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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 10th, 2007, 21:05 Posted By: wraggster
Emukidid has released a new version of his Homebrew boot launcher for the GC and Wii:
NTSC users, you will have to use the PAL builds until I work out what's going wrong in libOGC.
v0.2 bugfix
- removed game banner display (buggy)
- improved gcm selection (shouldnt hang)
v0.2
- Added IGR
- Improved speed slightly
- Fixed NTSC/PAL Issues
- SLOTA/B releases
- Display game banner
A program which lets you run homebrew and legally created GC backups via SDgecko.
Usage:
Put .GCM files in a directory called GCGAMES on the root of your SD card.
Boot up the .dol file however you want.
Pop the SD card in slot B
Select a file and enjoy
Compatability:
http://wiki.scorpei.com/index.php/SD...atibility_list
Requirements:
- A Gamecube or a Wii
and one or more of the following
- PSO+BBA (for GC dudes)
- Action Replay + SD CARD
- SDML
- Modchip
Source: Included.
Thanks to:
gc-linux sd code for simple methods on how to use the sd gecko
brakk3n for the backdrop
everyone at tehskeen for the emulators and their sources
libOGC devs for libOGC
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December 10th, 2007, 20:50 Posted By: wraggster
Ant512 has released a new version of his windowing system for the Nintendo DS, heres the release info:
It's been about a month since the last release, so it's about time for another. Woopsi 0.27 is now available on the SourceForge site:
http://sourceforge.net/project/showf...roup_id=207650
Here's a screenshot of the lastest demo:
- Fixes:
- Renamed "font" to "sysfont".
- Moved font includes out of "all_gfx.h".
- Removed font inheritance (problematic with many gadgets).
- Made font an optional parameter in all gadget constructors.
- Removed font from constructors of window border gadgets that do not use a font.
- Woopsi height based on top screen offset instead of an arbitrary number.
- Private class members set to protected where appropriate.
- "Gadget::setBorderless()" now invalidates rect cache.
- Removed "Gadget::removeGadget()" function (request 1846590).
- "Window::createBorder()" sets border focus correctly.
- Window border gadgets base their colour on the parent's active flag rather than by abusing the focus system and their own active flags.
- GraphicsPort was using SCREEN_WIDTH instead of _bitmapWidth when blitting bitmaps.
- Fonts work with const u16* bitmap data instead of plain u16*.
- Woopsi clears its background correctly when a screen closes.
- Gadgets draw only those regions not obscured by children (previously broken by switch to region caching).
- Gradient cache uses new instead of malloc.
- Removed support for external bitmaps from SuperBitmap.
- Renamed Gadget::getRectClippedToParent to Gadget::getRectClippedToHierarchy.
- Making a gadget invisible makes its children invisible.
- Fixed off-by-one error in Gadget::checkCollision() functions.
- Fixed gadget-space to display-space co-ordinate problem in GraphicsPort clipping routines.
- Removed GraphicsPort::clipXORRect() and replaced with bugfixed alternative.
- Various functions in Gadget class now check isVisible() instead of _flags.visible.
- focus() functions ignore the call unless the gadget is not active.
- GraphicsPort will no longer draw to deleted/invisible gadgets.
- Tidied up ambiguities in Gadget::closeChild().
- Gadget::closeChild() function setting the active gadget pointer to top gadget in the stack, but the top gadget could have been the gadget being closed.
- Fixed same problem in Gadget::hideChild().
- New Features:
- Added static system font routines to Woopsi class.
- Gadgets automatically use system font if no font specified (bug 1846003).
- Added "floodFill()" function to SuperBitmap (request 1816931).
- Added "drawBitmap()" function to SuperBitmap (request 1813792).
- Added "newBitmapGraphicsPort()" function to SuperBitmap.
- Added "setFont()" function to Text.
- Split Screen class into ScreenBase, AmigaScreen and SimpleScreen classes.
- Added "permeable" flag to gadgets - if set to "true", child gadgets can be dragged to exceed the borders of their parents (ie. windows can be dragged off-screen).
- Gadget::getRectClippedToHierarchy clips to entire ancestor tree.
- Gadget::moveTo() enforces permeability of parent gadgets.
- Gadget::resize() enforces permeability of parent gadgets.
- Window::resize() enforces permeability of parent gadgets.
- Changed VBL events so gadgets must register with Woopsi to receive them (request 1847147).
- Centralised gadget deletion queue handling into static Woopsi functions.
- Added Gadget::hideChild() function.
- Added VBL counting and static getVBLCount() function to Woopsi class (request 1847147).
- Split Window class into WindowBase, AmigaWindow and SimpleWindow classes.
- Added text output methods with colour parameter to GraphicsPort and SuperBitmap classes.
.
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December 10th, 2007, 20:48 Posted By: Shrygue
via Joystiq
You've realized that they're just picking them at random now, haven't you? Unless the theme this week is "Games With Vowels in the Title," we honestly don't know what the unifier could be. It's OK though, Nintendo, we're more concerned about the games than the themes.
Pokémon Snap (Nintendo 64, 1 player, 1,000 Wii Points): We've long been morally opposed to the whole Pokemon craze. We just can't condone beating animals senseless, locking them in prisons that are 1/10 their size and then forcing them to repeat the cycle of violence. We guess we're OK with Pokemon Snap though, which asks only that you take pictures of the little critters. Also, remember that this version has new Wii features.
Baseball Stars 2 (NEOGEO, 1-2 players, 900 Wii Points): We're not familiar with Baseball Stars 2, but everything we've read about the game appears to be pretty positive. We only wish the Wii functionality could have trickled down here for all the big-screen TV-smashing action that we crave.
Ghosts'n Goblins (NES, 1-2 players, 500 Wii Points): Ghosts'n Goblins is the kind of difficult that other difficult games tell their children about to scare them into behaving. It's a classic, sure, but it's also enough to make you put your fist through a wall. We're sure it's fun if you're really good at it but let's be honest ... you aren't, are you?
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December 10th, 2007, 20:46 Posted By: wraggster
Minishlink posted an update of his Pong game for the DS
Heres whats new:
Changelog
- Added Adventure mode proposed by Pipse
- Changes to the Arcade mode: Scores with DLDI
- The ball is not in the middle but in a camp (depending on factors)
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December 10th, 2007, 20:44 Posted By: Shrygue
via Gizmodo
Lee's description of "Low-Cost Multi-point Interactive Whiteboards Using the Wiimote" may sound boring, but it's actually a very cool and very innovative use of the Wiimote. Since you can hook the controller up to your computer and accept inputs using the Wiimote library interface, you can use its infrared sensors to detect and track infrared light on any kind of surface. With Johnny's app, you can in turn use a cheap DIY IR pen as an input device and make your own whiteboard/input tablet. You should watch the video to see more, but this thing looks really exciting.
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December 10th, 2007, 19:28 Posted By: nuvalo
I have been working with the opentyrian souce code in order to run it on a wii/gamecube console with homebrew enabled. This version works under gc-linux, and runs pretty well. Here is the README file, you can download the game and the new versions from the official forum here:
http://www.nacionarcade.net/foro/ind...icseen#msg1657
OpenTyrianGC v0.9
__________________
This is a GameCube adaptation of TYRIAN, the game edited by Eclipse and published by Epic MegaGames.The original game was programmed by Jason Emery, illustrated by Daniel Cook, and its music composed by Alexander Brandon and Andreas Molnar.
This port is based on OpenTyrian project code (http://code.google.com/p/opentyrian/), maintained by mindless2112, syntaxglitch,emacs.hacker, yuriks.br.
This README file was based on the README found on the OpentyriamPSP project.
GAMEPLAY
________
Tyrian is an arcade-style vertical scrolling shooter. The player controls a space ship fitted with different weapons and enhanced energy shields. Money is earned by destroying enemies and grabbing bonuses, which is then used to purchase upgrades such as weapons, shields, energy generators, and different ships from interlevel menus. The game is fast paced and presents a variety of enemies and bosses.
CONTROLS
--------
[ANALOG/DIGITAL PAD] MENU NAVIGATION & SHIP'S IN GAME MOVEMENTS
[A] Button 1/ Start
[B] Button 2/ ESCAPE (Cancel)
[Y] Button 3
[X] Button 4
[Z] ESCAPE (CANCEL)
[START] ENTER (Start)
INSTALLATION
____________
To play with this game, you need a Gamecube/Wii homebrew enabled console (with modchip or ActionReplay). And you will need an SDCard Gekko adapter, or a homemade SDCard Adapter. Of course, you will need an SDCard .
To install this version of openTyriam:
- Copy th files "aramfs.bz2" and "tyriam.dol" to the root directory of your sdcard.
- Copy the directory tyrian and its contents to the root directory of your sdcard.
To play with this game:
- Insert the SDCard on your console wii/GC.
- On your wii/Gamecube, execute the file "tyrian.dol" using your favourite method for loading
aplications (Costis SDLoad, ActionReplay, PSOload, GCOS...).
KNOWN ISSUES
------------
- Network play is not yet implemented. On Wii will never be supported
- 2 player mode buttons are not mapped (might work, i diddnt tried it)
- The default SaveGame works, but the "Select new savegame" option doesn´t work,
as you cant type the name of the new gamesave.
- The Analog joystick does not work properly, use the Digital joy instead.
TODO
____
- Solve the gamesave option, in order tbe able to select a new savegame.
Thanks to:
mindless2112, syntaxglitch,emacs.hacker, yuriks.br and all the people behind the Opentyrian project port
DENISKA for his README file.
The people from gc-linux project
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December 10th, 2007, 19:17 Posted By: Shrygue
via IGN
Following the British Board of Film Classification's rejection of Rockstar's controversial horror sequel Manhunt 2, the Video Appeals Committee has ruled in favour of the publisher's right to release the game in the UK, with a majority vote of four to three.
Previously, the BBFC had rejected both uncut and reworked submissions of the game for certification, effectively banning the game from sale in this country. Speaking to IGN, a Rockstar spokesperson was unable to confirm which version we can expect to see in stores if and when the title finally receives its long-awaited UK release. However, despite Rockstar's successful appeal, it's still possible the BBFC may decide to appeal the VAC's verdict, although the organization intends to review the full report before taking any further action.
Following news of the victory, Take-Two chairman Strauss Zelnick commented, "We are committed to making great interactive entertainment, while also marketing our products responsibly and supporting an effective rating system. We are pleased that the decision of the VAC has recognised that Manhunt 2 is well within the bounds established by other 18+ rated entertainment".
Meanwhile, David Cooke, director of the BBFC noted, "The BBFC twice rejected Manhunt 2 for its focus on varied and cumulative killings. We recognise that rejection is a very serious step, in which the desire of publishers to market their games, and that of gamers to buy them, must be balanced against the public interest, including the full range of possible harm risks to vulnerable individuals and to any children who may be wrongly exposed to such games. Such balancing judgements are inevitably complex and multi-faceted, and are made only after very careful consideration of the contents of a work. We played Manhunt 2 for well over 30 hours prior to our decision.
"The Board recognises that the available research findings on the effects of video games (including positive as well as harmful effects) are varied and contested. But we continue to believe that a broad approach to the possible risks is needed, which goes beyond purely behavioural harm, and which also takes account of other possible effects on the sensibilities and attitudes of individuals."
Cooke also revealed, "The BBFC will carefully study the judgement by the Video Appeals Committee when it becomes available."
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December 10th, 2007, 19:15 Posted By: Shrygue
via Eurogamer
Rising Star Games has confirmed reports that the European version of No More Heroes will be based on the censored Japanese version.
"We're publishing the same version of No More Heroes that has been successfully received in Japan," Rising Star MD Martin Defries said in a statement issued in response to inquiries.
"Ultimately, it's a fantastic game to play and that's all we care about at Rising Games."
No More Heroes is the latest game from Killer 7 director Goichi Suda, and is typically violent, starring an otaku who becomes an assassin and has to climb a sort of assassin leaderboard.
In the US, that violence is preserved by publisher Ubisoft, but in Japan and Europe that's not going to be the case. Unless we all shout at Rising Star about it, presumably.
Still, if you do want some gore, you could always watch the Machine Girl trailer. TEMPURA!
Check out our No More Heroes gamepage for trailers. The full game is due out on 29th February 2008.
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December 10th, 2007, 19:11 Posted By: Shrygue
via Computer and Video Games
The creators of the cute and quirky rhythm action game PaRappa the Rapper have joined forces with Majesco to create a Wii game.
Details are extremely thin on the ground, but we do know that - probably unsurprisingly - the title from Masaya Matsuura and Rodney Alan Greenblat will be a music-based videogame.
Built from the ground up for Nintendo's console, it's due out in late 2008.
Masaya Matsuura has spoken of creating a game "that is conceptually unique and, above all else, fun".
"We... believe our game shares the same broad mass market appeal as successful music-based products like Activision's Guitar Hero and MTV's Rock Band", Majesco CEO Jesse Sutton has added.
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December 10th, 2007, 17:21 Posted By: wraggster
Newly released today:

features
Unrivaled Destruction: Unleash citywide destruction as one of 23 monsters – including two all completely new monsters
All New Story: Make and break alliances within the all new dynamic storyline and choose to amass an army or go it alone
Multiplayer Mayhem: Party modes supporting four players for insanely destructive social battles
description
Godzilla Unleashed is a fighting game on a giant scale. Godzilla Unleashed is a completely redesigned and updated massively destructive brawler with non-linear story paths and all new Toho monsters.
http://www.play-asia.com/SOap-23-83-...j-70-28rt.html
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December 10th, 2007, 17:19 Posted By: wraggster
Newly released today:

features
The official software of the 2008 World Tournament
Two exciting game modes: “World Championship” and the all-new “Duel World”
Includes the latest cards to strengthen your deck and card strategies
Duel your friends online via the Nintendo DS Wi-Fi Connection
Includes three exclusive trading cards
description
The tournament dueling is back with the official software of the 2008 Yu-Gi-Oh! World Tournament! Battle it out on two exciting game modes: “World Championship” mode, and the new “Duel World” mode, where you can venture through events, meet duel spirits, and buy new cards.
http://www.play-asia.com/SOap-23-83-...j-70-2fb2.html
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December 10th, 2007, 08:02 Posted By: pibs
Via GameDaily
Despite the fact that Nintendo has boosted its Wii production to 1.8 million units monthly, the popular console continues to sell out quickly and consumers trying to purchase one this holiday may have to look hard and often. Nintendo has had to deal with speculation repeatedly suggesting that the company might be creating artificial shortages in order to further stir up hype, but Nintendo of America President Reggie Fils-Aime insists that's just not true.
Fils-Aime has commented yet again to the Wall Street Journal: "It really is a missed opportunity if we're not able to satisfy that demand, which is why we're working so hard with retailers."
More interesting, however, is the WSJ's perspective on why Nintendo didn't anticipate the level of demand they've encountered with the Wii. The Journal believes it's a matter of Japanese corporate philosophy.
"While Nintendo's problem illustrates how tough it is for companies to try to predict demand for a product, even in the second year, it also is emblematic of the Japanese company's native caution. In the past two years, for example, Nintendo has set earnings forecasts so conservative that they achieved them in just nine months," the business publication said. "Because Nintendo puts a great deal of focus on cash flow, it tries to keep its inventory as low as possible. Such a strategy is rare among Japanese companies, which have tended to focus on revenue growth and market share."
Whether the shortages are truly designed as a strategy to elevate hype around the product only Nintendo insiders really know, but clearly it's better to have the console selling out instead of sitting on store shelves. "If you flood the market, it will come back to haunt you," Christopher Tang, a professor of supply-chain management at the UCLA Anderson School of Management told the WSJ. "Psychologically, it's better if the customer is begging for the product."
Most analysts seem to think supply and demand for the Wii will finally level out sometime next year. Wedbush Morgan Securities' Michael Pachter recently said he believes it will happen next April.
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December 10th, 2007, 07:35 Posted By: pibs
Exclusive first details on 2K's new boxing game for 360, DS, and Wii.
By Sam Kennedy
To coincide with the Spike TV Videogame Awards, in which Don King was a presenter, 2K Games announced its brand new boxing game Don King Presents: Prizefighter. Slated to hit the 360, DS, and Wii (and possibly others, though 2K's not saying) in the spring of 2008, Prizefighter is said to provide the deepest boxing experience yet with a documentary-style approach to its presentation. More so than any other boxing game before it, the attempt is to deliver an in-depth career mode, with all the obstacles that face a real boxer -- which is where the legendary boxing promoter's expertise comes in.
We'll have to wait to see exactly what 2K and Don King's take on boxing games will play like, but it's also worth noting that Prizefighter is being developed by 2K's UK-based Venom Games studio, the guys behind the Rocky games for PS2 and Xbox.
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December 10th, 2007, 07:28 Posted By: pibs
By Dan Freeman, GameRush Entertainment
Between Thanksgiving and Christmas, the U.S. Postal Service is expected to deliver some 20 billion pieces of mail. However, some packages don’t always arrive to their destinations intact.
A woman in Columbus, Georgia was able to find and purchase a Nintendo Wii on eBay only to have it stolen during shipping.
“It looks like someone ripped it backwards,” Kathy Green told local WTVM.
When the package arrived, the box the Wii was supposed to be in was torn open. Inside the actual Wii box, the console was missing.
Officials at the post office can confirm through tracking the package that its weight was heavier at one point, but cannot determine what went wrong. Since Green had the package insured, she’ll recoup the money.
“It’s hard to tell where in the system it got opened up or where it actually happened,” said USPS Customer Service Manager Michael Matthews.
“Package your articles correctly, make sure they’re secure, be sure that you have an address on the inside of the package as well as the outside of the package.”
Claims of stolen or damaged contents can be claimed at a local post office and refunded if the value is less than $50. Others must go through a process with a corporate office, which takes about a month.
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December 9th, 2007, 23:49 Posted By: wraggster
News/release from Vaccha
This is a puzzle game which challenges your memory. Two grids are composed of m shapes (rows) and n colors (columns). The bottom one is for play and the top one is for hint. You must touch the cells of the bottom grid and turn them face up one by one. The next cell touched must match shape or color with the previous cell touched. If so, you can touch another cell. If not, the unmatched cells will be turnt face down and you touch over again.
Legend:
1. The bottom grid:
black cell - untouched,
gray cell - touched and unmatched,
white background - current matched,
gray background - unmatched,
black background - matched.
2. The top grid:
black background - untouched,
white background - current touched,
gray background - touched and unmatched,
black cell - matched.
Rules:
1. Touch the first cell and score 0 point.
2. Touch the second cell which matches shape or color with the first cell and score 1 point.
3. Touch the third cell which matches shape or color with the second cell and score 2 points.
3. Touch the fourth cell which matches shape or color with the third cell and score 3 points.
4. And so on...
5. In single player mode, touch a cell and score minus 1 point.
6. In single player mode, clear the whole m*n grid and score m*n bonus.
Inputs:
1. Plus: plus score. See above!
2. Minus: minus score. See above!
3. Bonus: bonus score. See above!
4. Score: current score = Plus - Minus + Bonus. Maybe minus.
5. Shapes: Change the number of shapes (rows) of the grid.
6. Colors: Change the number of colors (columns) of the grid.
7. Time counter: Turn all cells face up and start counting up and memorize, and then turn all cells face down and stop counting up and play.
8. Question mark: toggle if show the grid for hint or not.
9. Grid: New game.
10. Triangle: Give up continuing touching. It is sometimes neccessary.
I wonder if anyone can score the highest 2016. (You must play the 8*8 grid and use the time counter.) Please post how many seconds you spend.
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December 9th, 2007, 22:40 Posted By: wraggster

Yeah, just about anything gets ratcheted up a couple levels on the fantasmical scale if Darth Vader makes a cameo, but seriously, $15,000 for a Dark Side Wii? To be frank, this auction has spoof written all over it, but whatever the case, redferndesign is offering up a "limited edition" (one of four, supposedly) Wii system with a red CD input LED, an all black motif, Darth Vader imprinted on the side and a pair of black Wiimotes / nunchucks. Also of note, the Wiimote pictured must be one of the rarest ever, particularly when you consider the previously nonexistent "x" and "y" buttons and the rectangular power switch. Even if the console (alone) is indeed modded up, there's no way anyone in their right mind will cough up that much coin
http://www.engadget.com/2007/12/08/e...rth-vader-wii/
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December 9th, 2007, 21:53 Posted By: wraggster
News from Cortes48
Balloon fight on NES is a game that I am much marqué.J 'I therefore wanted the DS adapt to the form of several mini.
History:
09/12/07
The first version with 1 Minimum Thursday almost done
How to play:
To navigate using the touch screen
Other information:
If you have ideas for other games le.Il say is not an image on the topic I will save Wednesday
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December 9th, 2007, 21:49 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 1.8b is released. This includes all the fixes from 1.8 and 1.8a:
Fixed Adjust (it was horribly broken). Thanks, Scribble!
Moved left-handed mode to OPTIONS (default off).
Added keyboard-based command mode, toggleable with OPTIONS (default off).
Menus and command window can now be controlled using the joypad.
Changed menus so now Left/Right pages up/down, and Up/Down are used to change the highlighted menu item.
Added select all/none in multi-select menus using Select and Select+L/R.
Added double-tap mode in menus and command window, toggleable with OPTIONS (default off).
Added holdmode option, to control whether L/R must be held to keep the command window open (default on).
Added cursor option, to control whether a cursor is displayed (default on).
Fixed the graphics cursor to properly map to the internal cursor position (makes dagger throws, etc, move the cursor like in text mode).
Fixed the text mode cursor to work with "What Is" when it moves off the rendered map.
In addition, 1.8b includes fixes to the touchscreen code, so the inaccuracies should be gone (they are on my DS, anyway). I felt this was important enough that it warranted a new release, despite having put 1.8a out just last night.
And just to draw extra attention to it, you lefties out there, you'll have to enable left-handed mode in the OPTIONS file now. The old setting will be lost.
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