hero Buttons as tool shortcuts - Blue= Pen, Yellow=bucket, Red=color picker, Green=Line tool
-fixed another grid bug
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June 28th, 2008, 02:38 Posted By: wraggster
And voila, for my first news as a new modo, I have the honour to announce the results of the Compo silly first name.
We had a total of 33 voting for 10 Homebrews presented ... Here, without further delay the final ranking
1 - Roque Band by T4ils (21.2%)
2 - Hearing Shooter by Kram (18.2%)
3 - DeadJey by ToiletKing (15.2%)
4 - Meumeuh DS by Zeblackos (12.1%)
4 - VP_A.N.I.S by MasterDjé (12.1%)
6 - Pianout by Decjo (6.1%)
6 - Mad Wrestler Beat Box by trabitboy (6.1%)
8 - Croahh Hero by Mony (3%)
8 - Guitar Hero - Roadie Edition by EvilSpoon (3%)
8 - Xylophono by Mars_Visage_Software (3%)
A big congratulations to everyone, especially the fox tails to 2, the winner, the tall, beautiful, ... T4ILS
But what wins there our great champion? Well, here's a small bite reminder for those who have forgotten ...
Firstly, your title will now be that of "silly-in-Chief" and yes, the hatch "wanker"
Then, your stars will be replaced by pretty funnels!
Besides, you'll be able to make even more stupid jokes on the forum! If this is not class it
Finally, you've won the right to call your title at stake, and choose the next theme of the composition stupid (3 months from today).
http://www.dev-fr.org/index.php?topic=3534.0
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June 28th, 2008, 02:31 Posted By: wraggster
This month's Nintendo Power issue features an advertise for the next issue, which is supposed to reveal a new game. Now, notice NP's description:
"We'll kick off the next 20 years of Nintendo Power with more big reveals, including a top-secret cover story fit for a king. It's got a lot of heart. Just kidding. It's Mother 3. Just kidding. Please look forward to it."
So can you guess which Nintendo platform is the title headed to? Do remember it is just a rumor.
http://www.forever-fantasy.net/modul...rder=0&thold=0
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June 28th, 2008, 02:24 Posted By: wraggster
Girls, girls, girls. No, it's not a Vegas review, it's the target audience for EA's Wii title Boogie SuperStar, which was announced yesterday. I swung by EA's New York press event yesterday, too, where the game was on display, and I took a look at it.
I'm presuming that very few of you reading this are young females between the ages of six and 12 who love to karaoke to Leona Lewis' Bleeding Love, or dance to the best of Fergie and Good Charlotte. The songlist is intimidatingly marquee, though, and one of the major takeaways from having the game demoed for me was just how far games have forged in getting the music biz to recognize their power in helping label artists stay relevant to a new audience.
And while Boogie SuperStar might not be a game specifically for you or for me, I think that's pretty important - equally cool was the motion recognition tech.
http://kotaku.com/5020252/yes-i-real...ogie-superstar
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June 28th, 2008, 02:23 Posted By: wraggster
Ever conscious of educating today's youth, Nintendo has been providing DS systems to an all-girls school in Tokyo. The AP got their reporter into one classroom full of "giggly" seventh-graders to determine if any learning was going on.
In the process, the AP determined the favorite game of one 12-year-old:
Like many other Japanese youngsters, she has the DS at home and plays DS games like "Mario Kart" and "Animal Crossing." But she insisted her favorite was her English class software
It was only a couple of years ago that I went to a high school in Chicago to watch students try to learn from Civilization III. Putting each student at a desktop computer seemed to make communication hard. I wonder if the DS is any better a replacement for a textbook.
Curious detail about this story #1: Nintendo is providing 40 DSes to a classroom of 32.
Curious detail about this story #2: English Training for best game?
http://kotaku.com/5020233/ds-threate...o-girls-school
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June 28th, 2008, 02:20 Posted By: wraggster
In our previous encounters with Sega, reps have told us that they were "thinking" about maraca controllers for the Wii version of Samba de Amigo. They're "looking into it," they say. Well, if this box art from UK retailer HMV is right, they're pretty much a lock. Dug up by GoNintendo, the included maracas appear to be sleeve-style attachments, not dedicated controllers similar to the ones Sega shipped alongside the Dreamcast version of Samba.
HMV is currently listing the game and maraca combo for £34.99 (about $70 USD). We've contacted Sega to find out more and have expressed our genuine excitement, hoping that they'll get back to us sooner rather than later.
http://kotaku.com/5020412/samba-de-a...rollers-appear
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June 28th, 2008, 02:15 Posted By: wraggster
Pstros NDS is a MIDP implementation running on the CLDC java machine compiled for the Nintendo DS. It allows you to run some java programs and games written for the mobile phones on your NDS.
To achieve this goal one needs a java machine for processing the bytecode and a program library that implements the MIDP api. In this case the Sun's KVM java machine was used (thanks to Torlus and davr for porting it for the NDS and providing the source) and an altered version of the Pstros was used as the MIDP library. Both parts were built into the single binary to simplify the execution of the java code on the NDS.
How to run...
The program is a homebrewed application so you have to have one of the cards that allows you to run a custom software on the NDS. Just copy the content of the archive to the card and run the kvm.nds file (dont forget to patch the program if your card requires it). Then select a .class or .jad file and run it by pressing the (A) button. Hopefully the java program will run.
Key mapping:
Left Soft key - left pad
Right Soft key - right pad
Cursor keys - d-pad
Fire - (B) button
key [1] - (Y) button
key [3] - (A) button
key [0] - (X) button
key [#] - (Start) button
key[*] - (Select) button
Technical stuff
The MIDP screen size is set to 176x192 resolution to get the best compatibility and visual output. I've tried the HW scaled resolution of 176x208 but it was visually inacceptable (the NDS roto scaller simply discards some lines instead of making the pixel interpolation).
The heap memory of the JVM is set to 2 Mbytes to leave a reserve for the library growth (libraries are bundled in the kvm binary) and for the needs of the native methods (and for the memory leeks I made :-) and jar loader.
Key codes are set to the standard of Nokia and SonyEricsson phones.
The overall speed of the JVM is rather slow, although still usable. According the JBenchmark2 test it ranges around the speed of the Nokia 6600 phone (some operations are slightly slower some of them are faster). It might be interesting to compare the performance with the PhoneMe JVM as it should be technically more advanced than the KVM.
Note that class files must be preverified before it can be run on the KVM. Use the preverifier supplied by the J2ME WTK.
Latest version 0.7.1
2008.06.24: version 0.7.1 - R5 build
- added HttpConnection class to satisfy dependencies of some applications
- implemented drawing of the ellipses (note: draw/fillArc is not fully functional yet)
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