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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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January 7th, 2008, 00:15 Posted By: wraggster
nikarul posted this:
Hey all,
Awhile ago I started working on a simple DS tile editor that runs on the DS. I haven't touched it in awhile, but I decided to go ahead and release the source code after updating it to compile and run with devkitARM r21.
I got it to the point where I could edit simple tiles and display them on the top screen as a hardware tile (or tiles, depending on the view mode) and save/load tiles to SRAM. It also has basic undo/redo functionality, as well as the ability to view consecutive tiles to see how their borders match.
The user interface is very primitive so be sure to read the README for how it works. It doesn't have any way of editing the palette yet, so its usefulness as an art tool is limited, but I'm hoping someone might find it a useful base to work off of if they are interested in extending its functionality.
You can find it at http://digitalbytes.net/projects.php#dusted
-Michael
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January 7th, 2008, 00:08 Posted By: wraggster
News/release from Noxneo:
Chroma is an interactive application inspired by "The Colour Game," directed by the artist Joe Mc Kay, which was Set in 2003 at Smack Mellon Gallery in Brooklyn and in 2004 Berkshire Museum. (Link to the author's site).
Originally this "game" was for 2 player, however, due to technical limitations of the DS (try to play
2 persons simultaneously on a touch screen) it is the moment for a single player (and loses the coup
Part of its initial originality). However, a solution may be found in the future.
This game is played on DS with a SUpercard, R4 or equivalent device. For those of you who do not,
You can still use an emulator as no $ gba (download here) to play, opening the file. Nds.
On the screen are willing higher forms of color, and on the lower screen push buttons. The player
Control the color of a form by using the pushbuttons 3 (each controlling a component (red, green, or blue)),
Aim to reproduce the second color. A small margin of error is present at the beginning, which will decline with the game in the final version.
Here, it can be adjusted through the triggers L (drive less) and R (harder). Everything on relaxing music, Oxygen 3 Jean Michel Jarre.
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January 6th, 2008, 12:35 Posted By: wraggster
Moose At Play have updated Laser Hockey DS. Heres whats new:
We have put up a build with a couple more updates.
Internal build: 0.2.0
* We have a nice looking title screen with a single button for Practice which just launches the same old game with no way out.
* Added a real player two paddle, it's blue.
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January 6th, 2008, 11:45 Posted By: wraggster
The Virtua Peanuts team have released a new hoomebrew app that when you touch the touchscreen tells you the coordinates of where you touched, good for testing your screens fully working i suppose ;D
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January 6th, 2008, 11:22 Posted By: wraggster
Falafel has posted his first homebrew game for the masses, heres his release news:
hello everyone!
Well this is my first homebrew game
It's a 2 player game you can play during boring lectures ^_^
the objective is to get to the goal on either side of the field (the one with the moving cube in your colour is the one you have to hit)
and if you hit a point where you hit another line you "bounce" and you can put down an extra line.
if the screen goes red, red player wins.
green is the same but (guess what?) green player wins
and blue means your stuck and noone wins (or whatever you want to happen anyway)
press B to restart
Have fun!
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January 6th, 2008, 03:10 Posted By: wraggster
Via drunkencoders
A major release of Patater's DS programming manual is here!
This manual now covers additional aspects of Nintendo DS Programming including multiple sprites, multiple backgrounds, multiple palettes, the touch screen, Slot-1 devices, and more. The manual's case study has undergone a significant rewrite and covers more ground than ever before.
Are you excited?
(I used to be.)
http://patater.com/manual
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January 6th, 2008, 03:08 Posted By: wraggster
Birslip has posted a great looking game for the DS, heres the release info:
On the composition of drunken coders, I made a little game, which is a little void, but that is 3D, maybe it compensates? Well, the story is not there, you embody a character that responds on behalf of Uummarmiut (I can find worse name!), Which must seek its Christmas gift itself (what sadness ...). In short, under this concept a little corny did not conceal much, there are a dozen levels at which you Face fir, ice, bears and even yétis! With always with the idea to collect all gifts.
Some practical information anyway:
Move the stylus to move the guy
Up or X for the sauté
Cam left / right or double click to launch balls
Select Start, or to take a break
What's more you can change the difficulty, by clicking on "options" at the outset. In terms of music, they are not really me, I have bitten on I do not know what flash game then I bidouillé. The graphics is almost the same, the models come from the excellent egoboo Thursday except the tree and cubes (), but by contrast textures were made by myself (which explains a lot of things). I tried to make essemble fairly consistent, I hope I arrived, if not too bad!
I will distribute the sources, but as usual, I must comment and that j'enjolive parts. Well, if j'oublis do not hesitate to remind me!
Regarding bugs, there are probably, but not that prevents play. Good game!
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January 6th, 2008, 02:50 Posted By: wraggster
Sephiroth_FF7 has released a new version of his rather cool looking Ghostbusters game for the Nintendo DS.
GhostBustersDS
The remake of the game with the same name
ALPHA
This game is a port of the game GhostBusters released on various platforms, the graphics are taken mainly from the version Sega Master System. The elements of the game are not quite the same, I took a bit of all versions and add my personal touch.
5/1/08 Version 0.7
3 opportunity to catch different city in the 3rd.
Display lyrics at the start of Thursday
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January 6th, 2008, 02:47 Posted By: wraggster
Alex has released a new version of his excellent Puzzle game collection for the Nintendo DS, heres whats new in this latest version:
PuzzleManiak is a port of the marvelous
Simon Tatham’s Portable Puzzle Collection
on Nintendo DS.
27 games integrated: Tents, Dominosa, Mines, Bridges, Light Up (aka Akari), Pattern (aka Picross), Net (aka Netwalk), Untangle (aka Planarity), Sudoku (aka Solo), Galaxies, Slitherlink (aka Loopy), Blackbox, Mastermind (aka Guess), Map, Filling, Solitaire (aka Pegs), Sixteen, Fifteen, Slant, Rectangles, Netslide, Samegame, Unequal, Flip, Inertia, Twiddle and Pyramid (adaptation of Cube).
Support of graphic themes
Daily challenge downloadable via wifi
Score submission via wifi
Global ranking computed from all scores submitted available on NDS/Website
Game translated into 7 languages:
English
French
Italian
Spanish
Brazilian Portuguese
German
Dutch
Version 3.6’s changelog:
- Fix bug in Mastermind (thanks stephen for having found it)
- Fix bug in Again/Undo button detection
- Fix bug in themes management => a maximum of 7 seven graphic themes are managed now, if you’ve more themes installed, they won’t be accessible in the game’s theme management.
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January 6th, 2008, 02:43 Posted By: wraggster
A.A. van Zoelen has posted a screen and info of his latest project for the Nintendo DS and it looks awesome
Heres his latest news on the subject
Progress is going quiet well with Ports of Call DS. So good even that i descided to put a little teaser online of the progress.
The game mechanics are in place and the basic elements such as trade and travel can be done. What is still left open is banking and map events. When i am finished with those parts i know how much memory is still available for sound effects and music.
http://85.150.216.22/blog/
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January 6th, 2008, 02:20 Posted By: wraggster
via joystiq
GameTrailers shows three Japanese Super Smash Bros. Brawl commercials made of in-game and animated footage. We know you Smash fans have been shaking since Nintendo pushed back the fighting title; let these clips deliver your Nintendo-fighter fix before the February 10 North America release. (Japan gets it at the end of this month, while other territories have to wait even longer.)
Keep your eyes peeled for random Nintendo background characters; that's our favorite game-within-the-game.
http://www.gametrailers.com/player/29404.html
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January 5th, 2008, 17:48 Posted By: wraggster
Jeff has released a new version of his Rogue clone for the Nintendo DS and GBA, heres whats new:
Happy New Year!
* Golden tridude is reflective as intended.
* Soul suckers now have encyclopedia entry. (Richard Quirk)
* I had forgotten to update the non-classic tilesets with some approximations of the new tiles. This has now been done.
* Creatures blown into something that kills them will no longer cause a crash.
* Fire elementals boiling water, falling in the resulting pit, and dying, will no longer crash.
* New ring: polymorph control; along with the required intrinsic. If you have polycontrol, you can chose the form of any creature you have slain.
* Creatures with polycontrol will try first to become their most evolved form. If they are already that, they'll stay the same, unless they figure they are close enough to death a polymorph might be worth a shot.
* Wand users that are almost dead may decide to zap themselves with polymorph in hopes of a better roll.
* Mini icons are flipped when moved to the off-hand. Most notably, the bow will point away from the character in all cases. The handle for the off hand has also been made symmetrical to the main hand so a symmetrical mini-me will work as expected. This required a two pixel change to the mini-me icon. (Akoi Meexx)
* Restarting the game would not delete any of the items in creature's inventory, leaking memory. This was very apparent during stress tests causing the DS and GBA to quickly run out of memory and PC based systems to eventually run out of MOB ids.
* Killing yourself with Acid Splash will no longer crash.
* Creatures who revert to normal form after teleportitis, auto-searching, being blown by the wind, boiling water they stand on, will no longer crash.
* Creatures reverting to their normal form from their own fireball will no longer crash.
* When in look mode, clicking will scroll to that tile and give a brief description. Clicking the current tile will end look mode and give the long form description. (Richard Quirk)
* Three more maps.
Leech the right version:
Gameboy Advance [382k].
Nintendo DS [735k].
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January 5th, 2008, 17:44 Posted By: wraggster
Brakken has posted more news of the Hardware addon for the Gamecube thats gives the ability to replace the DVD Rom drive for a IDE Hard Drive.
A very interesting piece of hardware indeed and perfect for homebrew, theres no eta on when it will arrive but screens can be found at both tehskeen and mirrored via Comments
My question to all Gamecube Owners is Would you buy one ?
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January 5th, 2008, 17:30 Posted By: wraggster
News/release from Abcd1234:
Welcome to the home page for my port of NetHack to the Nintendo DS. The goal of this project is to create a port of NetHack for the DS utilizing the unique features of the DS to create an easy-to-use NetHacking experience. I think I've succeeded in that goal. I'm probably wrong.
Features
An unscaled, scrolling map view on the lower screen, which can be interacted with using the touchscreen.
Minimap, message, and status information rendered to the top screen.
Support for 16- and 256-color BMP tilesets, including non-rectangular tiles (tiles must have dimensions which are a multiple of 8, e.g. 8x8, 8x16, etc).
Support for text mode, with optional full color and IBM graphics.
Popup command window for easy access to the full command set.
On-screen keyboard for text input and extended commands.
Keys are almost completely configurable.
Support for both left- and right-handed modes.
Save and restore.
Sleep mode.
News
Version 1.16 Released.
Allow users to bind commands to individual chordkey presses (note, you can't bind combination presses, and commands are activated when the key is released).
Added support for binding run and fight movements (movements prefixed with 'g' and 'F', respectively).
Added the 'cmdkey' option, which lets the user define the key used to open the command window.
Added 'keyhelp' option which controls whether the bindings are shown on the screen (default is now off).
Added HELPLINE1 and HELPLINE2 directives. These take key lists, which determine which keys appear in the key help, and in what order.
Moved minimap colours into a palette file (minimap.pal).
Properly ignore all input when in sleep mode.
Various commands which didn't show a prompt now do (eg, wear, take off, eat, etc).
Fixed a bug in the default X keymapping. ie, it actually works now (the default was mistakenly set to "o," instead of just "o").
Fixed a bug where dismissing the "Toggle Option" key binding submenu without selecting anything would cause a crash.
Fixed a bug where responding to the "Press A…" prompt would result in the action bound to A getting executed.
Fixed keyboard colours, and changed the palette to plain text.
Regarding the keymapping code, the new cmdkey option adds interesting new possibilities. For example, by switching the cmdkey to 'start', you can free up both shoulder buttons for chording:
OPTIONS=cmdkey:start
CHORDKEYS=r,lIt's interesting to note that the 'lefthanded' option is somewhat unnecessary now, as the same thing can be achieved with cmdkey and CHORDKEYS. However, I've left it in for backward compatibility, and it results in the L and R keys being swapped.
Note, make sure you copy over kbd.pal and minimap.pal from the distribution archive to your /NetHackDS directory (assuming you don't just unzip straight over the old copy)..
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January 5th, 2008, 17:26 Posted By: wraggster
NightFox has released a new version of colors for the Nintendo DS. Heres the release info:
Hi!
Game is almost completed. Only rest wait for definitive music, some test for bugs and do the savegame to file (i'm little lazy today to do this, and minor graphics corrections (game title screen, credits, etc) Now game ends at 25th level (or if you fill the screen and gets game over). Keep in mind the important thing in this game is earn the maxium score posible using the combo system.
Oh yes, i added 7 bg's and bgm's, they switch every 4 levels and 1 special for last level
Hope you enjoy it
See readme for instructions and adition credits about free sound, mp3 and space bg's i used on my game
Regards
Fox
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January 4th, 2008, 23:19 Posted By: wraggster
Kukulcan has released a smart looking game for the Nintendo DS with a space theme to it, heres the translated info:
A simple adaptation of the principle of Flash game to the DS does not motivating me, I took my time to find several ideas and to reach this version.
The game:
The goal is simple, it is necessary that each color or balls in the right area to finish the level. This is a dire blue balls in the bottom of the screen and the red balls in the top of the screen. The transition zone between the 2 areas is the black area.
I added options to choose the size of the ball (8x8, 10x10, 12x12, 14x14 or 16x16), and 5 levels of speed for moving balls, each can set the game following his desires.
Orders
START = Exit
PAD Left / Right or Motion DS = Move the black zone
R = Music (yes / no)
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January 4th, 2008, 19:47 Posted By: Shrygue
via Kotaku
Wow, it hasn't been a good week for the New York Times.
Turns out that New York Times story didn't just mix up the DS and PSP's features, oh and misspell Reggie's name twice, it also screwed up what exactly was downloadable to the Wii as a full-blown game and what was just for demos.
That's right, according to Nintendo, the Wii will NOT be able to transmit or download full DS games. Apparently the New York Times confused DS demos with WiiWare titles. So you can download full on Wii games (which we knew), but only wireless DS demo games (which we also knew).
From Nintendo:
An article about the Nintendo DS video game system in the Dec. 31 Business Day section of the New York Times incorrectly referred to future capabilities of the device. The statement that complete Nintendo DS games will eventually be able to be downloaded into the device via a wireless connection with the company's Wii game console is incorrect. Users can download games to play on Wii, and, in the future, the Nintendo DS will be able to receive demo versions of some DS games from Wii, but not the entire game. The demo will be erased once the Nintendo DS is turned off.
Good lord, that's four mistakes in one story, five if you include the correction to the correction they had to run. A new record?
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January 4th, 2008, 19:47 Posted By: Shrygue
via Kotaku
Wow, it hasn't been a good week for the New York Times.
Turns out that New York Times story didn't just mix up the DS and PSP's features, oh and misspell Reggie's name twice, it also screwed up what exactly was downloadable to the Wii as a full-blown game and what was just for demos.
That's right, according to Nintendo, the Wii will NOT be able to transmit or download full DS games. Apparently the New York Times confused DS demos with WiiWare titles. So you can download full on Wii games (which we knew), but only wireless DS demo games (which we also knew).
From Nintendo:
An article about the Nintendo DS video game system in the Dec. 31 Business Day section of the New York Times incorrectly referred to future capabilities of the device. The statement that complete Nintendo DS games will eventually be able to be downloaded into the device via a wireless connection with the company's Wii game console is incorrect. Users can download games to play on Wii, and, in the future, the Nintendo DS will be able to receive demo versions of some DS games from Wii, but not the entire game. The demo will be erased once the Nintendo DS is turned off.
Good lord, that's four mistakes in one story, five if you include the correction to the correction they had to run. A new record?
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January 4th, 2008, 19:34 Posted By: Shrygue
via Computer and Video Games
Today's Virtual Console update comes in the form of Harvest Moon, the farm simulator that somehow makes chopping trees and growing vegetables more fun than it should be.
Available for 800 Wii points, Harvest Moon puts the player into the role of a young farmer who is put in charge of his late Grandfather's farm. Over two years, the player must develop the farm, get married and have children.
Which all sounds like the most mundane, mind-numbing bore fest we could possibly think of, but somehow it all adds up to a fun, addictive little game.
Even so, look to the Virtual Console next week, where we're hoping Nintendo return to releasing three titles in each update.
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