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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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December 14th, 2007, 19:42 Posted By: Shrygue
via Games Industry
Although Nintendo has not made any official announcement, the Wii has now passed the total cumulative sales of the GameCube in Japan according to sales data released by Famitsu.
Famitsu reports that the Wii has now sold 4,025,356 units in Japan.
According to the most recent data released by Nintendo, the GameCube has sold 21.66 million units worldwide as of September 30, 2007. 12.88 million units were sold in the Americas, 4.02 million in Japan, and 4.76 in other regions.
MediaCreate's sales data differs from Famitsu, but still puts the Wii within 100,000 units of the GameCube. At the rate that the Wii has been selling in Japan, it should take only a few more weeks to surpass total GameCube sales.
The Wii was launched in Japan in 2006; The GameCube was launched in Japan in 2001.
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December 14th, 2007, 19:40 Posted By: Shrygue
via Games Industry
In a conference call, Nintendo of America president Reggie Fils-Aime announced a new program addressing the shortage of its Wii console.
Under terms of the program, consumers who purchase a Wii console through GameStop in December will be guaranteed delivery of the system by the end of January.
A year after its launch, the console remains in short supply.
Jim Silver, editor in chief of Toy Wishes magazine and an industry analyst, said it was unusual for an in-demand product to remain so hard to find for so long.
"It's pretty amazing," Silver told The New York Times. "By a year later with hot items, inventory usually catches up."
James Lin, a senior analyst at the MDB Capital Group in Santa Monica, California, estimates that Nintendo is leaving USD 1.3 billion on the table by not having enough supply to meet the demand.
"They could easily sell double what they're selling," he said.
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December 14th, 2007, 07:40 Posted By: wraggster
Newly Released Today:
features
Players feel a real sense of tension thanks to the Wii remote: select a block, push it, pull, tap or twist it!
There’s a wide variety of game modes for short or long challenges.
Experience single and multiplayer fun offline and online, including reality-defying modes: glue the blocks, unleash the little monkey, etc.
description
JENGA®, a famous license for family and friends, is the unpredictable, quick playing, tactical game that combines suspense and risk-taking, where mounting anticipation comes to a crashing climax. With sophisticated physics, intuitive console controls and a multitude of play options (single and multiplayer) Jenga® - World Tour contains all the fun of the class IP play with a wealth of possible modifications, power - ups and twists that are only possible in videogame.
http://www.play-asia.com/SOap-23-83-...j-70-2e9e.html
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December 14th, 2007, 00:33 Posted By: wraggster
Well it seems some fantastic news has just been found out for all Wii Owners, it seems that Datel are to release a new version of their SD Media Launcher with support for the Latest Wii Firmware which means that All GameCube Homebrew Will again work perfectly on the Nintendo Wii.
A great day for Emulation and Homebrew fans for the Nintendo Wii:
Heres what Grimm posted
From Daniel Leese, concerning the SDML
Dear Sir
Further to your email I have been informed today that we should be expecting the completed discs either today or within the next few days I can only apologize for the delay but I will arrange for a replacement disc to be sent to your self once they are available.
Regards
Daniel Leese
Technical Support
I advise everyone who purchased one of these discs to write support@codejunkies.com
DIGG THIS
Buy UK SD Media Launcher/US SD Media Launcher
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December 14th, 2007, 00:15 Posted By: wraggster
News from Neoflash
NEO TopToyDS (TTDS) history
Folder structure:
chs - Chinese simplified
cht - Chinese traditional
eng - English
Usage:
Unzip the exactly menu file,and copy all of files and folders to root directory of TF.
Note:
Cheat libary only support english and chinese simplifiled version in currently.
[v1.06] 2007-12-05
* fixed some bugs of cheat code
* support chs/cht/eng 3 languages
[v1.06A] 2007-12-13
* fixed some bugs of cheat code
* update the cheat code to the last version (thanks brakken)
User menu: http://www.neoflash.com/forum/index....ic,4697.0.html
download: http://www.neoflash.com/forum/index....ic,4728.0.html
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December 14th, 2007, 00:13 Posted By: wraggster
News from Neoflash of the final specs of their latest flash cart for the Nintendo DS:
more info: http://www.neoflash.com/forum/index....ic,4697.0.html
the NEO TopToy DS Final SPEC:
* Slot-1 1:1 Original small size
* Build in passme function
* Not need patch, just need drag and drop, then plug and play
* Support all roms, compatibility = 100%
* Support homebrew app & game, auto DLDI patch in memory
* Support moonshell MP3/Movie player
* Support cheat code function, more fun now
* Support 4-class brightness adjust in menu (NDSL only)
* Pure hardware save, never lose data
* Automatically detect and generate save type
* TF menu core upgradeable
* Supports FAT/FAT32, works on any OS
* Supports any TF card speed without any lag in the game
* Built-in power-saving function
* User friendly skin able interface. Touch screen or button operation
* Supports skin DIY
◇Support normal TF and SDHC, up to 4096GByte.
◇Support soft reset in the game
◇Support wireless multi-player (WIFI Game)
◇The save data can use in NDS Emulator directly
TTDS support SDHC,up to 32GBYTE (256GBit)! The game speed without any slow down.
order here: www.IC2005.com
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December 14th, 2007, 00:08 Posted By: wraggster
Noda has posted news and screens of his Game for the DS coming soon:
As part of my course of computer graphics this year, it was necessary to carry out a project related to the field so ... Knowing we could propose its own subject, so I chose tater hardware 3D for the DS
The basic idea is to have a ball, we moved in a kind of maze, to accomplish a goal in a limited time (not very original in principle, but I found it in the middle of an annoying ... at the beginning I thought of a Falldown 3D)
The project is to pay for December 20, and in this case it is almost finished, but to say that as it is more a technical demo a game (for the moment .. .)
So I do a lot mumuse, here at the moment which is managed:
- Physics engine for the ball, which manages the moment a space in 2.5 D (collisions 3D will come later)
- 3D dual screen, with the choice mode continuity (1 single large screen) or 2 different views
- Skybox for the global environment
- Simulating light spot
- Projected shadows and cut through the stencil buffer
- Porting gluSphere ()
- Motion blur on the ball
- Display 2D over the scene (always using the hard 3D)
- MP3 music and sounds managed by the SA lib (made in passing)
- Bonuses and special pieces (I leave you surprised by the effect of "mushroom")
- 1 level alone for the moment (though the system of links and data structures are ready) ...
The scene of screen 2 is run by approximately 35% of cpu, knowing that there is still room for optimization, so I add a few what belongings ...
Otherwise where it becomes interesting is that I will continue this project for a course of the 2nd session called "project" Sympa, the courts in Canada
So what will be a priori added:
- Level editor!
Environment-map on the ball, I also tried to manage spécularité with a kind of décal (spécularité hard being limited and very ugly, it's gouraud and not phong ...)
- And various elements vary for contriuber to wealth levels (and make the game a minimum interesting ...)
- Passage of the physics engine in 3D real
- Bump mapping? Ca me try Well, faudrai I captures Payk to find out how he managed ca ...
- New items (see below)
http://www.playeradvance.org/forum/s...504#post162504
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December 13th, 2007, 23:41 Posted By: wraggster
News/release from Noda:
I talked for a while on the Shan, is finally here! For now reserved for coders libnds / uLib / no lib (but ThomasS has already done work with the PALib ...) and those who are still under DKP r20, it brings with great ease the possibility of playing mp3 almost "free" and sounds with a priority system and effects, all with the possibility of sounds surround (pseudo)
Having the good fortune to have been able to accomplish in my tutorials image a project on NDS (cf Marble, topic to come ...), I took advantage of going to encode this small lib her well practical ...
Without further ado, features
* MP3 engine:
- mp3 is decoded on the arm7, so use nearly no CPU time on the arm9
- stereo & surround modes available (surround works even for mono mp3s)
- up to 44Khz/stereo/96Kbps, though I recommend using 32Khz/stereo/80Kbps max, which is enough for the DS and works great with up to +25%/-100% pitching
- support real-time pitching (changing the playing speed of the mp3)
- support real-time volume and panning change
- the mp3 can be paused and restarted
- the mp3 can be set to loop automatically
- support playing from RAM and streaming from FAT or EFS
- you can disable the mp3 engine if you want, to get 2 more channels
* Audio engine:
- can use the whole 16 DS channel or only the first half (so you can use an external mod player, for example)
- support standard or surround/fx mode (16 channels in standard mode (-2 if mp3), 8 in surround/fx mode (-1 if mp3))
- simple sound playing using a priority system: if no channel is available, stop a sound that has less priority than the new one to play it, or skip it if all sounds have more priority.
- possibility to reserve a particular channel so it won't be used in the channel pool by the priority playing system. You can then manage the reserved sound channels manually.
- surround or pseudo-reverb can be activated per sound (works great with mono sounds)
- support real-time volume, panning and pitch modifications for each sound
- support sound looping
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December 13th, 2007, 23:36 Posted By: wraggster
Xdelusion a buddy of ours from the Dreamcast Scene posted this news for fans of Doom Mods on the DS:
I put some early examples and tests up here:
http://starwarslegacy.net/StarWarsDS.aspx
They do not represent the finished project, but do show a bit of what is to come.
As you can see I managed to get 3D floors working on the DS without Slow Down. Also I have included a couple sections with translucent walls that can not be walked directly up to, and therefore do not slow down the game much if at all.
These levels are not textured propper as I will wait to do that last before final release, also the enemy lay out in the Space Station Argento test is random as I merely dropped a few in there for something to do while roaming around the level. Also I've not finished the Deh/Bex coding for the enemies and weapons yet so not everything is acting as it should yet, and since the gfx and sounds are not yet complete some things are still DOOM, but I think you get the idea.
Also the Mach 1 demo is ment to show off how I intend to put the player in many situations that can not be resolved by fighting, but by refering to other means for escape, so in this level in order to escape the approaching Mach 1 droid, you have to run down the hall way only to find the door locked, but if you shoot the panel (Return of the Jedi), the door flies open.
I hope to include little things like that, and bits of comedy that pay homage to the films, and most of all the books which far surpass anything that has been put to screen!
P.S. This runs betters on my GBAMP v2 than my M3 Simply for some reason, though both are fully up to date. So I think Wintermute was correct in saying that shady DLDI code might have an effect on crashes.
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December 13th, 2007, 23:31 Posted By: wraggster
Orionjones over at Playeradvance posted this release in their forums
Heres the super cool google translation:
Mot Mot Motus - The popular game "Motus who occasionally switch on France 2.
Hello everyone,
So now, my current project focuses on the well-known game "television Motus.
Heres whats new
- Updated the problem validation letters before there could be 5 letters around in yellow and red, so the biggest bug.
- Changing fx during validation letters and words, because the sounds were too low.
Time-divided by 2 during the validation of each letter, to optimize the time for the beginning of words.
- Coming up: The spell checking ... hopefully.
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December 13th, 2007, 23:27 Posted By: wraggster
News/release from Sepro:
I'm very proud to present my very first game you can actually call finished. It's a little rubik's cube sim for the nintendo DS. It features a fully 3D rubik's cube that can be rotated using the stylus, put it on one block and slide to the next block. rotate the entire cube using the D-pad, L and R can be used to zoom.
I've tested it on a ezflash V, if it works or doesn't work on other hardware I would like to know. Other suggestions and/or comments are welcom.
Best regards,
Seb
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December 13th, 2007, 19:37 Posted By: Shrygue
via Eurogamer
Konami has broken down in front of everyone and confessed to how the DS and PSP versions of Pro Evolution Soccer 2008 work and when they're out.
According to the Japanese publisher, people like you will be able to buy both of them in Q1 2008, with PS3, 360, PS2 and PC versions already on the market.
The PSP version is said to have "a lot in common" with the PS2 version, including tournaments and leagues and a new World Tour mode "wherein users are set a series of challenges as they tour the globe".
A full Edit mode is in there, and the data-sharing element now allows you to swap Master League, League, World Tour and Cup Mode data between the PSP and PS2 versions so players can "continue building their team while away from their home system".
Meanwhile, the DS version has Exhibition, Penalty Shoot-Out and Konami Cup, a World Tour variant and a network mode for four-player multiplayer games.
You can also swap players with friends and collect coins to buy the world's best players perhaps like Fernando "Liverpool have their very own Thierry Henry" Torres.
So look out for those in Q1.
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December 13th, 2007, 19:33 Posted By: Shrygue
via Computer and Video Games
In its only worthwhile update in weeks (Nintendo must be running out of options menus to screenshot) the official Smash Bros Brawl website has updated with a really cool Mario Kart stage seen briefly in previous trailers.
It looks a similar to the F-Zero stage from Smash Bros. Melee (and while we're at it, where the pish is Captain Falcon?!), placing combatants in the middle of a busy race track where the occasional Shy Guy racer will come tearing down the middle of.
There's a bit of confusion at the moment surrounding when exactly we're going to see the character brawler in Europe (Its omission from the Q1 release schedule doesn't mean its been delayed, Nintendo told us) but we can at least assume we'll have it before the snow falls in 2008. Hopefully.
Screenshots here
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December 13th, 2007, 19:28 Posted By: Shrygue
via Games Industry
The MD of Rising Star Games, Martin Defries, has responded to criticism levelled at the company following the announcement that forthcoming title No More Heroes would differ in content to the US edition.
According to earlier reports the version of the game released in the US will include a higher level of blood and gore effects in the combat – something which some took to mean that the game was being censored in Europe.
But Defries has told GamesIndustry.biz that those claims are wide of the mark, because the European edition will be identical to the one just released in Japan, localisation notwithstanding.
"There are two versions of No More Heroes that are going to be published in the West," he said.
"Ours, which will be drawn down from our parent company, Marvelous Interactive, which is directly from the Japanese iteration of the game, and there will be a version in the US that is a full-on gore, beheadings, dismemberment…and it seems some confusion has come to the fore in the past few days as to which version Rising Star Games will publish.
"Why the decision [to add in additional gory detail to the US release] has been made is a difficult one for me to comment on - that's a Ubisoft decision for the North American market.
"We've always drawn down our games from Japan, we tailor them in language, in text and audio, and nothing else."
A joint statement issued by the game's designer Goichi Suda (better known as Suda 51) and Marvelous Digital president Yahsiro Wada reads as follows:
"First, let me say how honoured I am that everyone in Europe is expecting No More Heroes. The sales point of this game is action. Both I and Wada san have concentrated on making the best possible action game for Nintendo Wii.
"We have chosen to release in Europe the same version as has shipped in Japan considering the broadly growing Wii market. We are certain you will definitely enjoy playing it."
Rising Star Games will publish the European edition of No More Heroes in February 2008, while the different US edition will be published by Ubisoft.
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December 13th, 2007, 04:29 Posted By: TeenDev
Here's the newest version, 1.1.
New features include skinning support! The only bug now is the no GBA booting when booted from the GnM. If you really need to try to boot GBA when used as bootme.nds, you can boot from DSOrganize. R4/M3 Simply skins may be used with little modification. See Skinning.txt in the 'fshl' directory.
This does NOT run Commercial ROMS!!!
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December 12th, 2007, 23:44 Posted By: wraggster
News/release from MonkeyNZ
Here's an early christmas present, will be releasing the code once I've made a few more changes and cleaned it up a bit.
This is an unofficial build of the Win2DS client and server, both the client and server have been updated
with new code to enhance the speed and quality of the service.
Changelog:
---------
client - updated code to compile with devkitpro r21 and dswifi 0.3.4
client - optimised wifi code to greatly speed up throughput
client - can move zoom screen with keyboard active
keyboard - exit key now works correctly
keyboard - lower screen updates disabled to enhance keyboard responsiveness
server - mouse control now works perfectly with zoomed screen
server/client - increased accuracy of touch screen aligning with mouse pointer
server - changed scaling algorithm to halftone colors for much higher quality fullscreen image
Wifi Hints:
----------
Dont use channels 0 or 1 as the wifi libraries have a weird bug which doesn't let these channels work
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December 12th, 2007, 23:41 Posted By: wraggster
News/release from Eponasoft:
Nicoco73 and I have both been working on new movie formats for the DS, since no one seems to be able to understand Moonshell's pasta-code enough to put together a working DPG playback library (seriously, that source tree is a mess!). My offering is EMC, the Eponasoft Multimedia Codec. It is still a working prototype, but it is mostly functional.
http://www.eponasoft.com/EMC.zip
This zip file contains a demo application that uses the format, and a conversion tool to make EMC files. Both contain complete source code, the demo application is coded in straight C and requires PAlib, the conversion utility is coded in Visual Basic 6 with Service Pack 6 applied. It is released under a BSD-like license, the license details are included. Note that the conversion tool is basically a complex frontend for several other tools, which can be obtained from the URLs listed in the documentation.
There is a minor timing problem with the format, and I'm not yet sure if it's in the sampling size or somewhere in the demo code. Any assistance in hunting down this glitch is greatly appreciated.
PLEASE read the documentation before using, as it covers a great deal of information. I spent quite a long time writing it and tried to cover everything. If there's something not covered by the documentation though, feel free to bug me.
Also, there is one minor error in the playback function...on line 46 of the sourcecode, you will find the line
PA_LoadJpeg(0,pixBuf) ;
which needs to be changed to
PA_LoadJpeg(screen,pixBuf) ;
to function as documented. I discovered this bug while implementing the playback library in one of my many projects.
Finally, if you want to try it out right away, I made a conversion of one of my favorite music videos, "Nymphetamine" by Cradle Of Filth. Download here:
http://www.eponasoft.com/nymphetamine.rar
Rename the file to outfile.emc and put it in /dev/video so the demo program can find it.
Enjoy!
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December 12th, 2007, 23:25 Posted By: wraggster
Alex has released a new version of his excellent Puzzle games collection for the DS, heres whats new:
The bug that was freezing Galaxies in mode '10×10' and some little graphic bugs have been solved.
The loading screen has been a little been improved.
Lib 'dswifi 0.3.4' has been integrated.
If you're upgrading an (not so) old version of PuzzleManiak, take care to not delete your scores files (the one that end with .sco in the pzmk folder).
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