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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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November 4th, 2007, 19:48 Posted By: wraggster
News/release from Exdream
After some work with bézier curves at the university, I made a little bézier application using the algorithm of de Casteljau for the DS.
Controls:
Draw the bézier points with the stylus.
Hold L to move the selected point.
Press Up to select the next bézier point.
Use Start to restart.
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November 4th, 2007, 11:07 Posted By: wraggster
Wal-Mart is now selling an electronic LCD game in the kid's section that resembles a Wiimote so closely that even Wal-Mart employees can't tell them apart in a picture. But the games — made by ToyQuest out of L.A. — are complete and utter crap, to the point of being unplayable. Their only redeeming feature is that they look like the Nintendo Wii, which means Wal-Mart is relying on brand confusion to sell any of these things to unsuspecting customers. There is a gallery of photos online, so you can take a look at side-by-side pictures with a true Wiimote, down to the fake speaker on the front.
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November 4th, 2007, 11:01 Posted By: wraggster
Ant512 has posted a new version of his windowing system for the DS.
Heres whats new:
Don't worry about the layout, etc, it's all for testing purposes at the moment. The list of changes since the last demo is pretty large...
- Fixes:
- Tidied up a lot of the code.
- Gadget deletion queue now handled solely in the VBL events.
- Optimised TextWriter by preventing it from drawing empty glyphs.
- Changed TextWriter into a static class.
- Optimised TextViewer so that it uses much less memory.
- Text font and glyph font now sent around hierarchy instead of each gadget creating their own font.
- Improved Font class.
- Removed 8-bit code from Bitmap class.
- General refactoring and code tidying.
- Made EventHandler methods virtual instead of pure virtual.
- Split gadget events into "raiseXEvent()" and "x()" functions.
- Clicking a gadget automatically notifies its parent that it is the new clicked gadget.
- Moved dirty child redraw function into gadget class.
- Added horizontal clipping to rect splitting functions.
- Fixed SuperBitmap border.
- Relevant gadget methods are now virtual for subclassing.
- Removed all unnecessary all_gfx includes.
- New features:
- Added non-draggable screens and windows.
- Added show/hide gadget functionality.
- Added ability to hide a window instead of closing it when the close button is clicked.
- Added closed/hidden/shown events.
- Added monochrome output to Font class and definable text colour.
- Added drawText() function to SuperBitmap class.
- Added window depth button.
- Added enable/disable gadget.
- Started work on alert requester.
- Moved text data manipulation out of TextViewer into a separate class.
- Added Gadget::moveTo method.
- Added Gadget::resize method.
- Added resize event.
- Added move event.
- Added value change event.
- Added window resizing (API only).
- Added radio buttons.
- Added radio button groups.
- Added "clicked" glyphs for screen and window depth buttons.
- Most gadget action methods (click(), moveTo(), etc) return bools to indicate success or failure.
- Added enabled/disabled events.
- Added checkboxes.
- Added NDS screen flipping and support for top NDS screen.
- Added screen flipping gadget.
- Updated screens to swap to front when clicked.
- Added a variety of gadget depth manipulation functions.
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November 4th, 2007, 10:53 Posted By: wraggster
The GBA and DS Emu for Windows has been updated with a new release, heres whats new:
03 November 2007 - version 2.5b
- nds/3d/debug: vram viewer auto-updates 3d tree view (if any) during emulation
- nds/3d/debug: defaults to disable old/slow 3d debugmsg's (instead vram viewer)
- nds/3d/mtx: removed v2.5 z-rounding trick, allows to change projection per vtx
- nds/3d/mtx: gl_projection set to identity (but max depth +1.0 instead +0.99)
- nds/3d/mtx: all matrix math done by software without using any opengl matrices
- nds/spi: allows to deselect/disable spi bus without clearing the hold-bit
- nds/3d/debug: vram viewer displays texture bitmap for currently selected vtx
- nds/3d/debug: vram viewer draws laser arrow from screen-center to selected vtx
- nds/3d/debug: vram viewer indicates unused lights and color tables by red line
- nds/3d/debug: vram viewer shows color/material/shininess/etc for selected vtx
- nds/wifi/help: added port 24Ch/24Eh/250h, 264h/270h, 2A4h/2C4h, 2C8h/2CCh info
- nds/3d/speedup/frameskip: renders 3d only when needed (capture and video out)
- nds/3d/speedup: position vectors multiply only 3x4 matrix (and add 1x4 * w=1)
- nds/3d/speedup: directional vectors use 3x3 matrix maths (instead slow 4x4)
- nds/key1/help: renamed crypt_up/down (actually encrypt/decrypt) (thanks simon)
- nds/3d/stage2/buf: all 3d rendering/lighting/vtxmaths performed from buffer
- nds/3d/multi: uses a single opengl context shared (and working) for multiplay
- nds/3d/internal: internally translates gx commands 0..255 to ID codes 0..38
- nds/wifi/help: added W_TX_HDR_CNT port 194h bit0,1,2 info (thanks Tim Seidel)
- nds/3d/debug: added new 3d page to vram viewer, treeview for buffered commands
- nds/3d/buf: stores initial frame settings, reallocs larger buffer when needed
- nds/3d/buf: stores commands with original params, and results on each mtx cmd
- nds/3d/buf: buffers all gx commands (for future frameskip and for vram viewer)
- nds/3d/deguglog: appends current matrix_mode as comment to all matrix commands
- nds/3d/softlight: fixed shininess_table index (7bit index = 8bit data div 2)
- nds/wifi: emulates 0000h-to-094h-to-098h, and reset-098h.bit15-via-0B4h.Bit6
- nds/wifi/help: added 1D0h..1DFh info, added notes on body[2] instead txhdr[2]
- nds/wifi/help: confirmed 0B4h.Bit6, added 030h.Bit7, added info on 094h/098h
- nds/wifi/help: removed incorrect/unconfirmed rxbuf_begin/end-latching-info
- nds/wifi/help: added txhdr[2], port[0C0h], port[0C4h], renamed EXTRA to CMD
- nds/wifi/help: renamed W_RXUNITS to W_RXTX_ADDR and moved it to status chapter
- nds/wifi/help: added notes on registers affected by powerforce (and by irq13)
- nds/wifi: reflects powerforce to rf_status (unreported pictochat-lite problem)
- cpu/debug: replaced invalid tmb high-opcode error message by optional warning
- cpu/debug: disassembler shows invalid high-opcodes as such (thanks vladimir)
- cpu: emulates invalid add/mov/cmp thumb high-opcodes-without-high-registers
- joysticks: fixed unstable vint_inputs code (occassionallly skipped joysticks)
- nds/wifi/dslite: debug-iomap recognizes channel-number for type3 RF registers
- nds/wifi/dslite: emulates type3 RF registers (reading, writing, and initial)
- nds/wifi: emulates reading from RF chip, emulates initial power-on RF values
- nds/wifi/help: added RF2958 (aka RF9008) datasheet info (thanks Tim Seidel)
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November 4th, 2007, 10:49 Posted By: wraggster
News from Drunkencoders
To ensure things work a bit smoother this year the judging for the competition has been standardized. I hope this does not throw too many people off but it should give people a much better idea of what we are looking for.
Judging Matrix
For the moment, no category is weighted more than another but it is possible the "Fun" category will end up worth twice that of any other.
Also the game submission and judging process is now fully web driven. This means the authors will control what info appears about their entries in the results list (and can update their info at any time). I had a bit of trouble keeping it all strait via email (i think last years results don't even list the game authors). It also means the results will be available as soon as all judges have submitted.
The final feature is after the results are published the general public will be able to rate and comment on the games. In the future, public opinion might factor into the final results but for this compo only the Judges scores will count.
Good luck in coding
http://www.drunkencoders.com/compo/compo.htm
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November 4th, 2007, 01:00 Posted By: wraggster
News/release from JimE:
WabbitDS is a TI-83+ Emulator. It features:
ROM\8xu loading
Rewinding\Fast Forwarding
Rotatable Interface (ie portrait mode)
Touchscreen Interface
Disassembler
Key Configuration
Sleep Mode
Fast Application Loading
Perfect Gray Scale for Gaming
Source is included. Please give me Feed back on any issue you think there may be.
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November 4th, 2007, 00:15 Posted By: wraggster
Alex has again updated his puzzle games collection for the DS:
would like to say again that this is a beta version.
It can have bugs, as this is also amateur development… Never forget it, please.
In this beta 4, I fixed a bug concerning the ‘Undo’ button, which is not accessible anymore when a game is over (thanks to gh0st for finding this bug).
As a new feature, for this beta 4, you can play (and play) (and play again) (and play again again) the past daily challenge puzzles. For that, go to “hi scores” and then to “daily challenge ranking”. On the score pages, a “PLAY” button is available, you can try it
Even with this feature, I can’t beat the 2 unbelievable scores of Kimi & Johnathan easily.
So, that’s now sure, they are coming from another planet!!!
(Read this post to get the full story).
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November 4th, 2007, 00:01 Posted By: wraggster
The Moon Books Project is featuring martial arts films this week. The first group of films released is the infamous Street Fighter series of films, which includes The Street Fighter, Return of The Street Fighter and Sister Street Fighter. Every day we will be releasing and spotlighting more martial arts films.
Street Fighter is not for the faint of heart however. The Street Fighter series is nothing like Capcom's popular martial arts games. In fact it has more in common with such films as Ichi The Killer or A Clockwork Orange.
http://moonbooks.net/moonbooks/news.php?item.181.15
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November 3rd, 2007, 09:19 Posted By: wraggster
Cid2mizard has released a new version of his Hamsters game which seems to like Nintendogs but for Hamsters.
- New design.
Adding the menu.
Adding music and sound.
Adding disease management and pills.
- To increase the variability 1 Unit Purchases / Sales + or-touch, to increase faster combination and L + / -.
- Fixed various bugs ...
- Section option not available.
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November 2nd, 2007, 22:36 Posted By: wraggster
Newly released from Play Asia
The Simpsons™ Game features a hilarious, sprawling, and mind-busting storyline crafted by the TV show’s Emmy Award-winning writers. The action-comedy will also feature the full cast of voice actors from the TV show who will reprise their roles for the game. In The Simpsons Game, Homer, Marge, Bart, and Lisa use exciting, all-new powers to save the world from rising chaos. To help the Simpsons, gamers at home must journey through all of Springfield (as well as vast worlds beyond!), vanquish an amazing array of villains, and fight their way through parodies of popular games.
http://www.play-asia.com/SOap-23-83-...j-70-23hp.html
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November 2nd, 2007, 21:47 Posted By: wraggster
The British Gaming Blog has links to articles on the official UK Wii site exploring the title Mario Galaxy . The first explores the game's origins and gives us a peek behind the scenes of the game's voice acting. The second looks at Mario's essence, and the benefits of the 'planetary gameplay'. The last is all about the sound of Mario:
"This time, we recorded with an orchestra of about 50 or so members. Of course, they were not very good at first because they were playing music they'd never heard before, and they are also seeing the score for the first time. But as the day went on, their performance improved dramatically, and the process of recording each track in its final form was actually a very fast one. This surprised Miyamoto-san, who was glued to the glass wall looking at them from the other side. He was saying 'So, sound is something that really changes too!'"
http://games.slashdot.org/article.pl.../11/02/1624202
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November 2nd, 2007, 21:34 Posted By: wraggster
via nds tools
This is a simple kit for the DS, but still in BETA Version.Zur time has been 10 different objects to Verfügung.Man can these objects with the DS stylus on the touch screen as
Bewegen, wie es einem passt. Move, as it suits.
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November 2nd, 2007, 20:24 Posted By: Shrygue
via Games Industry
Midway has has said that manufacturing delays of Nintendo's Wii has had a direct effect on the company's roll-out of software to support the machine.
In a conference call following the release of the company's Q3 financial results, vice president of publishing Miguel Iribarren said that products for the busy Christmas period have had longer lead times than necessary
"The demand for Wii product has put a pretty big strain on Nintendo's production capacity, and that has in turn, for us, turned into longer lead times for some of our Wii products," commented Iribarren.
"And that, during the holidays – given product coming out in a short timeframe – has resulted, for us, in reduced ability to get product to shelves."
In the same call the publisher admitted that it had faced some technical issues with its first products for PlayStation 3 – including the best-selling Stranglehold – but that it was now over any architecture problems.
"We ran into some technical issues developing for the PlayStation 3 that have taken more time to finalise than we expected," admitted David Zucker, CEO of Midway.
"We do believe these technical issues are now complete at a core level in our engine," added Zucker, and that he expects all SKUs of multiformat titles to ship "day and date."
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November 2nd, 2007, 20:19 Posted By: Shrygue
via Computer and Video Games
It's out; Japanese punters can finally sprint to the shops and pick up a copy of the awesome Super Mario Galaxy... though it looks like a lot of them might be holding off until the weekend.
According to Japanese site Ameblo, Mario's big Wii outing has shifted 130,000 copies in its first day of release in Japan, which is a bit unimpressive for the console's biggest "hardcore" release to date.
Sure, we never expected it to reach the sales heights of nan and girl-favourites Wii Sports and Wii Play, but going by the same sales data it's not even doing much better than Zelda: Twilight Princess.
But, we digress; it's only the first day of release and the weekend's yet to arrive. So we're sure there are still plenty of Japanese gamers yet to run off to the shops for their copies - and it's sure to shift much faster in the West.
And for those who don't give a monkey about the sales numbers it's still a bloody fantastic game. We've finished it already and you can expect our full verdict early next week...
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November 2nd, 2007, 20:15 Posted By: Shrygue
via Eurogamer
Nintendo Europe has told us it has no plans to release new Zelda and Nintendogs-themed DS bundles here.
However, it suggests the leaked retail scans from the US (spotted by Kotaku) were telling the truth, which depict a golden DS with a Tri-Force logo side-by-side with a pink DS stamped with the Nintendogs paw.
US retailer Sears lists the colourful units bundled with appropriate game as USD 149.99 each, while For Your Entertainment has them down as USD 129.99.
You could always import, of course, so keep your eyes peeled as Thanksgiving descends.
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November 1st, 2007, 21:22 Posted By: wraggster
DragonMinded has released a new version of his rather excellent PDA/Web Browser and Much more app for the Nintendo DS
Heres whats new:
Fixes found in 3.05
* Added extra checking to the image parser code to hopefully stop more freezes.
* Added back in ability to create lowercase filenames that are short.
* Added bad file check to gba_nds_fat so corrupt files shouldn't freeze DSO anymore.
* Added ability to download files on web browser.
* Added auto-hide setting to web browser.
* Changed default progress color on web browser to be more visible.
* Changed all audio formats that read on interrupt to read from a buffer.
o OGG, AAC, M4A files play faster now.
o OGG, AAC, M4A, MP3 files more stable.
* Fixed a bug in the downloader code that added garbage extensions to some images, making sites crash.
* Fixed a bug in the mp3 player that detected some stereo songs as mono, decreasing the quality.
* Fixed directory sort order bug.
* Fixed bug where sites using <script src="file" /> notation would not render.
* Fixed a few buffer overflows in web browser which should increase stability.
* Fixed a bug where uppercase hex digits converted to zeros in WEP keys.
* Fixed not being able to clear WEP keys.
* Fixed issue with random freezes while using the touchscreen in the sound player.
* Fixed random seek crashes with aac/ogg/flac/m4a.
* Fixed link issue with some php links.
* Fixed a bug with saving favorites.
* Fixed a bug where the cursor wouldn't auto-scroll when editing text.
* Fixed a disappearing cursor bug with fixed width text editing.
* Fixed a bug with sites that used bad tags like <br/> instead of <br />.
* Fixed a bug that allowed todo's with illegal characters to be created.
* Fixed a crash bug with small png images that run out of memory.
* Fixed several out of memory crashes with web browser in general.
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November 1st, 2007, 20:18 Posted By: Shrygue
via Games Industry
Nintendo has spent USD 40 million (EUR 27.7m) on print, TV and outdoor media advertising between January and June 2007, according to data from Nielsen Monitor-Plus.
The massive budget for 2007 continues the publisher's commitment to marketing – it has already spent USD 86 million (EUR 59.6m) for the whole of 2006 and USD 84 million (EUR 58.2m) in 2005.
The figures are revealed by MediaPost in an interview with Nintendo's newly appointed VP of sales and marketing Cammie Dunaway.
Dunaway said that she was attracted to the position, which she starts next week, by seeing here son and mother playing with Nintendo products.
"I've seen the excitement on my nine-year-old son's face when he's playing a Pokemon game on his DS. Then I see my mom, who's in her 70's, having fun playing Wii bowling," she said.
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November 1st, 2007, 19:45 Posted By: Shrygue
via Computer and Video Games
Have you filled up your Wii's internal memory yet? We have and it's bloody annoying. But while we're all waiting for Nintendo to release a Wii hard drive, the reluctant games giant says there's no need to store all your games on your Wii. Again.
"The way that we look at it is, we really don't want people storing every single game they buy on their drive," said NOA PR manager, Eric Walter.
"When you buy a game, it's yours forever, so you can delete it, and go back and get it at any time you want. In a way, we liken it to putting music on your iPod; you listen to it for a while, and then you get tired of it, and you pull it off, and you put some new stuff on."
Yes Walter. But transferring songs between your PC and iPod takes seconds, not minutes, as Wii does per game. And copying VC games to an SD Card takes even longer than deleting and re-downloading them, would you believe it?
We're worried about how big the original games coming to the new WiiWare Channel (Wii Software) next year will be, but Walter says it won't be a problem.
"A lot of the games for WiiWare that have been submitted so far are smaller in size, so they're not gonna take up a ton of your drive," he told Gamasutra.
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