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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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May 29th, 2008, 00:02 Posted By: wraggster
Emu_kidid has tonight released a new version of the GBA Emulator for both the Nintendo Gamecube and Nintendo Wii, heres whats new:
Wii Port
* Wiimote / Classic Controller / Gamecube Pad support
* Front-SD ROM Loading
* Front-SD SRAM Saving and Loading
* MEM2 ROM Storage for fast access
* In-game Menu with ability to exit to loader (Home button)
* Auto frame skip for those core heavy games
GC Port
* SDGecko ROM Loading
* SDGecko SRAM Saving and Loading
* In-game Menu with ability to exit to loader (X+Y)
* Auto frame skip to give you the illusion of full FPS
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May 29th, 2008, 00:02 Posted By: wraggster
Emu_kidid has tonight released a new version of the GBA Emulator for both the Nintendo Gamecube and Nintendo Wii, heres whats new:
Wii Port
* Wiimote / Classic Controller / Gamecube Pad support
* Front-SD ROM Loading
* Front-SD SRAM Saving and Loading
* MEM2 ROM Storage for fast access
* In-game Menu with ability to exit to loader (Home button)
* Auto frame skip for those core heavy games
GC Port
* SDGecko ROM Loading
* SDGecko SRAM Saving and Loading
* In-game Menu with ability to exit to loader (X+Y)
* Auto frame skip to give you the illusion of full FPS
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May 29th, 2008, 00:00 Posted By: Brainy142
Elaun has given us a lot in just a matter of days
Uploaded a work in progress version to show what I've been doing.
For now:
-It resets properly on the Wii (still not able to return to the loader, though.)
-Reads files from the front Wii SD slot (saving disabled, forgot to reenable it before uploading, but you can remove the return lines on SYS_FileOpenWrite and SYS_FileWrite to make it work.)
-Wiimote suport, tried to map the buttons on the wiimote and nunchuk more or less like the gamecube ones, wiimote IR aiming and nunchuk up-motion jumping.
Bugs:
-Wiimote disconnects too fast, need to read the libogc headers again and determine how to make the idle time longer.
-If the wiimote disconnects, screen turns grey (only the game screen, not the status bar or menu) and stays this way until you reload the game (starting a new game won't help)
-Maybe you'll have to disconnect and reconnect the nunchuk to your wiimote to make it work (again, this is a 1-day, no-prior-experience implementation, it will be fixed)
-Something else I can't remember.
That's it, please don't complain about the wiimote implementation and SD card reading yet. The wiimote code is completely new to me (and I don't know about the real stability of the code on the libogc cvs) and the SD reading doesn't use libfat yet, but use the wiisd functions from the latest libogc CVS.
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May 28th, 2008, 21:21 Posted By: wraggster
Mad posted this news/release:
It's my first Nintendo DS and C project. Its a simple Sudoku game, with medium difficulty. The next project will be bigger and better. But I dont know what. I will upload a video to Youtube. Watch it, if you want to see how it works
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May 28th, 2008, 21:12 Posted By: wraggster
News/release from preussie:
Hi there,
I would like to introduce the first release of Grafoon.
Grafoon is an ( buzzword alert! ) ‘Arcade Style Puzzle Shooter‘ with a lot of classic elements like: Doors/Keys, Mines ( including chain reactions ), various walls with different behavior, laser barrier, nasty enemies and a lot more…
The main target is to pick up all Hobbels and bring them home to advance to the next map. Don’t touch the walls, they will destroy your ship. Touching enemies or enemy shots drain you ships energy. Collect green gems to increase your ships energy…
You can download Grafoon here:
http://preussie.miscstuff.de/ds/?page_id=57
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May 28th, 2008, 21:08 Posted By: wraggster
The_Pimousse has updated the educational game for the DS:
Heres whats new:
History:
* Version 0.4 (28/05/08):
-- Major change: choice of game (random sampling or manual)
-- Occasional minor:
-- Adding an election endgame to return to menu
-- Possibility to a term of infinite Thursday
-- Changing the display of a number find
-- Has come: a game mode "challenge" (which will see its progress)
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May 28th, 2008, 19:49 Posted By: wraggster
Newly released in the UK
A great pinball game should not only be amazing from the start, but should continue to be entertaining every time you play it. This was the thinking behind the development of the newest pinball sensation to hit the market - Dream Pinball 3D - with it's 6 cutting edge tables that are beckoning you to try your luck.
http://www.amazon.co.uk/Southpeak-Dr...996772&sr=1-14
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May 28th, 2008, 19:43 Posted By: Shrygue
via Eurogamer
Nintendo UK has confirmed release dates for a number of Wii and DS titles in Japan, including upcoming Wii games Wario Land Shake and Project Zero IV, both of which are on their way in the next two months.
Speaking to our pals at videogaming247, a Nintendo UK rep confirmed Japanese dates for seven titles in total - but, in a move sure to shock and surprise you all, revealed that there's "nothing announced for Europe right now."
The four DS titles are Band Bros DX on June 26th, Legendary Stafy on July 10th (that's presumably Legendary Stafy 5, the second DS title in the Kirby-like series), Rhythm Tengoku Gold on July 31st (the at-long-last DS conversion of the GBA and arcade classic) and, last but not least, Fire Emblem: New Shadow Dragons and the Blade of Light, on August 7th.
That new Fire Emblem game is worth keeping an eye on - it's a remake of the very first title in the franchise, Fire Emblem: Shadow Dragons and the Blade of Light, but more importantly it's the first Fire Emblem game to feature online play.
The really exciting stuff, though, is in the Wii schedule. First up is Super Mario Stadium Family Baseball, which is likely to be of limited appeal in Europe and appears in Japan on June 19th. It's followed, however, by Wario Land Shake on July 24th, the first Wario Land game to appear since 2001.
Topping off the list is Project Zero IV: Mask of the Lunar Eclipse on July 31st, the first instalment in the Project Zero (that's Fatal Frame for our US readers) franchise on a Nintendo console. It's looking mighty creepy in this week's Famitsu, too.
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May 28th, 2008, 19:33 Posted By: Shrygue
via Games Industry
Nintendo has pledged that Wii Fit stocks will be replenished "as soon as possible", following recent shortages.
The full extent of the supply drought of the hugely popular exercise title was revealed with the release of UK chart.
With stock of the title almost completely drying up, the game dramatically plummeted out of the UK All Format Top 40 altogether, having been No2 in the listings last week. The remaining stock could only push the game to No15 in the Wii chart.
But while Nintendo admitted that "there are pockets of stock shortages in areas of the UK", a spokesman stressed "we are doing everything we can to replenish shortages as soon as possible.
"To this effect we are continuing to bring Wii Fit stock into retailers across the UK on a weekly basis," he added.
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May 28th, 2008, 16:51 Posted By: wraggster
Newly released in the UK at Amazon UK
The latest game based on the hit Disney Channel series, "Hannah Montana," Hannah Montana: Music Jam, transports girls and teens into the exciting and sometimes crazy world of Miley Stewart and her alter ego Hannah Montana. Players adventure out as Hannah or Miley, and develop their musical talents, coordinate high fashions and live out their dreams of becoming a pop star in Hannah’s greatest musical challenge yet. Players enter the Music Jam Video competition and compete against Savannah Star - a rising new singer out to challenge Hannah - at the same time as a cool new transfer student, Josie Moore, seems to be stealing all of Miley’s friends. To help her win the competition, players use their Nintendo DS touch screen to master the guitar and drums. In a mix of adventure and creative modes, players control Hannah/Miley as she composes her Music Jam Video entries, keeps her friends happy, and in the end, learns a little something about what it means to be a real star.
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May 28th, 2008, 16:47 Posted By: wraggster
Newly released in the UK at Amazon UK
Take to the stage as the Disney Channel star Hannah Montana in Hannah Montana: Spotlight World Tour for the Nintendo Wii™. Published by Disney Interactive Studios, the game takes players on a wild ride to pop-stardom as they help Hannah Montana win her greatest musical challenge yet. Tour the world as the pop princess herself and live the dream of rock stardom on stage and off while developing musical and fashion skills. Players dance with their Wii controllers as Hannah dances with you on stage to earn devoted fans worldwide. With Lilly, Oliver, Jackson and Robbie’s support during transitions and mini-games, "it’s the best of both worlds" all around the world
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May 28th, 2008, 04:10 Posted By: JKKDARK
New version of Glitch64, a graphics plugin for the Nintendo 64 emulators.
Changelog:
-various fixes (KoolSmoky)
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May 28th, 2008, 00:40 Posted By: JKKDARK
via MundoRare
Every Rare fan worth their weight in whatever is valuable these days know what those three words are. For those that don’t, here’s a short history lesson before we get to the overdue reason.
In 1998, at the end of Banjo-Kazooie, Mumbo Jumbo showed pictures of two mystery eggs and an Ice Key in seemingly inaccessible parts of the game. To top it off, Mumbo said that we could only get these items in the sequel, Banjo-Tooie. Then the hype train began. During that time and Tooie’s release, Nintendo and Rare kept mum about what Stop ‘n’ Swop was when it was hacked by fellow site The Rare Witch Project.
The year 2000 came with Banjo-Tooie, and there was no way to get the items as promised at the end of Banjo-Kazooie. Just three B-K cartridges that you had to break open to get them, dead on the floor, and that was that. Even after that, Rare and Nintendo refused to talk about what Stop ‘n’ Swop would’ve done. The closest thing we got to that was a patent that explained that thanks to the 10-second memory of N64 models before 1999, you could’ve changed cartridges to get the desired items. Even with this knowledge and seemingly conclusive evidence, Rare and Nintendo did not officially acknowledge this. After ten years, an official answer has finally been said.
Salvatore Fileccia, lead software engineer at Rare responsible for the upcoming Nuts & Bolts, explains why Stop N’ Swop couldn’t be done. Officially.
According to MTV Multiplayer “the reason Nintendo soured on the idea was because of revisions to the N64 circuitry. Older versions of the system would have given gamers a full 10 seconds to remove the Kazooie cartridge and insert the Tooie one. Newer iterations of the N64 would have given gamers just one second.”
Furthermore, the article added that they originally “had programmed the original Stop ‘n’ Swop functions in Banjo-Tooie before Nintendo nixed them.”
Better late than never? Who knows. In the end, an official answer is an official answer, and Stop ‘n’ Swop’s demise can join Star Fox Adventures, Donkey Kong Racing, Donkey Kong Coconut Crackers, Diddy Kong Pilot, Rare staying exclusive to Nintendo systems after 2002, and Goldeneye 007 XBLA as another reason why Rare fans couldn’t get what they wanted thanks to Nintendo.
Supposedly there’s a bright side in all this, as the end of the article describes Fileccia’s sly grin when asked about Stop ‘n’ Swop returning to Nuts & Bolts. Unlike the first two games, however, let’s hope it doesn’t take them ten years to explain why they failed to implement it this time as teased.
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May 27th, 2008, 22:57 Posted By: wraggster
News/release from gorgull
Protein[DS] is a little audio manipulation software running on Nintendo DS, which ables you to manipulate audio, anywhere you go - it is in some ways similar to ElectroPlankton concept.
Using Protein[DS], you can play with up to four modules at the same time to create a live music set and control external applications, using the touchscreen, audio in/out levels, midi-out, and even motion-control. You can even play with live-recorded audio sample.
WAZZUP?
[08/05/22] The project has evolved a lot since last release. Here's is the "proof of concept" v080522 of now called "Protein[DS]" - in this occasion, I made a new lil video: - Enjoy!
FEATURES:
up to 4 performance modules at the same time
.wav samples or recorded audio support
file browser with audio preview feature
microphone sample recorder
quick access menus
touchscreen control
audio levels control
motion sensor control
wireless midi-out control
http://gorgull.googlepages.com/home2
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May 27th, 2008, 22:46 Posted By: wraggster
LoPsT has released a new version of the Snes Emulator for Nintendo Wii:
Heres whats new:
On the menu in this version:
-- Support for 2 wiimotes (synchro fast)
-- Support CSA classic.
-- Support Nunchuk.
-- Support for SD Frontal (to load Roma and backups).
-- Support for savegame directly into the gcram (out of emu).
-- Support for files on behalf long.
-- Support for compressed files to Zip.
-- Support the return to the "HomeBrew Channel."
-- Support for RGB cable PAL60.
-- Support for PAD Gamecube.
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May 27th, 2008, 22:32 Posted By: wraggster
Hell Hibou has released a channel version of his Wii Homebrew Launcher:
The chain Wii Homebrew Launcher 0.5 is available in the Downloads section. Simply copy the contents of INSTALL directory on your SD card and launch the Hack Twilith Princess. Unfortunately, it appears that some large hombrew not launch this more, especially when using a theme. It semblerais it is a bad memory. I'll try to correct this problem as soon as possible.
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May 27th, 2008, 21:54 Posted By: wraggster
Waninkoko has released WAD Manager v1.0, heres the details:
WAD Manager v1.0 by Waninkoko |
+-------------------------------+
| www.teknoconsolas.info |
+-------------------------------+
+--------------+
| DESCRIPTION: |
+--------------+
WAD Manager is an application for (un)install WAD packages.
It lists all the available WAD packages in a SD card so you can
select which ones to (un)install.
Includes Wiimote support.
+-------------+
| HOW TO USE: |
+-------------+
1. Create a folder called "wad" in the root of a SD card.
2. Copy all the WAD packages in the folder created in the step 1.
3. Run the application with any method to load homebrew.
+--------+
| KUDOS: |
+--------+
- bushing and marcan (the homebrew channel is great)
- all my testers (pistu, SoraK05, danny.ml...)
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May 27th, 2008, 21:18 Posted By: wraggster
This is 2 weeks old but being as no site has posted it, its good for a read:
Okay, since FCEU v1.0.9 was set out in the wild, I've resolved some bugs, added some features, etc. You know, all the usual stuff to make it better and betterer.
First, was a bit of a show stopper, as the emulator didn't even load the files you attempted to load. It went through the motions, but didn't quite finish. So, that was the first thing I had to fix (r8).
Then I found that ZIP reading files from the DVD (in Gamecube mode) wasn't quite working. So I had to quash that bug (r9). To round out the first round of fixes, I borrowed the memory card mounting routine from Crunchy2's Snes9xGx v2.0.1b8 (r10). Hopefully that will help many people that had trouble using their memory cards. If not, remove and reinsert your card and try again.
After a bit of a break to solve Zelda again, I continued to port some of the changes I made to Snes9xGX to this emulator. The list of changes include WiiSD support (r12, r13, r14, r16), a potential fix for those EU folks who need the video to be set to 60Hz (r15), work on easing translation to other languages (r19, r20, r21, volunteer translators needed, by the way), and bringing the VFAT library to the WiiSD card for long filenames.
The last thing I have worked on has been an effort to save and load the various settings in the emulator to any of the devices. For now, when the emulator first starts, it will attempt to load the settings from SD Gecko in Slot A for Gamecube mode or the WiiSD in Wii mode.
That catches me up with the present. The DevkitPro folks have been working towards a newer release of the devkit and libOGC with better Wiimote and WiiSD support. I hope to have one more release of these two emulators before that so I can dedicate more time to added these new features.
http://www.blogger.com/comment.g?blo...66937871704357
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May 27th, 2008, 21:11 Posted By: wraggster
This is 2 weeks old but being as no site has posted it, its good for a read:
I wanted to post an update to my work on the Snes9x and FCEU emulators for the Wii/Gamecube. First, I'll go over what's been changed in Snes9xGx.
Since Snes9xGx v0.1.1 was released, I fixed some simple oversights in my code. For instance, when you choose to save SRAM or save states to to a GC Memory Card, you shouldn't really be able to choose the WiiSD as your slot (r38).
Then I implemented some crude work to make translating various phrases in the emulator into languages besides English (r41 and r49). I have some documentation on it at the project's main page. With help from other users, we can provide the emulator in Spanish, German, and Dutch. Speaking of documentation, if anyone out there want to lend a hand, just drop me a line. Any help is much appreciated.
The last big update I did was importing the VFAT library from eke-eke's GenPlus project to Snes9x (r62). So, now you can view the long filenames for ROMs in the WiiSD slot. This library only supports reading, so writing (ie SRAM or save states) are still limited to the 8.3 filename format.
Askot has been working a few things for the emulator as well. He finished up the code to automatically save and load the SRAM (r64). The way it works now is it will load the SRAM after you load a ROM image. Then it will save the SRAM (if the game uses it) when you exit the emulator and return to the main menu. It uses the currently chosen device and slot from the save manager menus. You may want to go into those menus and assign the proper device, then hit B (or select "Return to Previous"), before loading the ROM.
That wraps up this update. There is a lot more work to do, of course. A number of people have coded in some support for the Wiimote and Classic Controller. I need to review some of them, and come up with the best way to implement them. I want a better controller configuration screen for selecting what device and buttons you want to use, which will take quite a bit of work. Hopefully I'll get to it one day soon...
http://www.blogger.com/comment.g?blo...00119652179255
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