|
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
|
September 15th, 2007, 11:45 Posted By: wraggster
Matti has released a new version of the Online strategy game on Nintendo DS in Risk-like fashion:
The first three test rounds are now over. Thanks to everyone who participated! There's currently stability issues with both the DS game as well as with the server. I'm currently mostly debugging and fixing bugs, and will return with another test round when the game is more stable.
Version 0.3.8 / 13.9.07
* Fixes on hotseat game mode
* Local hotseat players can be now renamed
* Optimized the field paint and fixed the sorting issues with areas and dice drawn in wrong order
* Fixed automatic turn ending when no more moves are possible
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 15th, 2007, 11:37 Posted By: wraggster
News/release from SonnyJim
Hi, I've been messing around with DSLinux and came up with this. It'll use dosfsck to check or repair your filesystem when it gets messed up. I've only tested it on a Supercard SD but in theory it should work on anything that supports DLDI.
Sorry for the crappy download link but I don't have anywhere to put stuff online at the moment.
Don't forget to dldi patch, use at your own risk etc etc
http://rapidshare.com/files/55237339/dosfsck.zip.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 15th, 2007, 07:42 Posted By: Sektor
Dopefish updated his ROTT DS port:
Recent Changes:
- Sound effects are now fully supported.
- Music is now supported, with caveats. ROTTDS cannot (currently) play the game's music natively; however you can extract the music files from the game, convert them to ADPCM on your PC, and place the resulting files in your /rott/ directory, and ROTTDS will play them. I'm providing a music package containing the shareware music in ADPCM format. See the README.NDS file for more info.
Limitations:
- Music requires extra work, and has some glitches.
- No network support.
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 15th, 2007, 06:57 Posted By: JKKDARK
New version of the Nintendo DS emulator for PC.
Changelog:
* The relationship of 3D it is to be from God + system in p<ry d3d_sw which is done respect - with thing. 3D emulation precision substantial improvement.
* With the Direct3D geometry engine, the number of apexes which can be issued between vglBegin~vglEnd substantially (about 10 times?)It increased.
* DirectX SDK was renewed to up-to-date ones.
* Releasing the skeleton of picture revolution. As for coordinate transformation mathematics doing properly, the [re] it is not difficult, it is with, well to do also the fact that you try doing by your. It is sin cos.
* The main loop the [chi] [yo] it is, with house keeping
* Modifying the cooperation system of UI. Because it understood, that PeekMessage is slow, the call reduction function which is from the time before was enabled.
* In addition workmanship strengthening and the like which is detailed.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 15th, 2007, 00:35 Posted By: wraggster
News/release from Roger Levy:
Requirements for installer: A Windows PC with ~20 megs HDD free. Run the exe and tell it to unzip to the desktop.
Heres the full details about this release that was posted a few days ago:
What's Happening: The Botched GC Forth Beta
To get this post moving along, I think it will help to write it in a question-and-answer format.
1.) Where is GC Forth?
It's definitely on an SD Card. Due to a recent computer crash and failed attempt at system recovery, the source code may or may not be backed up properly on my external hard drive. But I have a working image that I could download onto the PC.
2.) Why haven't I released it by now?
For all intents and purposes the Forth compiler is finished; as are the rudimentary interfaces to graphics, sound, and input. But there is a lot more to access and frankly I've become more than tired of writing drivers; I'm sick of it. There are too many devices and not enough programmers. The former is the more significant problem because the 2nd can be alleviated.
Furthermore, a lot of the underlying code was unplanned and written impatiently. Its finished state was vague; I had no clear idea of what I was creating and I thought, at the time, that that was a good thing.
I also thought that I could pioneer a lot of technology but I've realized that the reason I've been having such a hard time and constantly having to rethink driver interfaces is not because I keep changing my mind but because I have been eschewing real-world up-to-date experience with other software, and I have been having the wrong attitude towards software development, confusing it for art-making. (Art-making being something that can be supported by software but low-level programming being a terrible medium for art.) And although I may be bright, I may not be the most logical thinker. I have been building blindly and running into traps that I set for myself.
It has not helped my goal that I basically stopped using my creativity to put anything artistic together - no games, no music, no stories, no drawings - thereby removing any chance of me knowing why or what for I was developing this software. This had been going on for a long time. To put it simply, I was running on fumes, and I ran out of steam. More at the bottom paragraph.
In other words, the Beta of GC Forth hasn't been released because it is not fit to be called a Beta of any program.
3.) Is GC Forth vaporware?
Yes, and no.
At this time I have no more plans to release GC Forth as a commercial program.
This doesn't mean that I've given up on creating the best game development software. In that sense, GC Forth, among the other experimental Forth-based systems I've developed, will live on as inspiration to motivate my next tool. Which I am hard at work in planning. More on that at the bottom.
I should and do realize that I am damaging my young reputation by declaring my own program vaporware. But I think that I am showing that I am developing as a serious software architect as well as the artist that I want to be. And at least I have the courage to admit that my idea may not have been so great.
4.) Do I think it will do anyone good to release GC Forth as it is?
Well, it can certainly be released - but I doubt it will go farther than being a mere curiosity in its semi-unfinished state. It can definitely be used to create amusing little games. But advanced things are very difficult with the low number of high-level functions.
There are many good reasons to cancel GC Forth as a commercial endeavor. The new version of Action Replay blocks out SDLOAD as a mass-market platform. And, while interesting and wacky, using a keyboard and mouse on a Gamecube is expensive, cumbersome with the many adapters required, and not as smooth as a standard computer because of the limitations of the joystick ports. Also, it is not possible to burn your own Gamecube discs - so would you give or sell your games to?
Finally, and perhaps the most interesting, blocks - the simplest way to access disk. Virtual memory, when done the proper way with blocks, is a fantastic way to optimize any application. But I did not realize at the time that I was busy working with GC Forth that blocks are not much good if you don't have an idea of what you need to be doing with them; for instance it is not against the rules to write words for accessing a section of disk as if it were an array of cells; or to use blocks as the underpinning for a FAT16-compatible filesystem. All of these things COULD have worked - but again everything goes back to the problem of not having any applications. (Even flat blocks could simplify an applications by another order of magnitude - but only if the disk is structured out from the start!)
It remains to be seen whether or not GC Forth should be resumed in the future.
5.) Last paragraph: So what am I doing now?
I have begun a new project. It is a multi-faceted project. It is a slow, but progressive project. A large part of it is an exciting process of rediscovering my creative mind. It's like a muscle; I've got to exercise it to get it to where it needs to be. As I mentioned in a previous post, I am playing around with different platforms. At the same time as I am learning about them, I am also evaluating them, and making notes. (List of programs and platforms: Game Maker, Flash, NES, GraphicsGale, FL Studio 5, Reason, Audacity)
My primary interest is in exercising my imagination, my ability to come up with new ideas, initiate projects with a goal in mind, and see them to completion. And to tell stories, and to make points. As an artist I've let a preoccupation with programming, and an obsession with doing something pioneering, rob me of valuable time that I could be spending working on things intended for other people. Which would provide the essential experience needed to create a tool of my own.
The second part is plans for a game-making program. It will run on established computer platforms and it will be based on this singular idea; simplified, straightforward game creation for creative individuals.
I am selecting the best features from already-made software, piecing them together in the best way possible, and throwing in a healthy helping of original ideas to fill in the gaps and fix what doesn't work in my view. This is the right way to develop software. You've got to build on what others have done but you've also got to have a fresh mind - you shouldn't just keep adding crap and never evaluating ideas.
As for GC Forth, since I am very interested in documentation, I want to put together some kind of documentation that not only has the info, but looks good and is actually interesting to read. I have been thinking about doing it in software form but I'm not sure. If I release GC Forth, I'd probably get lots of questions and I think that would help guide me, so for that reason I'll be uploading the GC Forth image as soon as I feel comfortable that it doesn't have any live wires sticking out and that it doesn't have any confusing remnants from the past still lying around. I WILL GET AROUND TO THIS SOON I PROMISE!
Download Here
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 15th, 2007, 00:19 Posted By: wraggster
Released today at Play Asia
features
Draw and design your own characters, weapons, and items to help your Hero conquer adventures.
Take control of your artwork by utilizing the huge variety of drawing tools with a multitude of colors and brush types.
Exciting and unique worlds that will allow your hero to run, jump, swim, and fly.
Watch your drawings be part of the game and interact with the characters.
Swap your greatest works of art with your friends through multi-card play.
description
Help save a dying village from a shadow-like evil and rebuild it back to greatness by creating a Hero! You can draw anything imaginable! Draw and customize heroes, weapons, tools, animals, plants, and almost anything in the game! Swap and share your drawings with friends. Play as your creations and watch them come to life! Your Hero. Your Adventure.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 23:13 Posted By: wraggster
Released today at import store Play Asia
features
Team up with Diddy Kong! Diddy helps you attack far-off enemies, swings a powerful hammer to clear your path, and even carries a handy map!
Simple controls make the game fun and easy to play – use the L and R Buttons to make DK and Diddy climb their way to new heights!
In the mood to rumble? Take on up to three friends in multiplayer challenges. Take your pick from the DK Crew – DK, Diddy, Dixie, and Funky are all here!
description
King K. Rool is up to no good again, and it’s up to Donkey Kong to swing into action. Using the same simple control scheme that made the DK: King of Swing Game Boy Advance SP game so accessible and fun to play, players of all skill levels can swing and climb to new heights made possible by the dual screens of Nintendo DS.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 22:43 Posted By: wraggster
via joystiq
Remember when CD technology was the future of gaming, and only the most expensive, cutting-edge systems could handle the awesome power of the laser? Now, even the cheapest, least powerful system on the market can easily emulate these classic games, as will be proven by the imminent release of Turbo-Grafx CD titles Ys I & II and Chou Aniki on the Japanese Virtual Console for 800 Wii points.
While we're excited that the Virtual Console is expanding into the world of optical media (note to Sega: We would not be adverse to a downloadable Sonic CD) So, we have to wonder how the system will handle the larger of these games. After all, a filled-to-capacity CD-ROM can easily dwarf the Wii's puny 512MB of on-board memory, and all those orchestral scores and spoken-word introductions aren't small. Then again, the games that ended up filling discs back in those days were mostly FMV crap, so maybe it's no great loss.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 22:42 Posted By: wraggster
via joystiq
Readers with good memories probably remember our annoyance at having a dangling remote and wire sitting on our lap when using the Wii's classic controller. So you'd probably think we're psyched about Thrustmaster's recently-announced wireless classic controller. But we're not.
For one, Nyko's classic controller grip pretty already solves the problem elegantly for less than half the price of Thrustmaster's $18 controller.
Secondly, this thing is a monstrosity, with ugly aqua blue rubber on the grips and analog sticks and a bloated design that reminds us of the PS3's scrapped boomerang controller.
Finally, the thing is really just a wireless GameCube controller with a modified button layout. Besides meaning less-than-perfect compatibility, this also means the unit requires an ugly dongle that hangs down from one of the GameCube slots on your Wii. At that point you might as well just go with the better-designed WaveBird, or just make your own solution. In either case, you can probably just skip this cash-in accessory.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 22:36 Posted By: wraggster
New from Divineo USA
Sometimes you need a new pair of shoes. The same could be said for your Wii. Replacement feet for your Wii, in OEM white
If you've lost or torn some feet for your Wii, this product will help you to replace those missing parts.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 22:34 Posted By: wraggster
New from Divineo USA
Change your DVD slot light color on the Wii. One of the easiest customizations for the Wii, and you do not have to break a warranty sticker in the process.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 22:22 Posted By: Shrygue
via IGN
To coincide with pre-TGS coverage, SEGA announced today that NiGHTS: Journey of Dreams players will be getting a bit more content than they thought when the final version hits. According to SEGA representatives, NiGHTS "will feature a two-player mode and network support at launch."
While details are still sparse on this feature, the official Japanese site also refers to this addition as "duel" mode, implying that it'll be competitive and not cooperative. In addition to "duel" mode, we got official word from SEGA of America that the game will actually feature multiple two-player modes, some of which will be available only locally, and others that work the full potential of Wii with Nintendo WiFi Connection. Since details at this moment are still relatively secretive, we were able to confirm only one online mode of play, which is a two-player "race" competition. Details of whether or not you can play against only friends, or if a random matchmaking system will be included are still unknown.
As for other details, SEGA also plans to reawaken the Artificial Life (A-Life) feature in NiGHTS, which allows users to control and manage a sandbox environment where you can capture, raise, and combine animals from the Nightopia world.
Details on both "duel" mode and the A-Life system are still pretty sparse, but we'll know more once the Tokyo Game Show kicks off officially. More as it develops.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 20:10 Posted By: Shrygue
via Kotaku
Pokemon fans around the world rejoice! At 5PM Central European Time today, Nintendo is launching the Global Trading Station website, allowing you to stay up to date on the latest Pokemon trading trends across the globe. The site will feature a bevy of stats on Pokemon trading, including most traded, most wanted, and most deposited, and they will be able to bookmark any Pokemon they discover via the site for when they use the GTS in game. The site will also feature a spinnable globe that will let players check out trades around the world while learning facts about the various countries, such as capital cities, population, native language, etc. See? Pokemon isn't just about a deep-seated love for Mudkips - it's about learning as well.
See the Pokemon Global Trading Station website here
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 20:01 Posted By: Shrygue
via Computer and Video Games
Look at these large open landscapes and vivid colours - NiGHTS is turning out to be a very pretty Wii game.
First impressions are that NiGHTS: Journey of Dreams will stick faithfully to the 2D-based gameplay format of the Saturn original, albeit with much better visuals.
If you haven't seen the game in action, take a look at a gameplay video and in-game footage here.
NiGHTS will be out in Japan on December 13, while us westerners will have to wait until an unconfirmed date next year.
Screenshots here. It's a shame folks outside Japan still have to wait for a release date to be annouced.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 19:52 Posted By: Shrygue
via Eurogamer
Nintendo has told us a three week “Hanabi Festival”, has just begun on Virtual Console. Which means, excitingly, lots of Japanese and American titles will be playable in Europe for the very first time.
The first of these will be Super Mario Bros. sequel The Lost Levels, originally only available in Japan. It builds on the original with new levels, more difficult enemies, challenging obstacles and new secret worlds to explore. This special treat costs 600 points (GBP 4.20 / EUR 6) and is only available until the end of the celebratory period on 30th September.
Joining this is Mario's Super Picross, another Japan-only title where you have to solve silly old picture crosswords. It's a bit like Picross DS, as you might think – what with being based around the same puzzle – and has a save function and changeable music. This one carries a slightly inflated price of 900 points (~ GBP 6 / EUR 9).
Over the following two weeks we're promised Virtual Console offerings in the shape of classic US NES platformer Ninja Gaiden, and iconic shooter Gradius III. These will compliment hidden Japanese treasures Ninja JaJaMaru-Ken (NES), plus Sin and Punishment originally for the N64.
Not invited to the party but available anyway is the TurboGrafx-16 action-adventure Neutopia II. Once again you'll have to save the day from evil person, much like you did in the original – which also happens to be available on the Virtual Console. Both will cost you 600 points (GBP 4.20 / EUR 6)
That's all very nice, then, but we still want Secret of Mana!
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 19:51 Posted By: Shrygue
via Games Industry
Nintendo's North American vice president of marketing George Harrison has confirmed he will be leaving the company at the end of the year.
Following Nintendo's decision to move the US sales and marketing departments from Washington to New York and San Francisco, rumours circulated that senior execs would not be making the transition.
At the time, Nintendo dismissed the chatter as speculation, but Harrison has now clarified that he won't be following his team to the West Coast.
"I have confirmed to all employees that I will be leaving at the end of December and not making the move to California," said Harrison to Reuters.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 17:45 Posted By: cal360
Via CVG
The 'games make kids violent' furore has now turned its fiery attention on Nintendo as the company gears up to launch the gun-shaped Wii Blaster Remote attachment.
Angry parents are in fits over Nintendo's decision to release the peripheral for the family-orientated console. "Great, this is what we need," said one furious parent blogger. "Children with guns learning how to aim and shoot. Then we can sit back and wonder what is happening to our country with kids killing kids."
They added: "What's next? Could we make it squirt blood, too?" Well, no because it would go all over the TV and that would be rubbish.
Advertisement:
"Why don't they enclose an application to the NRA (National Rifle Association) in every box as well? The marketing person who came up with this brain child of an idea should be fired," commented a "very concerned grandparent".
Another said in the US blog: "I think it's irresponsible for Wii to come out with a controller that looks like a gun. What kind of message are we sending as parents when we buy these things for our kids?" If you think it's irresponsible, why would you buy it for your child?
Is it not down to the parent to take responsibility for what games their children own and play?
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 06:24 Posted By: CoinCollector
cooliscool, the author of the Zelda 64 editor, Utility of Time has released the first version of his new tool Bottles' Glasses! It's a model viewer for the classic Nintendo 64 game, Banjo-Kazooie. It requires The Rare Witch Project's Rareware game decompressor, included with Bottles' Glasses to decompress Banjo-Kazooie then create model files out of it, using the program's Model Isolator feature. Features for future releases include:
*Donkey Kong 64
*Texture support
*Editing features
*VRML exporting
Release thread
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
September 14th, 2007, 01:23 Posted By: wraggster
Alex has posted a new release of puzzle game collection for the DS:
As you’re better everyday when playing the daily challenge, scores are now displayed in milliseconds and not in seconds anymore on daily challenge ranking page.
To continue playing this daily challenge, and/or to continue to use wifi features, you must download this new version.
Internally, I improved the daily challenge process. This is transparent for you, but this will mean more features soon…
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
next » |
|
|