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January 16th, 2008, 18:04 Posted By: Shrygue
via Computer and Video Games
Sheik, Zelda's alter ego in Legend of Zelda: Ocarina of Time, has been confirmed as a playable character in the upcoming Super Smash Bros. Brawl.
For those who can't remember (like me - Zeldapedia is lifesaver sometimes) Zelda passed herself off as a male Sheikah in the N64 classic.
Sheik joins an already eclectic cast of characters from a game that earned a perfect score from Japanese gaming bible Famitsu, making it just the 7th game to earn such an accolade in the history of the mag.
In Super Smash Bros. Brawl, Zelda can transform in Sheik by triggering her down move. With Needle Storm, Chain and Vanish powers, she sounds like she can hold her own, although we have no idea what any of them do.
Whether Sheik is just Zelda in disguise or in fact the transformation of Zelda into a man is debated in fan circles.
The screenshots of the Smash Bros version imply Sheik is all woman, but apparently Smash Bros isn't canon in the Zelda universe, so the debate shall continue alongside other important matters like how tall Bowser is and whether Luigi is gay.
Screenshots
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January 16th, 2008, 18:00 Posted By: Shrygue
via Computer and Video Games
Nothing good can come of this. Not content with plaguing the PSP and PS2, Jackass the Game is on its way to the Nintendo DS sometime this year.
Jackass is a free roaming adventure title that attempts to mimic the TV shows banal stupidity and nauseating stunts like a fifteen old delinquent whose only life goal is to appear as a human fireball on YouTube.
In a gross misjudgement of the appeal of the franchise, we're told you can customise your character with a "near limitless combination of customizable items and outfits." Clearly there's the appeal for the DS audience right there.
You can also raise your characters attributes like a RPG levelling system and battle your friends in a multiplayer mode. If you have any, that is. Which you won't obviously, if this is the sort of thing you waste your money on.
If that doesn't paint you a mental picture, then check out the screenshots that show off the quality of writing in the game. Our favourite is a tie between the farmer guy who asks you to eat crap and the chap in the helmet who appears frozen in mid sentence, presumably because he's too stupid to remember what he was trying to say.
"Everyone's favorite group of 'asses' are back," reads the official release. They're right about one part of it, anyway.
Screenshots
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January 16th, 2008, 17:19 Posted By: wraggster
Today has seen a new release of ScummVM for many systems, heres a description first followed by the news for this release:
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.
Todays release news:
ScummVM. Do you hear it? Do you smell a new version? It's now here. And as usual and regularly, it is packed with tons of new features. Hold on, and take a look at the list:
Support for the FREEWARE adventure Lure of the Temptress (available for download here)
Seven other new supported games: I Have no Mouth, and I Must Scream, Elvira 1 and 2, Waxworks (Amiga version only) and 3 Sierra pre-AGI games for children
Two newly available ports: iPhone and Maemo
Support for the Mac version of The Legend of Kyrandia and the Amiga version of Nippon Safes
Better support for Sierra AGI games
Improved support for modern 64-bit systems
Support for FLAC encoded music in Broken Sword 1 for the purists among you
Better support for non-English versions of games, including eastern languages
Sound compression for SAGA games
Heres the release notes:
New Games:
- Added support for Elvira: Mistress of the Dark.
- Added support for Elvira 2: The Jaws of Cerberus.
- Added support for I Have no Mouth, and I Must Scream (demo and full game).
- Added support for preAGI game Mickey's Space Adventure.
- Added support for preAGI game Troll's Tale.
- Added support for preAGI game Winnie the Pooh in the Hundred Acre Wood.
- Added support for Amiga version of Waxworks.
- Added support for Lure of the Temptress.
New Ports:
- Added iPhone port.
- Added Maemo port for Nokia Internet tablets.
General:
- Added ARM assembly routines for code in the sound mixer and SCUMM video playback, resulting in some nice speedups on several ports.
- Improved the way keyboard input is handled internally, resolving some odd quirks in some game / port combinations.
- Added optional 'confirm exit' dialog to the SDL backend.
- Added support for TiMidity++ MIDI server.
- Added DMedia MIDI driver for IRIX.
- Improved detection of new game variants and localized versions.
- Completely reworked internal access to files. (GSoC Task)
- Added option to delete games from the list with Del key.
- Added support for "~/" prefix being substituted by $HOME in paths on POSIX systems (Linux, Mac OS X etc.).
AGI:
- Added support for AGI256 and AGI256-2 hacks (GSoC Task)
- Added support for Amiga menus and palettes (GSoC Task)
- Better support for early Sierra AGI titles
AGOS:
- Fixed crashes related to OmniTV playback in The Feeble Files.
- Improved work on 64-bit systems.
Broken Sword 1:
- Added support for FLAC encoded music.
Kyrandia:
- Added support for Macintosh version.
Parallaction:
- Added support for Amiga version of Nippon Safes, Inc.
- Many bugfixes
Queen:
- Added support for Adlib music.
- Added missing music patterns playback in Amiga version.
SCUMM:
- Added subtitle skipping (via '.' key) in older games which didn't have this feature so far (e.g. Zak, MM, Indy3, Loom).
- Added support for Chinese COMI.
- Better support for eastern versions of games.
- Various fixes for COMI and other games.
- Added support for original save menus (browse only). Use Alt-F5 to activate.
- Added support for Spanish version of NES Maniac Mansion.
- Better support for German version of C64 Maniac Mansion.
- Fixed bug with cursors in Windows versions of Humongous Entertainment games.
SAGA:
- Added support for compressed sound effects, voices and music.
Touche:
- Added workarounds for some glitches/issues present in the original game.
WinCE Port:
- Switched compilers again. Now using cegcc ( http://cegcc.sourceforge.net/).
- Plugins now supported for WinCE (but not used in this release).
- Redesigned 'Free Look' action, mainly for the lure engine's requirements.
- Smaller optimization setting to counteract the growth of the executable.
- Various bug fixes.
GP2X Port:
- Support F200 Touchscreen
- Various fixes to input code
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January 15th, 2008, 20:29 Posted By: wraggster
cuicui666 has updated his Japanese learning app for the Nintendo DS:
Version 0.5a (2008 January 14): ------------ * Renamed Japanese Training.txt --> README.txt * Fixed bug for hard difficulty * Sound is now ok on R4 and M3
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January 15th, 2008, 20:13 Posted By: wraggster
The CMP Group, organisers of the annual Game Developers Conference, have announced that Nintendo will be hosting three sessions at this year's event.
The first session will cover the development of Wii Fit, Nintendo's new balance-sensing peripheral and game. "Wii Fit: Creating a Brand New Interface for the Home Console" will be presented by project lead Takao Sawano, presenting the philosophical and cultural ideas as well as the practical challenges of bringing the title to life.
Another session - "Planning the Wii Menu: From Pre-Launch to WiiWare" - will outline the challenges Nintendo experienced in building its online portal. It will be presented by Takashi Aoyama, team leader for Nintendo's Network Group.
The third Nintendo GDC session will be the first postmortem of a major 2008 title - "Building Characters: The Super Smash Bros. Brawl Postmortem." Presented by developer Masahiro Sakurai, a veteran of Kirby and Smash Bros., the session will focus on what worked and what didn't work integrating a variety of characters and online play in adapting the game to the Wii.
This past October, the release date for Brawl - which Nintendo originally promised for Christmas 2008 - was pushed back to February.
According to a recent statement on the game's official web site, Super Smash Bros. Brawl has now been delayed until March 9.
http://www.gamesindustry.biz/content_page.php?aid=32133
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January 15th, 2008, 20:08 Posted By: wraggster
So, we got some more information from Patrick Goschy so he could set his story straight, and were surprised to learn he still had the original prototype controller! According to Goschy, he really has no plans -- or standing -- to sue Nintendo, since Midway owned all of his patents, and as far as he can tell, Nintendo bought the patents from Midway, since Nintendo references one of the patents in its application for the Wiimote. Apparently he just wants the recognition: "I just wanted to people to know. Wanted the truth to come out. Did this 8 years ago, and the Wii has been such a huge deal, I wanted the truth to get out there. It wasn't these two or three Japanese guys that came up with this thing." His guess is that Nintendo saw the video demo he did -- which was seen by hundreds of employees of Midway -- and probably payed a pittance for the technology, thanks to Midway's mismanagement. Right now Goschy is doing engineering consulting work to pay the bills, and when asked if he could take a few shots of his controller alongside Nintendo's, told us that he "can't afford a Wii." He's going to do a redo of the original video -- hopefully with pants this time -- if he can scrounge himself up a working Dreamcast.
http://www.engadget.com/2008/01/15/e...e-controllers/
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January 15th, 2008, 18:51 Posted By: Shrygue
via IGN
Are you still a ways off from finishing your quest in Blue Dragon on the Xbox 360? Then you'd better stop reading now, as this story is full of mega spoilers!
Are you sure you want to continue?
Okay, here goes!
The latest issue of Famitsu has a tiny update on Blue Dragon DS, the sequel to that Xbox 360 RPG that you've hopefully finished if you're reading this. While still a bit on the vague side, we were able to extract a few new details.
Blue Dragon DS takes place a year after the events of the original. As per that game's ending, the world has split in two and is comprised of a bunch of little cube-shaped mini worlds.
Shu's portable adventure begins when Zola and King Jibral come upon an evil shadow emerging from one of the cubes. Jibral sends Shu and friends out to investigate.
As previously announced, gameplay in Blue Dragon DS is real time strategy as you control an army of shadow-wielding troops against an army of enemies. Shadows are the key to your success, as they have special attacks that can deal simultaneous damage to multiple enemies.
You'll find a few new shadows in the game. While everyone returns from the original, you'll also be able to make use of three new shadow casters: King Jibral, Zabo (the robot villain from the original) and Unchi. That's right, Unchi, the poop-shaped enemy from the original, is now a playable character and he and his shadow look alike.
The Feel Plus developed Blue Dragon sequel will hit the Japanese DS in March. Hopefully by then we'll have gotten a more specifics on the game.
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January 15th, 2008, 18:26 Posted By: Shrygue
via Computer and Video Games
Sam & Max is NOT confirmed for Wii, the adventure series developer Telltale has said in response to an announcement from JoWood that it's on the way to Nintendo's console.
"While it's no secret that we want to bring Sam & Max to the Wii - and it is something we're actively pursuing - we don't have any official news right now", a Telltale spokesperson has said.
"When we're in a position to confirm that we'll be porting Sam & Max to the Wii, we'll make an announcement about it."
In a press release, publisher JoWood said yesterday: "One of the next projects: As Sam & Max adventure of the year, chosen by the readers of the German computer game magazine 'PC Games, Sam & Max will soon also for Nintendo Wii to hunt criminals".
Telltale's Sam & Max games are adventure titles that have been released in episodic form on PC. Starring a dog and rabbity thing as detectives, it's currently in its second season.
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January 15th, 2008, 18:13 Posted By: Shrygue
via Computer and Video Games
Perhaps in an effort to appease fans disappointed with news that Brawl has been delayed again, the daily update reveals a new stage.
Dubbed the 'Distant Planet', the screenshots look like they could be taken straight out of a Wii Pikmin game (if only) and the quirky terrain could offer some unique challenges.
With so much to be aware of, we're wondering how difficult it's going to be to concentrate on the important stuff like fighting.
Screenshots
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January 15th, 2008, 18:11 Posted By: Shrygue
via Joystiq
Nintendo of America just sent word that the US version of Smash Bros. Brawl is getting another delay, albeit much shorter than the last one. Instead of February 10, Brawl is now expected to come out one month later on March 9. The reason, according to Nintendo, is that "development is taking slightly longer than expected." The official US Smash Bros site has already been updated to reflect the change, as well as include a brief note of apology.
The Japanese SSBB site also notes that Brawl is delayed one week in the region, from January 24 to 31. Europe's release date is still TBA 2008.
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January 15th, 2008, 18:08 Posted By: Shrygue
via IGN
The folks behind Baten Kaitos and Xenosaga may be Nintendo property now, but they're still working with the Bandai Namco Group. According to the latest issue of Famitsu, Monolith Software is developing Super Robot Taisen OG Saga: Endless Frontier. The game will be published in Japan by Banpresto this Spring.
In Endless Frontier, you play as a bounty hunter called Hawking Browning who's out to... well, we're not sure what his goal is, but at least he's surrounded by chicks! Joining Hawking on his journey are the female android Ashen Brade, the heroine Kaguya Nanbu, and the princess Suzuka.
Outside of the human (and humanoid) characters, the game will feature robots -- not too surprising, since it's a Super Robot game and all. While Famitsu couldn't get confirmation from producer Kouji Ishitani and director Soichiro Morizumi, it appears that the Super Robot characters will act as your enemies.
Gameplay details are a bit scarce right now, but it is known that the game will feature random battles. Hawking and his party face off against enemies on the bottom screen using a battle system that allows for devastating combos through simple button presses.
The game will also have a world map which you traverse as you explore the Endless Frontier, a territory that is said to be closely connected to the Super Robot Taisen OG world in some way. We're not sure how much RPG-style exploration you can expect, though, as a screen in the magazine shows the player selecting their next location from a menu.
Given the Spring release date, we expect to hear a lot more on Endless Frontier in the coming weeks, so stay tuned for further details and hopefully first screens.
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January 15th, 2008, 18:00 Posted By: Shrygue
via IGN
Pokemania shows no sign of letting up. Today in Japan, Nintendo announced the latest entry in the franchise, Pokemon Ranger Batonnage.
This new entry in the Pokemon Ranger series will bring the exploits of the Pokemon Rangers back to the DS. You once again take control either a female or male Pokemon Ranger and capture Pokemon by drawing circles around them with the stylus. Pokemon that have been caught accompany you on your adventure and can be used to clear obstacles.
While the details are admittedly scarce, we have a few screenshots that should speak many thousands of words. A Japanese release for Pokemon Ranger's return is set for March 20. Expect an international release to follow.
Screenshots here
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January 15th, 2008, 17:59 Posted By: Shrygue
via IGN
Did you import Wii Fit over the holidays? Do you find your knees aching after a few days of heavy digital workouts? Or maybe your feet don't agree with the cold of your hard wood floor, so you haven't been using the title regularly.
Hori has the solution to complete your Wii Fit experience. The peripheral maker announced today the Wii Fit Mat.
Officially licensed by Nintendo, this green mat is meant to be placed beneath Wii Fit's balance board. At 4mm thickness, it helps absorb the shocks from a heavy workout. And with 1,830mm of length to work with, you'll never again have to directly touch the floor!
The Wii Fit Mat will be released to Japan in late February at a cost of 3,280 yen [£15 or $30].
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January 15th, 2008, 17:36 Posted By: Shrygue
via Eurogamer
Factor 5 has said it will mark its return to developing for Nintendo hardware with a fancy new Wii game.
President Julian Eggebrecht spilled the beans to IGN, revealing development was already underway.
Factor 5 made a name for itself with the Star Wars: Rogue Squadron series that started on N64 back in 1998. No help from Wikipedia, promise.
Eventually it broke onto the GameCube in 2002 with Rogue Leader, and we jumped up and down and sang and danced and awarded it a meaty 9/10. Third game, Rebel Strike, not so much.
Recently Factor 5 also disappointed us with the good looking but monstrously shallow and repetitive PS3 outing Lair, the one where you ride around on dragons and kill things.
Details on its Wii plans are non-existent so far, although we know it will not re-use old technology and probably maybe theoretically squeeze lots of performance juice from the hardware.
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January 15th, 2008, 00:40 Posted By: wraggster
dominik81 has posted a fantastic release for the Nintendo DS, heres the release info:
Here it is, the very first sneak peak at my Nintendo DS port. While it looks pretty much the same as the last screenshots I posted, a lot has changed internally and it is running much smoother now. Through the elimination of the wasteful _chatmessage_backup (a 440KB global variabl ) it is now possible to load bigger maps, up to 128x256.
Other notable changes are:
- based on r11844
- maps up to 256x128 running (but saving only works for 64x64 right now)
- saving and loading works
- in openttd.cfg you can define a path where your data resides
- loading time greatly reduced from 45 seconds to 15 seconds
- rewritten the blitter to free 96KB of main RAM
Some serious bugs still remain:
- pathfinder crashes
- open road station gui, then click on road depot icon -> crash
- station gui crashes / not displayed correctly
To get it running you probably need to DLDI patch it. I have a R4DS card which takes care of patching by itself. Please report any bugs / hardware issues here.
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January 15th, 2008, 00:32 Posted By: wraggster
News/release from Vaccha
Introduction:
This is a puzzle game. There is a grid of 3 columns and 3 rows. And there are 9 images with 3 shapes and 3 colors. On the right are the next 3 images (from top to bottom). You place the top image into a blank cell by touching the latter. Then a line with certain patterns will disappear and you score. The goal is to score as high as possible.
Line rules:
Vertical, horizontal and diagonal lines with the following patterns will disappear and you score.
1. Same shape and same color.
2. Same shape and distinct colors
or same color and distinct shapes.
3. Distinct shapes and distinct colors.
Score rules.
1 line: 1 point
2 lines: 4 points
3 lines: 27 points
4 lines: 256 points
Legend:
1. Question mark: Help.
2. Grid: new game.
3. Right images: the next 3 images, top to bottom.
4. High: high score.
5. Score: current score.
6. Number: number of images placed.
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January 14th, 2008, 23:59 Posted By: wraggster
Lazyone has posted a new release of his Mac Emulator for the Nintendo DS, Heres the release info:
This should work with most homebrew devices, I cannot guarantee
all of them since a few have broken DLDI drivers.
You can test your driver by following the instructions here:
http://dldi.drunkencoders.com/index....g_instructions
Thanks to everyone who helped me out with this, it’s been such
a long time though I don’t remember everyone.
If you did help out in some way please comment or email me
so I can update the post/zip with a list of credits.
About documentation:
If you sent in documentation but it’s not in the zip there
is a good chance I lost it.
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January 14th, 2008, 23:55 Posted By: wraggster
News/release from Neopiro
Hello, it was doing last night's game with cars 3d "misleading" (you can see the thread and the demo for this forum) where to go to sleep, I think I would like to have a flashlight in ds, since the menu the supercard, is fine, but the bottom, being black does not give all the light that could give and for the stairs without turning on the light to not melestar anyone, is going very well.
Well, this is the first version and the latest ^ ^ so I just hope you enjoy it and I comenteis that you think.
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January 14th, 2008, 23:51 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
Many minor fixes in this version as I continue the quest for polish. I am also proud that I have my first attempt at a Mac version: OSX only, of course, but I think I made a Universal Binary. Mac users will recoil in horror at it being a tar.gz - I know there exists this magical .dmg that will settle your hearts, so please elucidate!
* "You are too big to swap" has two os in the first too. (David Damerell)
* Many encyclopedia typo fixes. (David Damerell)
* Wands that fizzle now conjugate "fizzle" according to the wand rather than the zapper.
* When you learn the charges in a wand, there is no longer an incorrect article prefixing the wand name.
* [DS] Now using devkitPro r21 rather than the hybridized version. Thanks to Richard Quirk for finding the work around and sending me code.
* [DS] Thanks to Richard Quirk's patch, POWDER should consume less power when waiting for a key press.
* [DS], [SDL] Paged text will now show the background all the way to the edges of the window rather than being cut off at the GBA's resolution.
* When items teleported, their location in the map array wasn't being updated, allowing them to be potentially accessed after being deleted.
* Cancelling autopickup after already picking one item up when there is a thing to eat no longer causes you to eat said thing. And, incidentally, potentially killing you if said thing was a slug corpse. (Brendan)
* "The fighter foobar's death" will now auto-capitalize Foobar.
* [DS] Save locations are now specified with absolute paths so it doesn't matter where the actual POWDER executable is. (Johnboy554)
* [DS] The output of POWDER on the DS is saved to /data/powder. This is also used for reading - graphics tiles must now be in /data/powder/gfx. This should keep your flash card clean and (apparently) this matches the standard homebrew definition. If you want to keep your old highscores, move the POWDER.SAV into the aforementioned directory. (Phillip Conrad)
* Backspace key on the virtual keyboard is a double key to accomadate the fact it is too compact. (David Hong)
* Wearing multiple pieces of artifact armour with attack boni will increase your chance of doing an armour attack. This means it is beneficial to add more attack armour rather than it only being wise to only equip the most powerful.
* bmp2c and bmp.cpp both now properly handle non-Intel endianness. (Ben Hjelt)
* Icons are now present on SDL builds and in the windows .exe. I also think that, thanks to Richard Quirk's help, they'll be present in the DS in Moonshell, but I haven't been able to verify.
* A wand once again crumbles into dust rather than crumble.
* An interesting graphical upgrade. Monsters and items are now on a separate layer from the terrain. This means they can be drawn transparently on top rather than always being black bordered. This is made optional as the default tiles are not optimized for this look - you can turn it on with the Opacity option of the Options menu.
* One more room.
The Windows version is shipped with the SDL .dll. You may replace this .dll with the latest version. POWDER conforms to section 3 of the LGPL: you can download a tarball of the SDL code here or directly from http://www.libsdl.org.
Leech the right version:
Gameboy Advance [382k].
Nintendo DS [735k].
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January 14th, 2008, 23:39 Posted By: wraggster
The next release for Wiideo Center is ready for download!
From the changelog (since the last major Version 0.3.0):
- added support for image-based (.iso .img .bin) playback of DVD/VCD
- added support for vob files (no language/chapter selection though)
- added new picture mode for slideshows
- added subtitle support (.srt subtitles)
- added support for chapter selection in videos
- fixed minor problems for video playback
- about-dialog implemented
- added "-systray" flag for startup in minimized mode
- added setting for custom http-port
- added setting for auto-update feature
- added manual update check
- improved segment handling
- added .flv support
- improved utf-8 support (for non latin1 languages)
http://tyrael.homeip.net/wiideo_center/index.html
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