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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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March 15th, 2008, 20:09 Posted By: wraggster
All this week, UK games development site Develop has been running a series of articles under its 'WiiWare Week' banner, analyzing developer's affections for, and the potential success of Nintendo's upcoming WiiWare digital distribution platform. Most revealing is the claim that Nintendo has been secretly 'waging war' on the likes of Sony and Microsoft by capitalizing on frustrations over cuts to the Xbox Live Arcade royalty rate (down from 70% to 35% for any game making under $4m in revenue) and talking up the service's access to a wide audience to win over development support. It features commentary from both established developers (such as David Braben, creator of Elite, and Scott Orr, creator of Madden) — and indie teams (developers of new WiiWare games Pop and Gravitronix) making launch games for the service.
http://games.slashdot.org/article.pl...8/03/14/231244
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March 15th, 2008, 11:30 Posted By: wraggster
Updated release from MorganDS:
Here is v0.3 of graphDS. I added parametric and polar graphing. Everything else is the same as in the previous release, but now you can press Mode to switch between graph modes while on the graphscreen. Here are the defaults for parametric and polar graphing:
tMin = 0;
tMax = 6.283185307;
tStep = .05;
thetaMin = 0;
thetaMax = 6.283185307;
thetaStep = .05;
Currently, you cannot change these defaults, but eventually I will add capabilities for changing the window, etc.
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March 14th, 2008, 23:56 Posted By: wraggster
News/release from abyssahx
A simple game where you have to align 3 bullets of the same color to make them disappear, originality comes from the fact that there are 4 of a sudden bullets and what all do not fall in the same direction ...
Fotograf*as:
(Score appears well on DS)
History:
Version 0.1: 14/03/2008 1st release
How to play:
Move the balls with the pad or the stylus.
Relacher bullets with A or L
When bullets are removed, try to touch the pen to earn a few points more.
Touching one of the 2 bonus icons on the top left of the bottom screen to turn the table of balls to get out of bad situations
Other information:
This is my first dev for DS, then it is not necessarily very elaborate!
It remains to be done:
-- Find a correct name
-- Sound Management
-- Management bonus in the event of "combo"
-- Create a screen title
-- Add a little entertainment at the balls
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March 14th, 2008, 23:43 Posted By: wraggster
Primary school children will be told to play Nintendo before classes in the morning as part of a drive to improve their learning ability.
A 20-minute burst of the 'brain training' exercises on Nintendo's DS console at the start of the day apparently improves performance in maths tests by as much as 10 per cent, according to a Scottish study.
The scheme, backed by Scottish education authorities, will be introduced across 16 schools following a pilot in Dundee which found that a daily session of Nintendo's 'More Brain Training with Dr Kawashima' game improved students' concentration and behaviour, as well as their maths results.
If the trial is successful, the £120 console – which David James once blamed for breaking his concentration in front of goal – may be introduced more widely as a learning aid. Learning and Teaching Scotland (LTS), the body responsible for curriculum development, said.
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“The initial pilot project that used the Nintendo DS and Dr Kawashima produced fascinating results," Derek Robertson, a development officer for 'games-based learning' at the LTS, said.
“Not only was there a marked and significant improvement in attainment in mental maths but there was also an improvement in concentration levels, behaviour and self regulation in the learning process.”
Over a 10-week period, students in years 5 and 6 at St Columba's Primary played a series of 'brain training games' – including reading tests, problem-solving exercises, and memory puzzles – for 20 minutes in the morning when classes began.
In a maths test at the end of the trial, their performance improved by an average 10 per cent, and the time to complete the test also dropped from 17 minutes to 13 minutes and nine seconds.
Some children halved the time it took to complete the test while either maintaining or improving their score, the study found.
The scheme will now be widened to 16 schools in the Western Isles, Dundee, East Ayrshire and Aberdeenshire, where students will take part in another 10 week trial, observed by Her Majesty’s Inspectorate of Education and researchers at the University of Dundee.
LTS has bought 480 Nintendo DS consoles at a cost of £34,000, which will be distributed to students in the morning when classes start and collected when the exercises are completed.
The students will not be allowed to take the devices home.
"LTS is committed to exploring and developing new technology to support learning and teaching in the 21st century," Mr Robertson said.
"Game-based learning can provide dynamic and culturally relevant contexts that engage, motivate and challenge today’s young learner.
In 1997, David James, then the Liverpool goalkeeper, said the reason he'd let 3 goals through in a match against Newcastle United was because he had played too much Nintendo beforehand. "I was getting carried away playing Tekkon II and Teamraider for hours on end," he said.
http://technology.timesonline.co.uk/...cle3552834.ece
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March 14th, 2008, 23:37 Posted By: wraggster
News/release from Masscat:
Flickbook is an animation toy for the Nintendo DS.
It allows you to create an animated film by drawing a series of frames.
Flickbook requires a DLDI device with write support, so patch in the normal way.
What comes after 0.2.1?
A preview of release 0.3 is what.
You can get it here.
Changes:
256 by 192 sized frames
256 colours
saves to /data/Flickbook
get to name films (no more film_a, film_b)
a palette editor
selectable past and future onion skinning of 1 to 3 frames
get a nice warning when exiting without saving
change to the flickbook.xml format
lots of internal changes to the way Flickbook works
You cannot load films from earlier version into this version. I may put a film converter into the Java export app.
Why the preview?
There is a little bluish button on the right of the screen that does not do anything yet.
There have been lots of changes to the way Flickbook works and I would like any feed back on problems. You may want to backup the contents of your flash card before using (just in case).
The Java exporter application needs updating to support the new flickbook.xml format and I need a working DS app to provide me with some test material.
How to use?
Changes to control from version 0.2.1:
You will be prompted for a film name if you select the new film button. Enter a name and press the on screen return key.
Onion skinning is now setup using eight buttons near the top left of the screen. The two middle blue buttons clear any past/future onion skinning. The buttons to the left and right of these setup 1,2 or 3 frame onion skinning.
To delete the current frame touch and hold the delete button (minus sign next to the playback/frame control buttons). A second delete button will appear just above this. To confirm the delete slide up to touch this second delete button and release the stylus from the screen. Releasing the stylus any where other than the second delete button will cancel the delete.
There are four colour select buttons. The one that looks like an eraser always selects the background colour. You can assign any of the 256 colours from the film's palette to the other three. Touch and hold any of the colour select buttons to be taken to the palette editor. The lower portion of the palette editor shows and allow you to select colours from the film's palette. You can edit the colours using HSV H, S, V and RGB R, G, B sliders. Select a colour select button and then select the palette colour to assign it that colour.
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March 14th, 2008, 23:34 Posted By: wraggster
News/release from asiekierka
WireWorld DS is a DS port of a cellular automation under the same name.
So far it has:
- basic WireWorld implemented
- editor builtin
- clear/clear electrons
- settings, some more settings!
- a title screen
Well, it's my first DS homebrew.
About WireWorld
WireWorld has 4 states:
space - represented by black
wire - represented by gold
spark - represented by red
tail - represented by blue
Spark changes to tail.
Tail changes to wire.
Wire changes to spark if it's surrounded by 1 or 2 sparks.
Even with so simple rules, it's able to implement many stuff in it.
Changes:
+ - added
- - removed
* - modified
/ - bugfixed
! - important
Quote:
0.5a:
. fixed the thread a bit
/ fixed the annoying map uninitalization bug
* modded the title screen a bit
+ now you can toggle between slow/normal motion on the touch screen
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March 14th, 2008, 23:21 Posted By: wraggster
Newly released:
Do you want to play games with your favorite Disney characters? You can do that with Disney Friends. Interact with characters from The Lion King, Winnie the Pooh, Lilo and Stitch, and Finding Nemo. This game uses voice and touch to control the actions and emotional behaviors of the characters. You can have many adventures with Stitch, Dory, Simba, and Winnie the Pooh. You can even relive memorable film environments and moments. Nurturing and positive values are encouraged, such as caring and responsibility.
http://www.play-asia.com/SOap-23-83-...j-70-23gu.html
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March 14th, 2008, 20:01 Posted By: Shrygue
via Eurogamer
BioWare has confirmed some old friends will be making a comeback in DS RPG Sonic Chronicles - whether you like it or not.
"I think maybe the challenge there, if people are not as excited about having the friends, is making them worthwhile, making them a good part of the game," studio manager Greg Zeschuk told MTV.
"They're not going to be gimmicky. They're not going to be side things. It is actually a core part of the gameplay mechanic. It's actually, we think, going to revitalise the love of the Sonic friends, especially Big the Cat."
According to co-founder Ray Muzyka, it's all about choice - as with all BioWare games. "The choice is moment to moment; it's in the story, it's within your exploration. It's also within your choice of companion characters and sidekicks. You're going to have a different experience in BioWare games depending on who you bring with you."
So what about the fact many people hate all of Sonic's stupid friends, especially that moronic mutant fox? "One of the things we're trying to do is make people feel something, an emotional attachment. And it could be dislike. Dislike is an emotion," Muzyka said.
"If you provoke that kind of emotion and you're trying to provoke that, it's a good thing. Provided you allow players to enjoy the experience throughout. Hopefully they like some characters. Hopefully they dislike some characters. And if we can bring that and maximise that, it'll be really fun."
Great. Sonic Chronicles is out later this year.
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March 14th, 2008, 19:58 Posted By: Shrygue
via IGN
Nintendo's Virtual Console is this week singing to the tune of gunfire, with two classic shooters available for download in the UK.
First up is Super R-Type, the SNES entry in Irem's long-running series of glacially-paced side-scrolling shooters. It joins the TurboGrafx version already available on the Virtual Console, and is best remembered for its crippling slowdown. As such it's not the series most gracious moment – that accolade arguably going to R-Type Final – but it's still a wholesome blast at 800 Wii points.
Also on offer is the NES's take on the arcade light-gun game Operation Wolf which, on Virtual Console, bizarrely neglects to take advantage of the Wiimote, forcing players to wrestle with the standard controller mode. All of which earnt it a spectacular IGN score of '2.0' when it was reviewed stateside earlier this year, suggesting there're better ways to spend 500 Wii points.
Virtual Console European Releases, March 14
NES – 500 Wii Points
Operation Wolf (1987)
SNES – 800 Wii Points
Super R-Type (1991)
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March 14th, 2008, 19:49 Posted By: Shrygue
via Computer and Video Games
Wii Software (aka WiiWare) developers have revealed Nintendo's "secret war" with Xbox Live Arcade, in a series of chats with game dev website Develop.
The developers, who are conveniently speaking under conditions of anonymity, have revealed Nintendo's plans to capitalise on developer's frustrations with Xbox Live Arcade, which recently had its developer royalties slashed in half.
According to Develop, Nintendo has been pitching to studios what it says is a "more flexible" game download service. Allegedly, it's also been plugging the fact that unlike XBLA, Wii Software won't be clogged with retro releases - something goat man Jeff Minter famously threw a wobbly over.
"Nintendo has made it very clear to us that we'll not only be making a better royalty rate from WiiWare games, but we'll also have a better chance of selling games - the service won't be clogged up with the retro titles that have blighted the chances of many independent studios on Xbox Live Arcade," said one studio boss, who didn't want to be named.
Another Wii Software developer added: "Frankly, we're not looking at making games for Xbox Live Arcade because the service is full of shit," pointing at its abundance of retro titles. Big words for an anonymous man.
Wii Software is set to launch in Japan at the end of the month with launch games including Pokemon Ranch, Dr. Mario and Star Soldier R. Yep, no retro remakes there at all.
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March 14th, 2008, 07:40 Posted By: wraggster
via wiibrew
The Twilight Hack is currently the only safe, released way to run homebrew on an unmodded Wii.
Changelog
0.1alpha3a
Correctly loads geckoloader code from USBGecko flash
0.1alpha3
Front SD slot is now supported; SDGecko slot support has been removed.
FAT16 is now supported; you should save your ELF executable on your SD card as "boot.elf".
RZDJ is now supported
Added support for Geckoloader stub: If you have a USBGecko installed and have already run the Geckoloader program to install into flash, then the Twilight Hack will try to load that stub if it does not detect an SD card.
Installation
You will need:
1x Wii
1x SD card, formatted as FAT16
1x copy of The Legend of Zelda: Twilight Princess that has been run at least once
1x Computer
1x Some way to read SD cards on a computer
(Optional) 1x or more GameCube controller
(Optional) 1x USBGecko
Inside the zip archive, you will find several savegame files; you will need to choose the correct one based on your version of Zelda: Twilight Princess. The easiest way to check your version is to compare the text string which is on the inner cycle of the data surface with the ones below.
RVL-RZDP-0A-0 JPN - rzdp0.bin
RVL-RZDE-0A-0 JPN - rzde0.bin
RVL-RZDE-0A-0 USA - rzde0.bin
RVL-RZDE-0A-2 USA - rzde2.bin
RVL-RZDJ-0A-0 JPN - rzdj0.bin
If it does not already exist, make a directory called "/private/wii/title/RZDx/" on your SD card; replace "RZDx" with RZDE, RZDP or RZDJ as appropriate. Copy the above file into that directory, renaming it as "data.bin".
Next, take your homebrew Wii executable, and save it in the root directory of your SD card as "boot.elf".
Now, put the SD card into your Wii and turn it on. Go into Wii Options --> Data Management --> Save Data --> Wii. Find your Zelda save, click on it, and click "Erase", and click Yes. Now, go into SD card, and select the "Twilight Hack" save (the icon says "Wiibrew Loader"). Click copy, and yes. Now, go back out of that menu.
Insert Zelda, and run the game. Load file A, and walk backwards.
Explanation
The Twilight Hack works by employing a lengthly character name for the horse in the game ('Epona') in order to facilitate a stack smash. This gets triggered when talking to the man next to you when you start the savegame as he loads the name to use it in his dialog or upon attempting to enter the next zone, before the man talks to you and reminds you to go the other way to get the horse.
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March 13th, 2008, 23:43 Posted By: wraggster
News/release from Phnord:
0xtob suggested I share with you guys this program I've been coding up. I've used his DSMIDIWifi library to build a unique, original MIDI-Controller that takes advantage of the DS hardware in formulating a new instrument - one in which you can essentially "draw music." I am hosting this project at my website - http://www.andrewbuch.com/prog.php
There have been similar products like this before, such as Harmonix's AXE and it's DS homebrew version. However, in this case you actually have full 1:1 musical control over what you are doing.
Here's how it works. You first hit Start to connect to the network. Then set the channel you want to send MIDI on with the X & Y buttons. You then use the D-Pad to set what key and octaves you'll be playing in, choose a scale/mode with the A & B buttons. All of this is explained on the top-screen, and your choices are reflected up top as well.
On the bottom screen you will see a gradient of lines fading from left-to-right, resetting every 7 lines. These represent the notes of the key/scale you chose. For example, if you chose "C3 Major," the leftmost black line is C3, and each black line going right is another C (C4, C5, etc.) All of the gradients in-between are notes from the scale you chose.
To play music, you just draw across these gradients. The pressure of the stylus determines the Velocity of the note, and will also send Aftertouch data while you are holding a single note. The axis that is not controlling pitch can be used to send MIDI CC#1 (Mod-wheel data).
There are a couple of additional features. Holding the shoulder button sends out MIDI CC#64, which is the equivalent to holding the sustain pedal on a MIDI keyboard. You can toggle "modes" with select - as of now, there is a horizontal pitch, vertical pitch, and controller only mode. In controller only mode, it acts as a KAOSS pad - with both axis sending controller data (controllers can be assigned with the D-Pad). Finally, since sometimes note-off messages aren't always received, hitting Start will sweep through all the notes and make sure they're turned off.
Anyway, that's my program. I'm planning on eventually implementing a stand-alone mode which can be used with the DS on it's own, as well as refining the pressure sensitivity (right now it's soley calibrated to my own DS) and possibly adding a rhythmic-filter mode.
Please let me know what you think. I've taken down the source temporarily, but if you want to take a look at it let me know as well. My email is me at andrewbuch dot com.
-Andy
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March 13th, 2008, 23:41 Posted By: wraggster
Updated version of LoneWolfDS Released, heres the details:
This project has begun as a way to learn how to program on the Nintendo DS. After seeing how the DS was used vertically as a book by some famous games, I thought it would be really cool to have some old gamebooks converted on this system.
Unfortunately, due to copyright issues, it was not really easy to find good contents to use as a working base. Then I found the Project Aon site, which offered many books from the award-winning Lone Wolf series, fully converted to HTML by some loving fans.
For those who didn't know about Gamebooks, they were novels which had a nice success during the 80's, and which were allowing the readers to choose their own path by jumping from one numbered section to another, in a fun and interactive way. They were introducing the concepts of inventory, enemies fights, random dice results, and other nice ideas which were the precursors of what we find today in role playing video games.
The philosophy behind the port of the Lone Wolf books to the DS is to let the console handle all the rules related to combats, stats and so on, so the player can be really immersed in the story and doesn't need to bother with the gameplay elements.
For now, only the first volume of the series, called "Flight From The Dark", is available. If people show enough interest in this first book, other volumes will be ported too. So if you find a bug, have a suggestion, or simply want to contact me, please feel free to write to lonewolfds<at>free.fr (replace the "<at>" by the "@" symbol). Any feedback will be greatly appreciated!
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March 13th, 2008, 23:29 Posted By: wraggster
News/release from Massif:
A DS version of the popular Tetra Master card based mini game from Final Fantasy IX.
v0.1
- Quick Play Mode
- Random card selection
- Random AI (needs work)
v0.2
- Added real AI instead of randomly choosing a card and square
- Fixed a bug that allowed you to play a card while holding it
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March 13th, 2008, 22:41 Posted By: wraggster
New from SuccessHK
Yuri and Chelinka are fraternal twins who live happily with their father in a small village, but their happiness comes to an abrupt end when an ancient evil force arrives. Now, with his family shattered, Yuri begins to train so that he can be strong enough to fight when the evil returns. Yuri and Chelinka set out on their quest to find their friends, avenge their family, and heal their world.
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March 13th, 2008, 22:10 Posted By: wraggster
New from Divineo China
This Official Case is designed to offer all-around external surface protection to your NDS Lite without compromising usability. It provides the maximum protection for your console against everyday hazards and scratches while allowing easy access to all buttons and ports. It molds perfectly to the console's shape to highlight its beauty while providing full access to all controls.
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March 13th, 2008, 20:36 Posted By: Shrygue
via Computer and Video Games
PC gamers and handheld players will have to wait two weeks longer than originally anticipated for the PC port of Assassin's Creed and the DS spin-off, Altair's Chronicles.
Both originally dated for February, Ubisoft previously delayed them until March 28, only to now move them further back to April 11.
Speculation suggests that they may have been pushed back to fall into the fiscal year of 2008-2009, but no explanation has been reported by Ubisoft so far.
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