|
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
|
April 30th, 2008, 00:21 Posted By: wraggster
Donkey and Didi have a huge fight one day because they cannot play a duet on their Kongo drums properly. Even Dixie agrees that their performances are pretty poor. To improve their skills, Grankey suggests that the two of them go on a trip and train themselves. Didi is quite taken with the idea and decides to go along with it. Together, the two drummers and Dixie begin their journey to overcome the obstacles in their performing lives.
The games are very simple, just hit the konga drum to the rhythm of the music. The games are for people of all ages. The consist of hit Jpop and anime theme songs that both adults and children are familiar with. Both of the games are developed on the same principals, but the second game is a powered up version with more updated songs than the first game and features a clapping part for the second player.
There are several mini games that allows you to hone your skills, a shopping mall where you spend your chips (money), an Ad-lib theater where gamers can play the kongo drums the way they wish without having to worry about prompts and points, and a hall of fame where the names of the top players and their scores are stored.
We've been able to dig out an old classic that's been unavailable for some time. But that's not all! This package contains the first and second volume of Nintendo's hit rhythm action game Donkey Konga and is coming with a Konga Drum Controller. It is now available at an unbeatable bargain price of US$ 34.90 only. Since it is developed for Gamecube™, it is also compatible with Nintendo Wii™.
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 23:22 Posted By: wraggster
News/release from Izhido:
A new version of Bitsweeper! has been released. Changes include the following:
Built using devkitARM r23 (lots of improvements in the code)
Added the much-needed DLDI support for saving scores in your card. If no media is present, an existing slot-2 card can be used too to save best scores. (This was already present in release 1, but, because of a hideous bug in the code, it didn't work as expected.)
Board cells are truly random now thanks to improvements in current libnds.
Many, many bugs fixed! As of this release, there are no known bugs in the game.
Slight, but noticeable, visual improvements. If you've seen the first release, they will be immediately apparent.
http://dsotaku.drunkencoders.com/
Download and give feedback via comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 22:53 Posted By: wraggster
The Nes Emulator for the Nintendo Wii is the latest emulator to get Wiimote/classic controller support thanks to nullex.
Download and Give feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 21:44 Posted By: wraggster
News/release from vV n eku
Psycho puzzle action shoothemup frequon invader style
We let you guess the game rules (stylus only).
Feel free to leave feedback.
Have fun saving the world from the vile mammoth !
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 21:41 Posted By: wraggster
News/release from Foggles
Hey everybody,
I'm a member of the Student Game Developers club at the University of Virginia, and this spring I was the director of a 3-man project for which I used PALib. The game is Chief Watzon, and it's an action/platformer in which your character can only shoot up (as opposed to the normal, convenient horizontal shooting found in games like megaman).
Controls:
Move left-right with D-pad.
Shoot bombs low with B, high with Y.
Jump with A.
Go through doors with Up.
Hold Up or Down to try to look up or down, respectively.
Press Start to pause the game.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 21:38 Posted By: wraggster
Wintendos an app that looks much like WindowsXP on the DS has been updated, heres the details:
Well, you know what, SURPRISE! Version 0.5 of wintendos comes out!:
- Adding a menu of options for adjusting screen brightness and speed of the cursor when it is controlled by the arrow keys
beug-correction of the cursor: it was hopping when we raised the stylus on the screen, I found the problem and I corrected
_correction of beug of music start: it is launched Moreover, the problem is règlé.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 20:04 Posted By: wraggster
News/release from Ruben Nunez
As it's obvious, this is ANOTHER S3M player. Lol. BUT... different from every other S3M player I've seen, this one takes raw S3M files. It also does a pretty weird interpolation method but seems to be fine: a = ((b << 7) + c) >> 8. Though it can take up room easily, it'll be just find for a one song game like thing. I'm not going to release the source yet until I figure out a few bugs and get the effects working (no effects ATM >.<"). But enjoy for now.
(Song name: The Final Battle - FFIV Advance (an old version I made ROFL))
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 19:55 Posted By: wraggster
An article from Bushing the man behind the Twilight Hack
A lot of stuff has happened lately, and I haven’t written in a while. VC piracy has (as expected) flourished, and we’re still waiting to see what form Nintendo’s reaction will take — at least, I don’t really feel like releasing any code until I see what happens.
So, I’ve stepped back and am working on another problem — well, I was sort of forced to.
Bricks as seen in the “scene” come in two forms — “full-brick” and “semi-brick”. Both are the result of installing updated System Menus from discs that came from other regions. (Tsk, tsk.)
A “full-brick” Wii displays an Opera error message instead of the “warning” screen when the Wii boots — it does not even check the disc drive for a disc before displaying this, meaning it is impossible to fix this using software.
A “semi-brick” Wii is similar, but it allows you to boot the system to the main menu, and play games, etc. However, you can’t get into the Settings menu (to enable WiFi, update the software, etc)
Each region has its own version of the System Menu (1-2). For example, the newest version of the system menu available is v. 288 (NTSC/J), v.289 (NTSC/U), v.290 (PAL). The only difference between those three versions is two different files — the main executable for the menu (a .DOL file, more or less) and an ARC archive that stores compressed versions of the HTML / image resources.
All of this is fine and good, but why put them in separately named directories? (E.g. EU/EU/GER/Setup/ScreenSave.html above)? The path name could always be the same because there are different files for each version.
So, there’s a specific path that the graphics need to sit at. So, you’d think they’d hard-code a pathname like that into the code, right? No…
The code’s pretty hard to tease apart, but they seem to be trying to determine the system region from the SYSCONF file, and then building up a pathname to load like so: sprintf(filename, “html/%s2/iplsetting.ash/%s/%s/ENG/Setup/ScreenSave.html”, region, region, region). This is so silly, because if they had hard-coded the path then the system would have booted just fine.
The code does this in slightly different ways in several places — this has to somehow distinguish the semi-brick case from the full-brick case, although I don’t think that anyone really understands why some people end up with one and not the other.
Still, a semi-brick is better, because it will still boot discs, meaning that there is still some hope for a fix. If you can find a game with a newer version of the system menu in its update partition, then you can run it, and it will automagically fix things. However, this requires a wait of several months until one comes out.
A friend came and asked me if I could help him figure out how to fix a “semi-brick” Wii, manually. All that needs to happen in this case is we need to install a newer version of the System Menu WAD. There are a number of ways to do this, and unfortunately I picked the wrong one.
Marcan had written some test code that can manually load the System Menu, and I modified it to try to patch the System Menu enough to get into the Settings screen by correcting the pathname. My theory was that then we could use that to have the Wii update itself using its own internal code. This had to be safest, right?
Well, now we have:
Looks like I just bricked a Wii. The owner was kind enough to send me the Wii so I can try to unbrick it — this is not currently possible, but I think we now know enough to do it using an external NAND flash programmer and a bunch of software which I need to write.
The bright side of this, if there is one, is that I’ve been wanting to address the “bricking problem” for a long time, and now I have a perfect test subject to work on.
More about my plan of attack in my next post. Enjoy!
full details -- > http://hackmii.com/2008/04/brickmii/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 18:20 Posted By: JKKDARK
via Wired News
No, you can't have another Xenogears, but Sega will give you the next best thing.
This summer, Sega will release World Destruction, a new fantasy RPG for the Nintendo DS created by three key Xenogears alums.
Writer Masato Kato, character designer Kunihiko Tanaka, and composer Yasunori Mitsuda are at the core of the game's development. All three previously worked together in similar roles on the classic Square Enix RPG, and have since gone on to freelance game development careers.
The developer is Image Epoch, creators of the Luminous Arc series of Nintendo DS tactical RPGs.
The current issue of Famitsu shows off plenty of screens of both gameplay and cut scenes. The story revolves around a pair of characters, Kyrie and Morute, who join an underground organization called "Destruction of the World." The goal of said organization is -- you guessed it -- to bring about the end of the world. But for a good cause: humans are enslaved by monsters.
Illustrating just how serious Sega is about this franchise, World Destruction will also be accompanied by an anime series produced by Production I.G (Ghost in the Shell, Blood+).
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 17:17 Posted By: wraggster
ingramb has today released a major shocker for the Nintendo DS Emulation Scene and that is a Neo Geo AES/MVS Emulator for Nintendo DS that he has been working on for a year. Games like windjammers, Metal Slug and Fatal Fury work either perfect of near perfect.
Heres the full details
NeoDS v0.1.0 by Ben Ingram
Website: http://groups.google.com/group/neods
If you have questions, READ THIS DOCUMENT FIRST!!! . If you still have questions, email me at ingramb AT gmail DOT com. I will be happy to help, but possibly slightly annoyed if your question is answered in this document.
INTRODUCTION
This is a NeoGeo AES/MVS emulator for the Nintendo DS. It can run all types of NeoGeo roms with some limitations.
Currently emulated:
* M68000 cpu (cyclone)
* Z80 cpu (DrZ80)
* All forms of NeoGeo protection/encryption
* Graphics
* ADPCM audio
* PSG audio
Not emulated:
* FM audio
* Raster effects
* Multiplayer
* Some timings are not that accurate
FM audio has already been done in jEnesisDS, so it is possible in theory. It will be hard to squeeze it into NeoDS, as both the ARM7 and ARM9 are pretty busy. But I will try. Most of the graphics in NeoDS are drawn with textured quads. Emulating raster effects using this method would require more polygons per frame than the DS is capable of (as far as I can tell). It may be possible to emulate raster effects using the DS 2D hardware, but there are lots of reasons why this would be difficult.
USING THE EMULATOR
Required:
* Nintendo DS (lite)
* DLDI compatible flash card
First, you need to patch NeoDS.nds for your DLDI flash card (NOTE - not all flashcards require patching). See here: http://chishm.drunkencoders.com/DLDI/index.html. Please don't email me for help about this, there are plenty of places online that explain how this works.
Next you will need to convert some NeoGeo roms (mslug.zip for example). You also need a bios rom (neogeo.zip). NeoDS uses the same rom sets as MAME, so make sure your games work in MAME before proceeding. Put all the roms you want to convert along with the bios together in a folder. Copy NeoDSConvert.exe into the same folder. Run NeoDSConvert, and it will convert all the NeoGeo roms in that folder. The converted roms will have the *.neo extension.
Copy the DLDI patched NeoDS.nds, and all the *.neo roms into the root of your flashcard. Run NeoDS.nds. The main menu should load, showing you a list of all the roms on your card. Use the arrow keys to select, and press start to choose. The rom should load, and you should be playing. You can load a rom without audio which will improve frame rate, but you won't get any sound (obviously). Once a game is loaded without audio, the only way to get audio back is to reload the game. Some games will freeze with audio disabled, so be warned!
Controls
[Arrow keys] - Arrow keys
[A, B, X, Y] - NeoGeo face buttons
[Start] - Start
[Select] - Coin
The NeoDS gui is controlled with the stylus.
* Video - Video can be normal or scaled. Normal is a cropped screen. Scaled shows the full screen, but scaled down to fit.
* CPU Clock- The NeoGeo cpu can be underclocked. This can actually make some games run faster! It is easier for NeoDS to emulate a slower cpu, and some NeoGeo games don't use the full cpu power anyway. Experiment and see.
* Screen Off - The lower screen can be turned off. Touch anywhere to turn it back on.
* Load rom - Load a new game
Please report any crashes to me. The more info you can give me, the better. Thanks!
ADVANCED
You can run NeoDSConvert from the command line. In this case, it takes up to 2 parameters.
-bios0 use the euro bios
-bios1 use the euro-s1 bios
-bios2 use the us bios
-bios3 use the us-e bios
-bios4 use the asia bios
-bios5 use the japan bios
-bios6 use the japan-s2 bios
-bios7 use the japan-s1 bios
-bios8 use the uni-bios.10 bios
-bios9 use the uni-bios.11 bios
-bios10 use the debug bios
-bios11 use the asia-aes bios
If there is another parameter, it will be interpreted as the name of the game, as given to MAME. In this case, only this rom will be converted.
For example, pretend you want to convert Metal Slug 1, using the japan-s2 bios. Create a new directory (C:\roms). Copy mslug.zip and NeoDsConvert.exe into C:\roms. To open a command line, click start, select "run...", type "cmd", and press enter. Type "cd c:\roms". Press enter. Then type "NeoDSConvert -bios6 mslug". Press enter.
TODO
* Save states
* Faster M68k cpu core
* Improved stability
* FM audio (?)
* Raster effects (?)
* Wifi multiplayer (?)
* Clean up NeoDSConvert source if I feel like it
TECHNICAL NOTES
NeoGeo games can be close to 100MB in size, while the ds only has 4MB of ram. Graphics, sound, and program code all need to be streamed into ram constantly while the emulator is running. NeoDs uses a modified libfat which has a lookup table to vastly speed up seek times. In the future, slot2 ds ram expansion packs could provide some speed up. But they only have 32MB, so games will still have to stream.
The emulator uses a slightly modified version of Cyclone for the m68k core. The memory handlers are all done in assembly code and integrated into the core. The jump table is also compressed using a series of sub jump tables. This uses an extra arm instruction to decode each opcode, but reduces the .nds file size by ~200k, and improves cache utilization. This seems to give a slight speed increase. My feeling is that cpu emulation is heavily memory bound. I think a smaller m68k core that fit mostly into the TCM could be much faster than cyclone, even if it needed more instructions to execute each opcode.
The NeoGeo sprite graphics are all done with textured quads using the ds 3d hardware. The NeoGeo tile layer is done with a ds tile background. Doing raster effects with quads is possible in theory, but changing quads per-scanline would need way more quads per frame than the ds is capable of rendering. 2d sprites could be used instead of quads, but this has several problems. The NeoGeo can render many more sprites than the ds, so it would take a complex hblank handler to swap them on a per-scanline basis. Also, the ds can only address 1024 sprites at once. This corresponds to 256k worth of vram, which is half what I can get using quads.
The NeoGeo adpcm audio is streamed from the card and decoded in software because the NeoGeo's audio format doesn't quite match the ds hardware format. The NeoGeo PSG is mapped directly to the ds PSG hardware. FM audio would probably have to be done on the arm7. But the arm7 has very little memory, and can't afford any slowdown (or else the audio will be choppy). A faster and smaller Z80 core might be needed first.
LICENCE
The gui code is all public domain (all files that begin with gui). The NeoDSConvert code is all public domain, except where the MAME/zlib licenses apply. The emulator code is free to use for non-commercial purposes. Contact me if these terms don't work for you.
I would appreciate credit/thanks in all cases if you use parts of NeoDs, but it's not required. Also, I would discourage the release of modified versions. If you have useful changes, submit them to me, and I'll put them in the official version, with full credit going to you. If you must release your own version, I would encourage you to release the source. But if you really want to release your own closed source version, I won't stop you (just don't try to sell it).
CREDITS
* FinalDave, notaz for Cyclone
* Reesy for DrZ80
* Wintermute for devkitPro toolchain
* chishm for libfat
* MAME for parts of NeoDSConvert
* Minizip used by NeoDSConvert
* GnGeo, FinalBurnAlpha, MAME, MVSPSP for source code reference
* Charles MacDonald for NeoGeo technical documentation
* Alexander Stante for NeoGeo technical documentation
* Brandon Long for a nice small sprintf implementation
* Everyone who answers questions on the gbadev.org forums
* Let me know if you think you should be here!
HISTORY
Project started Summer 2007
v0.1.0 4/29/2008
initial release
Digg This Awesome Release for the DS Scene
Download and Give Feedback & Compatability Reports Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 05:47 Posted By: DesertDog
Fate/stay night Trial Edition (Abridged for DS) has been updated (ver. 20080427) with the following changes:- Save support
- Additional D-Pad control
- Better navigation
- Updated engine
Fate/stay night Trial Edition (Abridged for DS) is a remake/port of the Japanese visual novel by TYPE-MOON, as translated into English by insani.
The game has been downloaded almost 2000 times, and due to its popularity I felt I should go back and fix/improve, seeing as it was my first ever homebrew project and I've learned quite a bit since then.
Screenshot:
Download and more info:
http://multiple-option.blogspot.com/...-abridged.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 05:37 Posted By: DesertDog
To mark the 4th placing that the first Game Melody Oratorio game received in the Neoflash Spring Coding Competition 2008, I am proud to release the sequel!
Game Melody Oratorio Volume Two teaches more game melodies via a virtual piano. New to Volume Two are:- Ten new melodies: Outrun (Sega), Duck Tales (Capcom), Dr. Mario (Nintendo), Super Castlevania VI (Konami), Streets of Rage 2 (Sega), Double Dragon (Technos), Metal Gear Solid (Konami), Final Fantasy VII (Square), Leisure Suit Larry (Sierra On-Line) and Halo (Microsoft).
- A extra key on the piano (C3)
- New Practice stage (Stage 4 - hidden notes)
- New game mode (Recital Challenge)
- Preview the melody on the Melody Select screen
- Improved flash cart support
Screenshot:
Download and more info:
http://multiple-option.blogspot.com/...olume-two.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 29th, 2008, 01:47 Posted By: wraggster
While most of the cool kids are off whizzing around courses in Mario Kart Wii, the gurus at Force Dynamics are reminiscing about the one that started it all. Apparently the firm has tweaked its 301 motion platform to actually control the kart in the SNES hit, and the rider's chair even leaps up along with Mario, Peach or any other jumping character you choose. Sure, it's missing those absolutely brain-melting Wii graphics (but not by much, if you catch our drift), but we'd probably take a ride in this over an hour with the Wii Wheel any day.
http://www.engadget.com/2008/04/28/f...er-mario-kart/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 28th, 2008, 23:14 Posted By: wraggster
iAmGhost has has released a new version of BatchDPG which is a video encoder for the Nintendo DS:
Heres whats new
BatchDPG 1.56
Removed Force to 256*192 option(Why i made this?)
Added "Keep Aspect Ratio" option
Copy avs file automatically when error occurs(Saved at ErrorLog\ dir)
Removed delay when select media file
Config, Saved List, Langauge files are stored at Settings\ dir
Restricted file extensions for clean view, can add extensions manually by edit Settings\BatchDPG.ini
Show Subtitle file exists at Job List
Download Here and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 28th, 2008, 23:04 Posted By: wraggster
Michoko has released a new version of LoneWolfDS - Flight From The Dark, heres the release notes:
Hi everybody!
I'm pleased to announce a new release of LoneWolfDS v1.4. And the biggest addition is nothing less than a Spanish version!
Yeah, I know, I had said that I would not do any translated version yet, but a guy called NewKuato contacted me some weeks ago, by providing all the book texts already translated. Moreover I must admit I was a bit euphoric because of the LoneWolfDS first place at the NEO compo, so I thought it would be worth a try.
My original concern was that it may take a lot of time to make a localized version, and hell, I was right! Without the amazing help from NewKuato and Urbatain El Clérigo, this project would have never seen the light. Those guys spent hours and hours testing the new translated engine, and I'm still impressed by the huge efforts they put into providing all translations and test reports. With such a great support, this translation has been really a positive experience!
But the second most important aspect is that with all those tests, a lot of bugs and events errors were detected and fixed, both in the Spanish and English version. Hence the new releases in both languages. Moreover, it has also helped stabilizing the engine for the second book (I've already started working on volume 2 too).
So here is the changelog:
Code:
2008/04/27: version 1.4 (Recommended update!)
- Fixed a memory leak during random rolls, making the numbers disappear after many rolls.
- Fixed some vicious inventory bugs.
- Fixed many sections.
- Updated the events handling engine so future books will be easier to port.
- Spanish version! (thanks A LOT to NewKuato and El Clérigo Urbatain!!!)
Before I get spammed with translations requests in all the languages of the world, let me say that I WON'T do any other language adaptations right now! It requires too much work and I prefer focusing on the second book now (so many things to do, so little time). Moreover, only the english and spanish versions are available for free on the net, so I'll stick to them right now.
Have fun!!
Michoko
PS: Please, don't upload the ROM files on any other site, since the Project Aon license requires me to host all projects based on their work on the Project Aon site itself. So please give the following download URL instead: http://www.projectaon.org/staff/frederic/index.php
Thank you!
Ouch, I just found a rather fatal bug in the latest builds (both English and Spanish). I just posted a hotfix on the site.
Code:
Changelog:
2008/04/28: version 1.41 English/1.01 Spanish
- Hotfix which fixes a bug when saving a game without having the weaponskill discipline.
Sorry for the inconvenience, now it should work fine :blush:
Download at the Link Above
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 28th, 2008, 22:57 Posted By: wraggster
Schyzophrenic has posted a new release of Mad City for the DS:
Hello everyone!
This is my first project that I DS you book: Mad City
It is based on the famous (well for me) game "The city hellish" on CPC6128 in 1985 (ca ne nous rejuvenates not all that!)
The goal is to cross a city from south to north in your car. Of course, this is a town unknown and you do not have any plan or GPS!
At each trip, your car consumes gasoline, will therefore stop regularly in petrol stations that run your way. But it will of course pay ... So you stop at banks to withdraw money.
There are other surprises that I let you discover for yourself!
Regarding orders, you use the PAD to choose your direction (Left, Right or Top). And you use for a stop in a building.
I wish you good luck in your quest for exit
Updated 28/04/2008 (evening)
Online version 0.9.1:
-- Fixed display instructions in the wrong language
-- Fixed a memory leak
-- Establishment of the leaderboard real
Updated 28/04/2008 (early)
Well, small wolves I decided (may be with the fatigue you're lucky) releaser of this release.
There were a lot of changes with the previous version, the most obvious is the graphics
In reality, music has to be redone, but in the meantime I leave you this version so you can make the hand over and possibly reassemble bugs me that I could not see!
If you have any comments, please. Once the music added, and all the bugs fixed I libèrerai sources!
Fun (I hope!)
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 28th, 2008, 22:41 Posted By: wraggster
Lopst and Falco have released new versions of the Snes and Genesis Emulators for the Nintendo Wii with Wiimote and new for this version Nunchuck support. So now you can use both Wiimote and Nunchuck for Snes and Genesis Games on your Nintendo Wii.
Download and Give Feedback and Compatability reports via Comments
Let us know how you get on with using both the wiimote and nunchuck.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
April 28th, 2008, 22:33 Posted By: wraggster
The port of ScummVM for the Nintendo Wii has been updated with support for the Nintendo Wiimote.
For those of you who dont know what ScummVM is heres a description
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
next » |
|
|