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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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August 24th, 2007, 17:39 Posted By: Shrygue
via Games Industry
Koch Media has inked a deal with Data Design Interactive to distribute its titles in the UK.
The deal covers DDI's portfolio of games including the Popcorn Arcade brand, with 14 games for the Wii all due before the end of 2007.
"We are delighted that Data Design Interactive has chosen to launch their 2007 titles in the UK through Koch Media," said Craig McNichol, MD of Koch Media UK.
"Our years of experience mean we can offer strong sales and distribution."
Some of the Wii titles due in October and November this year include Ninja Bread Man, Offroad Extreme, Myth Makers: Orbs of Doom and Rig Racer II.
"Popcorn Arcade is the perfect vehicle through which we can capitalise upon the incredible growth of the Nintendo Wii market, which boasts more emphasis on the casual gaming market," commented Stewart Green, MD of Data Design Interactive.
"We're pleased to have found an amazing distributor like Koch Media who are specialists for Nintendo Wii, making them ideally suited for our Wii range."
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August 24th, 2007, 01:16 Posted By: wraggster
Infantile Paralyser have released a new version of the Shell/Media Player for the Nintendo DS
Heres whats new:
Version 1.71+1 2007/08/22
The main body of MoonShell has not changed.
The DLDI patch files was updated.
dpgtools was updated to dpgtools131.
MDX/MIDRCP/JpegAccu plug-in was updated.
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August 24th, 2007, 01:08 Posted By: wraggster
New release of the BASIC interpreter for the Nintendo DS
Heres whats new:
Alpha 1c:
fixed:
- for/next error on first parse
- let statement not ignoring white space
- assingment not ignoring white space
- boolean functions for if statement not ignoring white space
- boolean expression for if statement returning incorrect value when using brackets
- print statement not handling variables that have a value which is a negative decimal
added/changed:
- added basic graphics:
plot x,y,colour (x,y are coordinates; colour: 1-4 to display, 0 to erase). See pong demo
line x1,y1,x2,y2,colour. See pong demo
- added log(), sin(), cos(), tan() and sqrt()
- cursor moves to the top of the document after load file
- if there is an error in the basic code, cursor will move to the point of (or close to) the error after the program is ended to make it easier to debug
- you can now use up and down (as well as left and right) to navigate in the editor
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August 23rd, 2007, 19:54 Posted By: wraggster
News via emu64
Apparently the Released beta from yesterday wasn't actually the last version. A new version has been added and is ready to download.
Get your updated version now!
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August 22nd, 2007, 20:21 Posted By: wraggster
via pdroms
Reaxion GBA does exactly what it says on the tin, it's a conversion of the C64 game to the GBA. It's a typical puzzler similar to "Lights Out" with 99 levels, design and graphics by T.M.R, music by Bexta and code by Widdy.
The party version of Reaxion GBA was released at Buenzli 16 and is available for download now. This game placed 2nd in this years game development competition at Buenzli.
See also: http://widdy.de/
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August 22nd, 2007, 20:14 Posted By: wraggster
Shash has posted some WIP news of his DS Emulator for WIndows:
Lately, finding spare time to work on desmume has been hard. What's more important, finding any motivation to work on it, has been really hard.
First, I'm willing to work on stuff more related to general 3D rendering again, instead of emulators. Working on an emulator for a month or two is nice, but it's been a whole year since I started to work on the desmume source code that yopyop released. It's important to note that on my priority list, 3D rendering is way more important than emulation, and I've been ignoring that fact for way too long.
Second, I've already many of the games I wanted to be playable, on that status. Mario Kart DS is probably the only exception, as I'm somewhat curious how it works, and the polygon budgets for karts/courses, but it refuses to work. Even if that, I'm not happy with many of the code I use actually. For example, the 3D GFX FIFO IRQ handling is a bit fat hack, the capture unit emulation is far from right, and my 2D pixel blitter implementations have to be rewritten with something like what I did with the official desmume, or maybe something a bit faster (if possible).
Third, the current debugger of desmume demotivates me every time I've to use it. It lacks breakpoint support, and some other small details that would make debugging games for hours easier and faster. For example, for homebrew development, I'd love original source code debugging, instead of the generated code. Not to mention that it uses plain Win32 GUI, so any addition or modification to the current is painful and time consuming.
So basically, I'd like to rewrite the 3D core to properly handle the GFX FIFO IRQ, write a Windows Forms GUI, with a new and enhanced debugger, and fix some misc stuff.
Anyway, the little work I devoted to desmume lately, was mainly focused on fixing some regression bugs I introduced while changing how the 3D core works, fixing one homebrew and one commercial game. Fixing the homebrew was easy, as it only failed due to some DS display list commands being unhandled, and the "list cleanup" taking too much time. After 45 minutes of debugging and profiling, I got it working at 60fps all the time.
Later, I wanted to fix Dead'n'furious, as it seemed to fail rendering 3D or stall while getting ingame. I really didn't knew, so I started to work, first to understand why it was failing. The first debugging sessions showed that it was in fact sending stuff to the 3D renderer, so it wasn't freezing, only not rendering onscreen.
I've a few switches that affect the 3D renderer on my build, to list: wireframe, disable lighting, disable blending, disable alpha test, disable texturing, and disable the whole 3D core rendering (in fact, it only disable the blit to BG0, but anyway, it's more or less the same for debugging purposes). None of them seemed to have any effect, so I debugged a bit more.
What I did next, was to check the primitive group start routine (I mean glBegin :P), as lots of setup is done there and it's usually a good start. There was the first pointer, it seems that the projection matrix was wrong. Specifically, the scale was wrong (abnormally big values), making that the primitives (triangles / quads) became squeezed/degenerated, resulting in primitives not showing up. Just as a fast test, I changed all the projection matrices to identity matrices so I would get something onscreen, if that was the only problem in that game. I expected so, as I had dumps of the textures, and they seemed ok, so if projection was the only problem, it would give me some results. In fact, it did.
After that, I just had to locate where and why those values were assigned to that matrix. That's what took the most. First, as the failing value wasn't the first to be assigned to that matrix, I just stopped execution when the first one was written, and debugged from there. I was lucky enough to see that the "failing" values written to the matrix, were calculated between the first write and the failing one. As I suspected from the beggining, it was indeed a CPU bug and not related to the 3D core. Basically some of the registers used on the matrix write were never updated: the projection calculation was done and stored in memory, but never retrieved from memory to registers, to be used later.
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August 22nd, 2007, 19:38 Posted By: wraggster
No$gba the GBA and DS Emulator for Windows has been updated with a new release:
heres whats new:
- debug/setup: allows to enable/disable user-debugmsg, wifi-log, and 3d-log
- cpu: emulates undef opcode/copro exception (with warning if no bios/vector=0)
- wifi/emu: emulates new bits in rx header, and optional auto sequence control
- cpu/bugfix: arm ldm/stm accidently destroyed mis-alignments (on writeback)
- wifi/help: added info on port 1C4h, and on some of the 1Bxh ports (rxstat's)
- wifi/help: added new chapter on transmit errors and automatic ACK responses
- wifi/help: added info on ports 1A8h,1AAh,1ACh,1AEh (bit0..12 vs. 1B0h..1BFh)
- wifi/help: discovered new bits in RX header, added notes on MAC addresses
- wifi/debug: allows to log all packets (with automatic comments on ieee header)
- wifi/help: added notes on automatic sequence ctrl and auto-modified frame ctrl
- wifi/emu: tx-engine uses new timers, and emulates length/rate/preamble timing
- wifi/emu: emulates the various wifi counters and irqs at correct timing
- debug/setup: memorizes if iomap window was open (if so, re-opens it on boot)
- debug/emustop: break_requests (esc-key) take place only on current machine
- debug/internal: replaced ds:bibos swi_retadr/haltstop/intrwait by vals:bios
- debug/vramviewer: oam viewer supports extended obj palettes (thanks pierre)
- debug/vramviewer: fixed engine-B palette viewer (thanks pierre for bug report)
- dslite/help: added info on new TSC chip by AKM (new IN2, different PD bits)
- dslite/help: added note on near-crt-quality colors and wider viewing angles
- dslite/help: added custom change-channels-flowchart for new wifi-type3-chips
- dslite/help: added settings at firmware[0CEh-and-up] for new wifi-type3-chips
- dslite/xboo: updated nds-pins.gif (added new pin-positions on ds-lite board)
- dslite/xboo: added 8 extra diodes in data lines (to prevent power-on problem)
- dslite/help: added lite-specific wifi (W) mirrors, and unused wifi ram/ports
- dslite/help: added the new backlight level bits in firmware user settings
- dslite/help: added caution on DS-lite destroying wifi ports 064h and 076h
- dslite/help: added new powerman backlight/power register (and lost mute-bit)
- dslite/help: added ID for firmare chip 35PE20P (and supported it in ds-xboo)
- powerman/help: added unknown bit (mutes volume to zero, if amplifier is on)
- wifi/emu: emulates initial wifi-port settings and random register (mod 5FDh)
- wifi/emu: emulates primary wifi irq flag stuck zero while secondary nonzero
- wifi/emu: emulates corrected ports (004h,0ACh,0AEh,0B0h,0B4h)
- wifi/emu: emulates new ports (210h, 05Ch/06Ch, 062h/064h) and new mirrors
- wifi/help: added rx/tx signal/timing charts (rfu pins, aka 19Ch bits)
- wifi/help: added specs/cautions on primary wifi irq flag (2000214h.Bit24)
- wifi/help: added new mirrors (on read from 0ACh,0AEh,20Ch,21Ch,298h,2A8h,2B0h)
- wifi/help: added notes/info on ports 038h,19Ch,214h,21Ch and on W_CONFIG_140h
- wifi/help: new bits 0EAh.1,008h.13/14 004h.14); extra-TX ports 118h,0EEh,090h
- wifi/help: corrected ports 004h,0ACh,0AEh,0B0h,0B4h and txstat.bit12-13
- wifi/help: added info on new ports (110h, 210h, 05Ch/06Ch, 062h/064h)
- wifi/help: fixed tx_hdr: rate 8bit (not 16bit) defaults to 1Mbit/s if invalid
- wifi/help: added new bits: port004h.bit0 tx_master, 008h.bit15 beacon_irq1
- wifi/help: major updates in timers chapter (reloads, IRQ13/14/15, 22MHz, etc)
- nds/help: pinouts for nds LCD sockets, wifi RFU boards, and powerman chips
- gui: mousewheel support (win98 or dos/ctmouse) (thanks jasper/idea, tilo/hw)- debug/setup: allows to enable/disable user-debugmsg, wifi-log, and 3d-log
- cpu: emulates undef opcode/copro exception (with warning if no bios/vector=0)
- wifi/emu: emulates new bits in rx header, and optional auto sequence control
- cpu/bugfix: arm ldm/stm accidently destroyed mis-alignments (on writeback)
- wifi/help: added info on port 1C4h, and on some of the 1Bxh ports (rxstat's)
- wifi/help: added new chapter on transmit errors and automatic ACK responses
- wifi/help: added info on ports 1A8h,1AAh,1ACh,1AEh (bit0..12 vs. 1B0h..1BFh)
- wifi/help: discovered new bits in RX header, added notes on MAC addresses
- wifi/debug: allows to log all packets (with automatic comments on ieee header)
- wifi/help: added notes on automatic sequence ctrl and auto-modified frame ctrl
- wifi/emu: tx-engine uses new timers, and emulates length/rate/preamble timing
- wifi/emu: emulates the various wifi counters and irqs at correct timing
- debug/setup: memorizes if iomap window was open (if so, re-opens it on boot)
- debug/emustop: break_requests (esc-key) take place only on current machine
- debug/internal: replaced ds:bibos swi_retadr/haltstop/intrwait by vals:bios
- debug/vramviewer: oam viewer supports extended obj palettes (thanks pierre)
- debug/vramviewer: fixed engine-B palette viewer (thanks pierre for bug report)
- dslite/help: added info on new TSC chip by AKM (new IN2, different PD bits)
- dslite/help: added note on near-crt-quality colors and wider viewing angles
- dslite/help: added custom change-channels-flowchart for new wifi-type3-chips
- dslite/help: added settings at firmware[0CEh-and-up] for new wifi-type3-chips
- dslite/xboo: updated nds-pins.gif (added new pin-positions on ds-lite board)
- dslite/xboo: added 8 extra diodes in data lines (to prevent power-on problem)
- dslite/help: added lite-specific wifi (W) mirrors, and unused wifi ram/ports
- dslite/help: added the new backlight level bits in firmware user settings
- dslite/help: added caution on DS-lite destroying wifi ports 064h and 076h
- dslite/help: added new powerman backlight/power register (and lost mute-bit)
- dslite/help: added ID for firmare chip 35PE20P (and supported it in ds-xboo)
- powerman/help: added unknown bit (mutes volume to zero, if amplifier is on)
- wifi/emu: emulates initial wifi-port settings and random register (mod 5FDh)
- wifi/emu: emulates primary wifi irq flag stuck zero while secondary nonzero
- wifi/emu: emulates corrected ports (004h,0ACh,0AEh,0B0h,0B4h)
- wifi/emu: emulates new ports (210h, 05Ch/06Ch, 062h/064h) and new mirrors
- wifi/help: added rx/tx signal/timing charts (rfu pins, aka 19Ch bits)
- wifi/help: added specs/cautions on primary wifi irq flag (2000214h.Bit24)
- wifi/help: added new mirrors (on read from 0ACh,0AEh,20Ch,21Ch,298h,2A8h,2B0h)
- wifi/help: added notes/info on ports 038h,19Ch,214h,21Ch and on W_CONFIG_140h
- wifi/help: new bits 0EAh.1,008h.13/14 004h.14); extra-TX ports 118h,0EEh,090h
- wifi/help: corrected ports 004h,0ACh,0AEh,0B0h,0B4h and txstat.bit12-13
- wifi/help: added info on new ports (110h, 210h, 05Ch/06Ch, 062h/064h)
- wifi/help: fixed tx_hdr: rate 8bit (not 16bit) defaults to 1Mbit/s if invalid
- wifi/help: added new bits: port004h.bit0 tx_master, 008h.bit15 beacon_irq1
- wifi/help: major updates in timers chapter (reloads, IRQ13/14/15, 22MHz, etc)
- nds/help: pinouts for nds LCD sockets, wifi RFU boards, and powerman chips
- gui: mousewheel support (win98 or dos/ctmouse) (thanks jasper/idea, tilo/hw)
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August 22nd, 2007, 19:10 Posted By: wraggster
A nice update to the release of the Wii Dvd player the other day comes a disc creator which will make a DVD with the player on, heres the details:
Here is an updated version of the MFE bootable disc creator. It uses the new DVD-capable MFE version that Symbiote.org released. The advantage of using this creator is that it uses a firmware 3.0 compatible disc header and it allows you to fill the disc with .divx, .mp3, .mpg etc.
I didn’t compile the bootloader for this one like I did with last one and I didn’t create MFE in the first place. I’ve just made the disc creation a bit more userfriendly. All credits goes the original authors whoever they may be.
Also keep in mind that there have been speculations about that using your Wii to watch DVD movies may wear out your laser.
Features
--------
- Boots directly into MFE
- Uses a Firmware 3.0 compatible disc header
- Should work on all modchips. May need to turn of regionpatching on WiiFree as can break GC games and homebrew.
- Dual Layer support if the modchip supports it (yaosm 1.8, CycloWiz 3.5, Wiinja v.2 and latest Wiinja Deluxe upgrade)
- Plays DVD movies (press "Z", swap disc, press "Start")
DIGG THIS
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August 22nd, 2007, 18:53 Posted By: wraggster
via joystiq
If you've ever wanted to physically assault Donkey Kong's diminutive and overly cheery pal, Diddy Kong, you'd best make plans to purchase Super Smash Bros. Brawl on December 3rd. Smash Bros. DOJO!! (it's them shouting, not us) has revealed that the pesky primate will be part of the growing list of combatants and plans to get by with his "whimsical fighting moves" and "Peanut Pop Gun."
We look forward to knocking off that cap and wiping the smile off his face -- it'll certainly put one on ours. Alright Nintendo, let's get Tingle in here next.
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August 22nd, 2007, 18:49 Posted By: wraggster
via joystiq
Need more Samus and Link in your Euro life? Nintendo has confirmed that the leaked European release date list is partially true, in that Metroid Prime 3: Corruption is slated for Oct. 26 and Legend of Zelda: Phantom Hourglass sails in Oct. 19. If the trend continues and the leaked list does translate into actual European release dates, gamers can expect Super Mario Galaxy there November 16 (soon after the NA Nov. 12 date).
Of course, Zelda launches in North America Oct. 1, so with no region lock on the DS, Europeans should feel free to get one sent to them from the States. On the bright side of things, at least it won't be a long engagement for Europe like some games. A month is not a terribly long time to wait.
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August 22nd, 2007, 18:31 Posted By: Shrygue
via Computer and Video Games
After announcing the game for every platform but Wii, Konami has now revealed that a Wii version is in the works and has undergone a "radical rethink" to make the most of the Wii's motion-sensitive control system.
We've been told that the game will make full use of the Wii Remote and Nunchuck controllers, offering total control over every aspect of the players and their movements both on and off the ball. The remote will also let you send players running into space, and to distribute the ball.
More from Games Convention soon.
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August 22nd, 2007, 18:30 Posted By: Shrygue
via Computer and Video Games
We can almost hear the cries of soon-to-be-wrecked A and B buttons on DS units across the world because New International Track and Field is sprinting its way to DS.
Konami has handed development to Sumo Digital, who were previously responsible for the OutRun games on Xbox, Virtua Tennis 3 on Xbox 360 and Super Rub-a-Dub on the PS Store.
The game's 3D visuals will take on a cartoon-style look, and touch-screen controls are expected (A and B buttons might get a breather this time). We're hoping for online play, too.
More information regarding controls, featured events and a release date is expected in the official announcement later, along with in-game screens.
Until that time, you'll have to make do with this hastily-taken photo of the game on Konami's stand at the Leipzig Games Convention, snapped by 1UP.
Image here
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August 22nd, 2007, 18:26 Posted By: Shrygue
via Computer and Video Games
We're so excited about Sonic Rush Adventure, and after seeing this new trailer you'll know why. It's old-school Sonic platforming, sped up to a ridiculous pace, and combined with new 3D action stages that actually look like fun little excursions.
Sonic blazes around the place, pinging off springs, grinding rails, pulling mid-air stunts and spinning through all types of scenery, and then takes to the water in a selection of vehicle-based battles. It looks incredible.
Screenshots
Trailer
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August 22nd, 2007, 18:24 Posted By: Shrygue
via Computer and Video Games
Tomb Raider Anniversary on Wii isn't shaping up to be a rushed port with tacked-on Remote waggles, you'll be glad to learn.
Senior producer Morgan Gray recently insisted that the many enhancements and new gameplay mechanics being built in specifically for Wii make it the "definitive realisation".
Screenshots here
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August 22nd, 2007, 18:22 Posted By: Shrygue
via Computer and Video Games
We've heard Sonic Mario fans grumbling about the taming of the characters' special powers (i.e. Sonic doesn't run ridiculously faster than Mario), but if you can get over your fanboyisms this looks like loads of fun.
People are also moaning that it's not crazy enough for a Mario and Sonic game - but notice the flames at the feet of Yoshi in one shot, and Mario in another as they race. You don't get flame-feet turbo boosts in real life, do you?
It looks a bit strange to see Dr. Robotnik (or Eggman, as Sega likes to call him nowadays) lining up for a civilised race against Sonic, but the range of events and Wii Remote controls will make this a great multiplayer party game. Better than Wii Sports? We hope so...
See the screenshots here
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