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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 5th, 2008, 19:51 Posted By: wraggster
New from Divineo UK
This wireless sensor bar provides a compact and wire free solution to enhance your gameplay. It can be positioned almost anywhere, ideally above or below your TV set, which makes it an excellent choice for all wall mounted TV sets
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May 5th, 2008, 19:46 Posted By: wraggster
Divineo USA have today posted that they have the new iTouchDS in stock
Heres more details
ItouchDS introduce a new concept to NDS. Now you will be able to launch your favorite Homebrew with a touch of a button. iTouchDS features a system which will allow you to create custom shortcuts pointing to any homebrews. These shortcuts will appear in the iFav menu from here you will be able to access, run and manage your shortcuts.
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May 5th, 2008, 12:13 Posted By: JKKDARK
New port of the Nintendo 64 emulator.
The Mupen64Plus Build Environment is software to compile and develop Mupen64Plus from Windows. It comes with all of the requirements of Mupen64Plus, including GCC 4, zlib, libPNG, libiconv, GTK, Pango, SDL, w32API, and more. It should build Mupen64Plus For Windows out of the box, but the Windows compatible version of Mupen64Plus is currently on a branch of the project's SVN, not in the main code.
If you wish to build Mupen64Plus for a Windows machine, this is the way to go. This project is only for Windows, however. If you wish to have a build environment like this for a Linux machine, you must manually download and compile the sources of all of the packages with the correct build options. (There are scripts to build MinGW with GCC 4 and SDL - I may provide a specialized version here, some day.)
So, You want to try the Build Environment? We have compiled an NSIS setup that will guide you through the process. It will install everything you need.
Mupen64Plus Build Environment
I also maintain a Windows port build, for those who do not care if they are at the tip of the bleeding edge or not.
Mupen64Plus-Win32.7z
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May 5th, 2008, 02:42 Posted By: madcat1990
Hey, I was bored one night, and decided to make this nifty rickroll homebrew for the DS XD
nothin' like Rickrolling your friends through the ds huh?
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May 4th, 2008, 20:06 Posted By: wraggster
News/release from JerrySevere
Based on the concept of Filmwise.com, this little quiz of 20 questions you find the name of the film which is extracted the scene (screen).
Little further difficulty, people have become invisible!
History:
-04/05/2008: QuizzCineInvisibleN01: the first release.
How to play:
Using the keypad to enter answers,
Use your arrows to change.
The capitalization have no impact
Other information:
The sources come with this quiz ... and hence also answers ...
These sources can serve as templates to generate other quizzes on various themes: Movies, Geography, history, Rebus, comics, manga, etc etc ...
You just have images (255x144 size) to be displayed above, fill the pagfx.ini, launch pagfx and change the file questionnaire.cpp is fairly easy to find it in the constructor (Questionnaire: Questionnaire ()).
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May 4th, 2008, 18:50 Posted By: wraggster
I dont know about the rest of you but the Wii was built for Star Wars Gaming and especially light sabre action, anyway heres the video of the upcoming Star Wars Game for Wii
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May 4th, 2008, 15:59 Posted By: JKKDARK
via Nintendic
After confirmation that it would be tearing into North America last month, SEGA has announced that its Pokemon-alike Nintendo DS title, Dinosaur King, will also be heading to Europe.
No exact date was given for when Dinosaur King, based on SEGA’s popular card trading series, might arrive. But for fans of the franchise (which is also a popular animated television series), we imagine the wait’ll be worth it.
Key Features
* Over 100 dinosaurs to collect. As players travel the globe finding dinosaurs they can keep track of those they’ve collected in a Dinosaur Encyclopedia which also gives scientific data and genealogy facts on the dinosaurs as well…
* Special attacks to master. The more battles that are won, the move powerful the dinosaurs become. Players can master over 240 special moves and tricks overall.
* Head-to-head 3D arena battles. Experience exciting dinosaur combat as they square off with opponents in rich 3D environments.
* Exciting dinosaur digs. Players unearth fossils like real paleontologists with the stylus and bring the authentic dinosaurs from all over the world to life.
* Five exotic areas to explore. Excavating in North America, Asia, Europe, Antarctica, and Africa, players will unearth the actual dinosaurs of those regions in hours and hours of gameplay
* Exciting multiplayer fighting action. Players will enter into fast-paced dinosaur battles and trade rare items as well as dinosaurs with friends via Wi-Fi.
Of course, you could always import when it arrives in North America this August.
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May 4th, 2008, 12:06 Posted By: wraggster
Dciso has today announced that he his beta testing his Wii Midia a Media Centre for the Nintendo Wii, now without a release i cant confirm the details so ill take it as a rumour for now, but a juicy rumour at that:
After months of coding and porting and ripping and rewriting Wii Miidia as I like to call it is about to be released into the wild. I have a few people beta testing it now and helping me work out some bugs. Wii Miidia is something that many people I hope will enjoy as I put alot of time and effort into this project.
Wii Miidia as you can guess is a Media Center for the Nintendo Wii based off of XBMC. Since the Wii comes with it's own Weather Channel I had decided to strip the weather functions from Wii Miidia. There are still a few bugs that I am trying to work out but one of the best features this offers in my opinion is the ability to listen to Shoutcast Radio on the Wii. Right now this only supports streaming files and files stored on the SD Card, however since there is recent developments by SVPE I hope to be able to include USB Storage devices as well in the future.
Controls Are:
A = Play
B = Pause/Resume
- = Previous Song/Chapter
+ = Next Song/Chapter
Dpad Left = Rewind
Dpad Right = Fast Forward
Dpad Up = Change Aspect Ratio (NTSC/PAL/Wide/Standard)
Dpad Up + B = Zoom In
Dpad Down = Change Visual in Audio mode / Change Subtitle in DVD Mode
Dpad Down + B = Zoom Out
Home = Settings Menu
1 = Return to Main Menu
2 = Return Previous Menu
Power = Shutdown Wii
Wii Miidia will at first be released as .elf and will need to be ran via TP Hack, However the final version will come in .elf and as a channel for those who would like easy of access to the application. Well that is all for right now I hope to have this cleaned up and released for everyone in the next few days.
As soon as it is released we will have more on this subject.
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May 3rd, 2008, 21:57 Posted By: wraggster
Hell Hibou has released a new version of Wii Homebrew Launcher, heres the release details
The Wii version 0.4 of Homebrew Launcher is available. This version allows you to use the buttons on the wiimote, however, to avoid having to go to the GC mannette the wiimote (because all the homebrew do not use wiimote) it is still possible to use the lever GC .
Unfortunately, in order to implement the wiimote, it took me delete function to remove the SD card when one is in my homebrew. If you remove the card, you must restart the Homebrew.
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May 3rd, 2008, 12:29 Posted By: wraggster
Suloku has posted a new test release of the Nes Emulator for the Wii, heres whats new:
This is a new version, using nullex modified code.
Almost all working:
-No turbo
-No psoreload (working) combo
-Added classic controller stick and nunchuk+wiimote configuration (realy amusing controlling mario with two different pads at the same time lol)
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May 3rd, 2008, 12:24 Posted By: wraggster
Sven another of the icons of the Wii Scene has started his own blog, heres his rather great article:
The Wii's security has been broken a few month ago by Team Twiizers and we are now able to run our self-written code on it. However, the IOS running on the co-processor Starlet currently still limits our abilities because it provides wrapper functions around most of the new hardware like the internal SD card slot, the disc drive and the USB ports.
Bushing and marcan figured out how to access the internal SD slot and I re-reverse enegineered it (basically to finally have a reason to learn some powerpc assembler) from the twilight hack and released some source code to do the required IOS calls.
So we're able to read data from the SD slot now but there is still more hardware that could be used to read data: The disc drive.
It can already be used to read data from any DVD when using a modchip in the Gamecube compatibility mode. So why isn't this possible in Wii mode right now?
The problem is that only Starlet has access to the DVD drive and provides a compatibility layer
in Gamecube mode (aka MIOS running on Starlet) that allows to read any data from the disc. They had to allow this because Gamecube games are - just like default DVDs - neither signed nor encrypted.
Wii discs however are encrypted with AES and signed with RSA so Starlet doesn't necessarily have to provide a similar layer - and it does not. It only provides a device node that allows unencrypted reads up to a certain offset (somewhere after the partition table). All data beyond this offset is encrypted and signed and can only be read after the signature check is passed. This signature check will defiantly fail on normal DVDs and we are therefore currently unable to read any data from a disc.
We sure could create a disc, encrypt it, calculate all needed hashes and the sign it by exploiting a bug - but that is a really nasty and annoying solution. DVDs are therefore a no-go unless we are able to run code on Starlet or find a function that allows raw reading of the whole DVD (ioctl code 0x8E is a candidate for this but I never looked at it and I'm not really interested in looking at it because it could also lead to piracy :/).
But if we need to have more data available on the Wii? If you for example want a media center for the Wii you defiantly don't want to copy your music (well... maybe that would be possible) and movies to SD cards and swap them around when you want to listen or watch something else. A possible solution would be to use the integrated wireless network card and stream the content from your PC but I don't want to boot my PC (no, I don't have a media server in my network :P) just to listen to some music or watch a movie.
Thankfully the Wii also has two USB slots that are ideal for this purpose: USB hard discs are really cheap today and can be used to store really much data. Libogc already has support for raw USB messages - the mass storage driver is the only thing missing.
There's one catch though why all those piracy kids can now stop reading and visit some other site: Only USB 1.1 is supported by the hardware so you're not going to be able to load your warez copies legal backups from the HDD. It's never going to be fast enough
The USB mass storage protocol itself is not very complicated after all once you understood it. The device basically provides two bulk endpoints through which it transfers all data. One of them is for receiving data from the host (i.e. the Wii) and the other one for sending data to it.
The protocol itself does however not specify how to tell the device what sector you want to read. It's just a wrapper around the real protocol implemented by most devices: SCSI multimedia commands.
To send a command to the device you have to go through the following procedure once it is in configured state:
Write a "Command Block Wrapper" (CBW) which contains the SCSI command and informations about the length of the data you want to transfer/receive to the OUT endpoint.
Read requested data from the IN endpoint, write the data to the OUT endpoint or do nothing here if no data except for the SCSI command is needed
Read a "Command Status Wrapper" (CSW) which tells you if you command succeeded from the IN endpoint.
Looks really simple, doesn't it?
To just read and/or write data you'll also only need three SCSI commands: One to read the capacity and sector size of the drive (READ_CAPACITY), one to read data (READ_10) and one to write data (WRITE_10).
Writing code to do this was not really difficult as you probably can imagine.
It only took me about one week because I though that the IOS did less than it actually does. Once a USB device gets connected to a host it normally starts the so-called enumeration process and should put the device in addressed state afterwards. Once a driver is selected for it then the driver reads all descriptors which contains informations about what protocols are supported. USB devices have support for more than one configuration but can only run one configuration. So the driver normally has to selected the configuration by issuing a SET CONFIGURATION control request. I wrote code to do exactly that and tried to debug why sending bulk messages always returned error code -7005. Well... after removing the whole "get-and-parse-descriptor" stuff and not issuing a SET CONFIGURATION request everything started to work. Knowing this before would've saved me a few hours of annoying debugging :/
After fixing that everything was ready for a first semi-public release in #wiidev even though three out of four sticks weren't working yet. The responses from some of the beta tester were quite similar: USBStorage_Open() failed when it tried to read the capacity of the device.
As I had no clue why this was happening I dumped the usb traffic of the usb-storage kernel module to see what was going differently there. I found the solution after looking at the dump for like five minutes:
While I was directly sending a READ CAPACITY command to the device the usb-storage (or rather the SCSI disk driver) was asking it nicely if it was ready yet (TEST UNIT) and read any errors if it was not (REQUEST SENSE). After adding this trivial change to my code all my sticks started to work.
The only last problem was that code has become a huge mess during the debugging sessions and so I decieded to rewrite it and upload it to my git. There is still some stuff missing like error handling but this should be enough for the beginning
http://svenpeter.blogspot.com/
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May 3rd, 2008, 12:20 Posted By: wraggster
Lino has updated his DS Emulator for WIndows:
heres whats new:
Fixed a bug in POWCNT1 register.
Fixed a bug in BLX opcode.
Fixed a bug in Character Base Block.
Fixed a bug in Textures Management.
Fixed a bug in 0xE AR opcode.
Fixed a bug in LDRH Post Index Opcodes.
Fixed a bug in free textures.
Fixed a bug in Alpha Blending Effects.
Fixed a bug in bind textures.
Fixed a bug in Texture Coordinates Transformation.
Fixed a bug in Textures Blending.
Added advanced Textures Management.
Added support for GdiPlus for scaling operations.
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May 3rd, 2008, 12:10 Posted By: wraggster
Newly released today
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 - Dream Pinball 3D - with its’ 6 cutting edge tables that are beckoning you to try your luck.
We did not skimp on the technology with this game as there are six different style balls, made of different materials, that not only look different, but whose ballistic characteristics will affect the very rolling behaviour of each one of them. Add to that incredible acoustics, state of the art particle technology, HDRI and multilayer 3D sound, realistic tilt function and motion blur effects, and you have the best pinball experience available.
http://www.play-asia.com/SOap-23-83-...j-70-2hkf.html
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May 3rd, 2008, 12:06 Posted By: wraggster
Newly released today
Based on the blockbuster movie by Marvel Studios, Iron Man? blasts onto all major gaming platforms May 2008. Immerse yourself in hardcore shooting action and explosive combat from the film as well as exclusive content created just for the game. With freedom to move anywhere in the environment, customize your Iron Man suit and seamlessly transition between ground combat and open air flight as you battle against armies of fighter jets, tanks, armored Super Villains and more. You are a One Man Army. You are Iron Man.
http://www.play-asia.com/SOap-23-83-...j-70-28sa.html
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May 3rd, 2008, 11:52 Posted By: wraggster
When we first heard of the not-at-all embarrassingly named company Peekaboo Pole Dancing's apparent plans to bring a pole dancing game to the Wii, the whole thing smacked of a better-late-than-never April Fools' prank. Not so, according to MTV Multiplayer blog, which asked the purveyors of the "Peekaboo Pole Dancing Kit" and the Carmen Electra-endorsed "Electra-pole" the question that just had to be asked: Why?
Peekaboo rep Simon Kay told the blog that the idea behind bringing what he calls "aerobic pole dancing " to the Wii is "all about fun and fitness." According Kay, Peekaboo wants the game "to do for pole dancing what Guitar Hero did for rock n roll!" We can't help but imagine that the game will finally give gaming couples with an eye for rhythm a means to use their 'star power' for an added -- not to mention motion sensitive -- relationship spark.
http://www.joystiq.com/2008/05/02/wi...ness-to-blame/
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May 3rd, 2008, 01:58 Posted By: wraggster
Linkinworm also made this:
hi i made the wiimote edition into a channel for you all
here is the link there are still bugs with this
1 you can only go from bottom to top so id have the games in a folder with the folder being starting with the lewest letter in the alphabet
2 you have to kinda hold the 2 buttom to enter the directory as shown in my video, games work fine with this once in the actual game
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May 3rd, 2008, 01:43 Posted By: wraggster
Linkinworm has released a variant of Rin the Gameboy emulator for the |Nintendo Wii, Heres the details:
Reboot Rin Mod
hi all i made another version of RIN useing the code that squidman gave i have implemented it into rin because it was rather annoying having to get up
when in a game press L_trigger then the reboot option
thanks to squidman for relaesing the code
implemented by me linkinworm
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