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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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June 23rd, 2008, 01:42 Posted By: wraggster
News/release from noeska:
gl2gx OpenGL wrapper on gx for libogc
Info
Using gl2gx will enable you to do easy porting of opengl application to the wii and/or gamecube. Currently there is only an first alpha version released.
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June 23rd, 2008, 01:38 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.
Currently 24bit and 32bit PNGs are the only supported image format. We are working on allowing images to be loaded from compiled-in texture data and even more formats.
The library comes with full Doxygen documentation to help get development started. It is also available online:
0.2.1 - We added some new stuff which could enhance game development.
Sprites now also can use additional collision detection which includes the rotation and the zoom of the sprite. Check the documentation on how to do it.
Implemented additive blending which can be useful for particle effects. Check the transformation enum in sprites.
Fixed a bug with transformations. Now Sprite accepts u8, so transformations can be used as flags.
Added defines for IR pointer correction. Check spritetest on how to use the pointer the right way.
Several additions to GameWindow: You can now stop the Video subsystem, as well as poll for the height and width of the screen.
You can now use Image to draw on the image. You must derive from the image to an own class to use it.
Images can now only initialized only once. This prevents from freaking Sprites and TiledLayers out when changing images.
Some optimizations here and there.
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June 23rd, 2008, 01:34 Posted By: wraggster
Clone45 updated glitchDS heres the release info:
Another version of glitchDS is ready! Go get it in the download section. Remember: glitchDS must be installed on the root of your card. This version introduces some new features:
1) Volume control of each sound. Volume parameters are saved along with your snapshot.
2) I added a “pad play” page — which is of questionable value — but it was easy to add. If there are too many sounds playing at once, glitchDS might ignore your incessant tapping. However, if you stop the sequencer, you should be able to play these like drums.
3) Quickly save new versions of snapshots: This is easiest to explain with an example. If you select a snapshot named “Bevis” and hit the Right directional button, a new snapshot named Bevis.1 will be saved with your current settings. If you select Bevis.1 and hit [Right], a new snapshot, “Bevis.2″ will be saved. nitro2k01 suggested this new feature and even programmed it for me! Thanks nitro2k01!
4) On the Trigger and Frequency Modulation pages, when you select a swatch, the filename will be displayed at the bottom of the screen.
5) Loading snapshots works the same as before if the sequencer is stopped. If the sequencer is running, loading a snapshot “queues” it for loading. The snapshot will load after the sequencer is completed with its current cycle. Usually this transition is smooth, but sometimes it produces small digital “artifacts” if the sequences are significantly different.
Upgrade instructions — As usual, if you already have glitchDS installed, download version 1.3 and copy the rom files (glitchDS.nds and glitchDS.sc.nds) over your existing roms. For complete install instructions, read the documentation. Your version 1.2 snapshots will load properly in version 1.3.
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June 22nd, 2008, 22:52 Posted By: wraggster
Zalo has updated Gea vs Codos to work with r4 carts. this was made from his multiplatform 3d engine for the ds.
In Gea vs Codos you take control of GEA a super heroin that has to capture the photons trapped in the atmosphere by the greenhouse effect. Co2 particles won't make the things easy for you. So, what are you waiting for? Gea needs your help!!!!
Whatever troubleshotting you have, please let my know. We'll try to fix it. And, now, it's time to save the world
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June 22nd, 2008, 22:45 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.
alpha v0.6
Can now send any file size (thanks to joedj's ftpii write_exact function)
Ditched GRRLib to make the server smaller in size
Cleaned up the sources
alpha v0.5
Can now load any file type (those listed below) from FrontSD
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June 22nd, 2008, 22:38 Posted By: wraggster
Askot has released a new version of the Gameboy/Gameboy Colour emulator for the Wii and Gamecube.
Heres whats new:
- Updated to devkitpro r15.
- libfat support.
- Added support for GC.
- LFN support for selecting/saving files.
- Fixed save/load SRAM in SD.
- Added save/load state in SD.
- Added PSO/SD/TP reload option.
- Added reset console option.
- Added more custom color palettes from Goomba Color.
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June 22nd, 2008, 22:38 Posted By: wraggster
Askot has released a new version of the Gameboy/Gameboy Colour emulator for the Wii and Gamecube.
Heres whats new:
- Updated to devkitpro r15.
- libfat support.
- Added support for GC.
- LFN support for selecting/saving files.
- Fixed save/load SRAM in SD.
- Added save/load state in SD.
- Added PSO/SD/TP reload option.
- Added reset console option.
- Added more custom color palettes from Goomba Color.
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June 22nd, 2008, 20:21 Posted By: wraggster
Marcan posted this :
If you try to install The Homebrew Channel beta8 with version 3.3 of the system menu, you’ll get a message that looks like this:
You have Wii System Menu version 353 (v22 USA) installed.
The Homebrew Channel has only been tested with
Wii System Menu version 290 (v18) and below.
Press ACCEPT to continue at your own risk or CANCEL to abort
As we have tested The Homebrew Channel with this new system menu, continuing installation at this point is safe. Please make sure you check with the usual sites to make sure any future updates are still compatible with The Homebrew Channel. This only applies to the System Menu 3.3, shown in the message as v22 <region>.
http://hackmii.com/2008/06/v33-and-t...ebrew-channel/
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June 22nd, 2008, 12:15 Posted By: wraggster
Bushing gives us more news on wii hacking:
The June 16th (”3.3″) Wii System Update did more than bring the death of the Twilight Hack (sort of) and a patched version of IOS30. It also brought new versions of BC and MIOS — which actually may be the more interesting of the changes in the update.
BC and MIOS are titles 1-100 and 1-101, respectively. MIOS is the Gamecube compatibility layer — a fairly small amount of ARM code that runs instead of IOS when Gamecube games are running, and then the 157k Gamecube IPL — the PPC code that actually reads the Gamecube disc and boots it. BC is still an unknown; in many ways, it resembles boot1. Both are about the same size, and both contain code to load boot2 from flash and execute it. When the Wii System Menu detects a Gamecube disc, it launches title 1-100 — BC, not MIOS. It’s possible that BC launches boot2 which launches MIOS — we’re still not sure. Let’s come back to that.
MIOS contains the GC IPL that was discovered about a year ago. The ARM code serves mainly to load the GC IPL into memory and start the PPC running it; the rest of the code seems to just be a stripped down version of IOS (and therefore resembles everything else.) However … some highly suspicious code has been added!
I’d imagine it looks something like this:
int do_hash_comparison(void) {
// using the memory mapper, this should be aliased to
// 0x0D408000. This resides in the on-chip SRAM.
u8 *buffer = (u8 *)0xFFFF8000;
u8 *MEM2_ptr = (u8 *)0x10000000; // = 0x90000000
u32 hash1[5];
u32 hash2[5]={0×4F00A54E,0×57E1E2C4,0×78634365,
0xF56BA5D3,0xF7DECA52};
int i;
memset(buffer, 0xCAFEBABE, 0×8000);
memset(buffer + 0×8000, 0xCAFEBABE, 0×8000);
aes_set_key(0×2B7E1516, 0×28AED2A6, 0xABF71588, 0×09CF4F3C);
sha_init();
for (i=0; i<1024; i++) {
aes_set_iv(i, i, i, i);
aes_encrypt(MEM2_ptr, buffer, 0×10000);
sha_update(MEM2_ptr, 0×10000);
}
sha_finalize(hash1);
if (hash1[0] == hash2[0] && hash1[1] == hash2[1] && hash1[2] == hash2[2] &&
hash1[3] == hash2[3] && hash1[4] == hash2[4]) {
do_log_message(”%s shaHash: %x %x %x %x %x [%u ticks]\n”,
NULL, hash1[0], hash1[1], hash1[2], hash1[3], hash1[4], 0);
return 0;
}
do_log_message(”Hash comparison failed. Halting boot!\n”);
return -1;
}This is actually pretty clever — far more so than anything else in this update. I don’t think there’s anything special about any of those “magic numbers” — what this does is overwrite all 64MB of MEM2 with (pseudo-) random garbage, verify that it was actually written, and only then reboot into GC mode.
This not only prevents the tweezer attack we used to get the common key last year — which was the primary piece of information that has made everything else possible, but it prevents what tmbinc called the “anti-tweezer attack” where we short some address lines while it’s trying to clear the memory to keep it from actually clearing the memory. That won’t work, because it verifies the hash to make sure the garbage was actually written.
Why?
I’m not really sure — getting the common key was a one-time hack. The only thing I can think of is that they are trying to reclaim the platform. Maybe they intend to generate a new common key for use on new Wiis — Wiis that will not be able to read current games — and current Wiis will not be able to read any game that will work on those Wiis. Does this make any sense?
Maybe. Nuke mentioned on his forum that new Korean discs can’t be decrypted using the normal USA/JAP/PAL common key. I can’t confirm this — the only disc image I’ve seen seems to have been corrupted — but it’s certainly possible, and it would explain this MIOS change.
In other news, the new BC has a fixed signature check. This might prevent MIOS or boot2 from being modified (if you’re using the new BC) — but more likely, it means that new Wiis coming out of the factory have a fixed boot1 without the signature-checking bug. I’m surprised it’s taken this long, but I guess we won’t know until someone dumps their NAND flash.
http://hackmii.com/2008/06/genie-into-bottle-mios/
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June 22nd, 2008, 12:13 Posted By: wraggster
GRRLIB for GX Rgb Renderer Library, some very very nice function for noob coder.
OLD version (1.0, 1.5, 1.6, 2.0) are no more supported !! (they didn't use a real full GX support)
GRRLib 3.0 is out here http://grrlib.santo.fr/
via wiibrew
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June 22nd, 2008, 12:08 Posted By: wraggster
News/release from bmic
Presently at version 0.2b of the game, the following has been implemented.
a better sprite
audio
The puzzle is controlled by moving an on screen cursor. The cursor will wraparound the edges of the puzzle if you try to move past the edge.
The value under the cursor is incremented/decremented to the desired value. Value '0' is shown as a blank cell. Values are wraparound from 0 to 9 as well.
If desired, the user may mark a cell as 'uncertain' by pressing the 'A' button. This can be toggled off if desired via the same button. 'uncertain' cells are marked with a gray background.
The game will check for any incorrect cells (i.e. duplicate numbers in any row, column or 3x3 cell). Any incorrect cells will be highlighted with a red tint.
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June 22nd, 2008, 12:06 Posted By: wraggster
News/release from Navarr:
A simple text-based demonstration of the Les Paul Guitar Hero 3 controller (and presumably Guitar Hero: Aerosmith controller).
Requires the Guitar Hero controller to be hooked into your wiimote.. Or, well, nothing happens.
Hold down the fret buttons and strum the guitar.
Home button on the Wiimote exits to loader
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June 22nd, 2008, 11:53 Posted By: wraggster
You thought Activision had killed it off? Oh no. No, no no no no. They were just experimenting. See if they could kill it, then bring it back. To kill us all. Train them to go for our brains, while we're frozen watching this, wondering where Helmet and Stevie Ray Vaughan got to while a bunch of overly-excited teen models cavort in a park.
http://kotaku.com/5018514/guitar-her...-of-the-living
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June 22nd, 2008, 11:44 Posted By: wraggster
New from SuccessHK
International Chessmaster Josh Waitzkin coaches players through courses and tutorials adapted from his book, The Art of Learning.
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June 22nd, 2008, 11:40 Posted By: wraggster
New from SuccessHK
The fury-fueled video game features key moments from the film, as well as additional plotlines and characters from The Incredible Hulk universe. Players crash through New York City, battling gigantic enemies amidst soaring skyscrapers in a massive open world.
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June 22nd, 2008, 11:33 Posted By: wraggster
Newly released:
Space Invaders Extreme combines the captivating essence of the original game with a stunning alliance of futuristic graphic design and cutting-edge audio. The gameplay experience has been developed to maximise on the consoles' abilities, offering players a whole new range of amazing features including a vast array of new power-ups.
http://www.play-asia.com/SOap-23-83-...j-70-2mde.html
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June 22nd, 2008, 11:28 Posted By: wraggster
Newly released:
features
Make the adventure yours – Rediscover true role-playing as you build your party of stalwart adventurers from 12 different classes. From basics like name and sex to advanced settings like combat formation, skills, and spells, every detail is yours to customize!
The Odyssey continues – Experience an all-new story, more classes, improved mapping capabilities, new Force Skills, and over 100 side-quests.
Chart your progress through the dungeons – Etrian Odyssey’s innovative mapmaking tool returns with more options and features! Use the touch screen to map out the halls, chambers, treasures, and dangers of the realms you explore.
description
In the Grand Duchy of High Lagaard, it is said that the Duke is descended from inhabitants of a castle in the sky. When an unforeseen crisis befalls the nation, it is decreed that the first explorer to retrieve the Grail of Kings from that mythical floating palace will be rewarded with wealth and fame beyond imagining. Enter the central city of Lagaard and begin your journey to the clouds!
Etrian Odyssey II boasts an all-star development team, led by director Shigeo Komori (scenario designer - Etrian Odyssey, Odin Sphere). Composer Yuzo Koshiro (The Revenge of Shinobi, Streets of Rage, Etrian Odyssey) returns for Heroes of Lagaard, in addition to character designer Yuji Himukai and monster designer Shin Nagasawa, who both worked on the original Etrian Odyssey.
http://www.play-asia.com/SOap-23-83-...j-70-2o3x.html
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June 22nd, 2008, 11:20 Posted By: wraggster
Newly released:
description
Choose your own motherland, invade and unify the world of Neverland by becoming the overlord of the rest of the thirty nine countries. This game has already made a name for itself with the last installments by having a cast of intriguing characters and a complex web of political as well as personal relationships between them.
This newest installment makes use of the touch pen facility in battle wars to make controls more intuitive. Direct your armies with your touch pen and indicate the speed they should march at with your movements. Some armies are better with speedy battles and some are better with prolonged sieges, understand your forces before you deploy them.
Each character has a different set of attacks when they enter the battlefield. Use your touch pen to initiate special attacks against your enemies. You need to deal with random events like taxation, diplomatic missions, battles etc at random intervals, so be sure that you are equipped for all of these tasks at all times.
View event scenes once you have accomplished a specific task. There is a library section that allows you to review all the scenes and graphics awarded to you. Since the game consist of elements from all the previous installments, there is a glossary section for you to look up the terms. This feature is especially helpful for the beginners who start their Spectral Force experience with this game.
http://www.play-asia.com/SOap-23-83-...j-70-2nfl.html
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June 22nd, 2008, 11:18 Posted By: wraggster
Newly released:
features
Simple, Active Controls: Rookies and veterans alike will be hittin' it home in no time. Simply swing the Wii Remote controller like a bat, or use a pitching motion to test your strike power from the mound!
Live the Dream: Show your face at the plate; play as your Mii!
Play Ball! ...With Friends: Up to four players can challenge one another on a single Wii console. Go nine innings or try one of the minigames - including a home run contest!
Stadium Mania: Select from nine unique stadiums - everything from an ice-filled castle to an urban cityscape! Many stadiums can be acccessed day or night, allowing double-headers under the lights!
description
Step up to the plate with Mario and friends. Make the intuitive Wii Remote controller your bat as you dominate the diamond with Mario, Luigi, Peach and the rest of the gang!
Dust off your cleats! It's time to play ball!
http://www.play-asia.com/SOap-23-83-...j-70-2oms.html
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