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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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May 13th, 2007, 23:21 Posted By: JKKDARK
via Cubed3
Following the announcement of a new Pokémon game for DS, CoroCoro magazine in Japan has revealed the first scans of the Pokémon Mystery Dungeon sequel from Chunsoft on DS. Check it out below:
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May 13th, 2007, 16:02 Posted By: scorpei
I've had a couple of samples for quite some time now but I've been damn busy with school and other things. I have however finished some reviews some time ago but hadn't gotten around to uploading them yet, so here goes to keep you guys happy ;
http://wii.scorpei.com/WiiD.html - WiiD, Wii drive chip review
http://wii.scorpei.com/powerstation.html - JoyTech powerstation, Wii accessories review
http://ngc.scorpei.com/viper.html - Viper GC Extreme, Gamecube full mod-chip review
Soon I'll look into getting the Supercard DS one reviewed (the new version) and the G6 DS real. Also I've received a sample of the XCM V-box for the Wii but I haven't had any luck on getting it to work. My mod however does seem to work (though not for me as I can't get it to work normally in the first place). Anyway more on that soon (if I have the time).
Cheers,
Scorpei
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May 13th, 2007, 09:58 Posted By: jojotjuh
Hello all supercard slot two users!
after a long while of no updates and it almost seemed like supercard slot two was dropped dead,
on the new forums romman, forum admin of supercard.cn said this when asked about slot 2 updates:
Yes. We are developing NDS cheat code system for slot 2 SuperCard
wow nds cheating for slot2!
I can't wait until it is released
source
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May 13th, 2007, 04:37 Posted By: wraggster
French Homebrew Coder Tipiak posted a new Kirby Homebrew game for the Nintendo DS,
Looking like Kirby in Mario World
DIGG THIS
heres a translation of the info of this release:
Kirby and all his friends hero of video games find themselves all together to have fun the festival. Unfortunately, malicious (of which the name and the design remains to determine) arrives and thrown an evil spell at all our heroes, except one, Kirby. Our hero thus decides to put himself at the job and of botter the buttocks at the malicious ones. Here is for the history, which is certainly not brilliant but allows me to have with provision a great base of sprites. The play in itself is a play of platform in which one directs Kirby only to the stylet. Moreover, it has faculty to control the wind (Link passed its rod for those to him which want the details scenaristic).
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May 13th, 2007, 02:26 Posted By: TeenDev
Here's the latest build of GBAMP Multiboot Selector. It is a minor release that fixes a few bugs and adds a new loader, devlauncher by 0xtob. This repleaces MightyMax's Loader. More info is in the included README file. Also please do not mirror the file and link to the offical file on the teendev file server. BTW, GBA booting is still not implimented.
Download:
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May 13th, 2007, 01:51 Posted By: wraggster
The Nintendo DS edition might share a few similarities in visual style and in gameplay to the GameCube game of the same name, but ultimately, at least in the short playtime we had with the game at the Square Enix Party in Japan this weekend, the DS "sequel" is pretty much its own game. And that's a good thing.
Final Fantasy Crystal Chronicles: Ring of Fates opens up with a real-time cutscene that's fully voiced-over in Japanese -- we were hoping the entire game would be spoken dialogue but once the cutscene ends and leads into more interactive environments, characters speak in text exclusively. My lack of Japanese reading ability means that the story nuances were lost in the hands-on play, but I was there mostly for the gameplay and not for the tale that the game weaves. We'll enjoy that when the US version ships later this year with a full localized translation.
After a quick tutorial of the controls from Moogle-like critters that demonstrate the game's item pick-up mechanics and its combat system, it's off to the dungeons where you'll need to strut your stuff. Early on it's nothing more that swiping swords at fox critters, showing them what for with three hit combos with a simple attack-attack-attack pattern, or attacking them from the air with jump-swipes. Holding down the attack button while in the air will activate a powerful downward stab. You can even pick up enemies and attack them from underneath, or leap on their heads and whack them while they're under your feet.
Even though the game's mainly played with the D-pad and action buttons, the touch screen comes into play not just in weapons selection, but also in special attacks. Most of the action takes place on the upper screen...but hold the R button down and the two screens swap places. Then, while this is active, tapping on an enemy that's on the touch screen will activate your special attack that, if connected properly, will knock off a bit more HP from the enemy. You'll need a good amount of special points in reserve to pull off these attacks.
Full article
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May 13th, 2007, 01:50 Posted By: wraggster
Final Fantasy Tactics for the PlayStation Portable has just hit stores in Japan, but it seems all eyes are on the in-development follow-up to the Game Boy Advance design for the Nintendo DS. Final Fantasy Tactics A2 was one of the major focuses of the Square Enix Party 2007 in Japan this weekend where dozens of systems were at the ready with demo versions for attendees to play. Since I was one of the attendees, I played. Even if it was only for a short few minutes.
Just as the name suggests, Final Fantasy Tactics A2 is the sequel to the Game Boy Advance version of the series. On quick screenshot glance it might appear that the Nintendo DS version is merely a dual-screen rendition of the GBA title, but mere seconds into the game it's clear that the visuals have received a major upgrade in the move from the old to the new portable. It's still a strictly 2D affair with sprite-based characters and backgrounds, but it's hard not to see the much sharper and more vibrant visuals in this sequel.
The early and short playtest didn't, however, show how the game's going to play differently compared to the original GBA title. The story still has a lighthearted, cartoony appeal which contrasted more sharply when played just a few feet from the PlayStation Portable Final Fantasy Tactics demo station. The snowball fight tutorial of the first game is gone in the sequel, replaced with a gargantuan bird attack where you'll learn the initial set of commands, moves, and basic nuances to this turn-based strategy game.
Many of the gameplay elements of the Game Boy Advance title -- from the job system to the judge rulings -- are employed in the Nintendo DS game. Players still have a huge assortment of characters with different attacks and abilities, and at the start of the game you'll have to choose which character in your army would be best used in the fight. Some characters have long distance attacks but stink when it comes to face-to-face encounters. And vice versa -- close range soldiers might be a solid addition to the front lines, but they'll need a few turns to get into the fight.
Full article
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May 13th, 2007, 01:49 Posted By: wraggster
This weekend I had the opportunity to play a few minutes of the first Square Enix game for the Nintendo Wii: Dragon Quest Swords. There were more than two dozen kiosks dedicated to Dragon Quest Swords at the Square Enix Party in Japan, and after a short wait in a very long line it wasn't that extensive a wait to get a bit of hands-on with the Wii adventure.
The demo began with a trek through the woods. All the action of Dragon Quest Swords is seen from the first-person viewpoint of the lead character, chosen at the start of the adventure (either male or female), and control is handled via the Wii Remote exclusively. By holding the B button down, the character will move through a rigid on-rails path through the forest. Enemies will leap in from off-screen or out from behind trees and boulders, preventing forward motion; when this happens, these enemies must be taken out before the game allows you to continue on.
In battle, the B button activates the shield -- the on-screen pointer turns into a wooden shield that will block attacks if players anticipate where the attacks are heading. So, if an archer fires an arrow at you from a distance, your character will have a premonition of where it will hit with a flashing icon before the arrow's fired. Hold the B button and point the remote to the location on the screen and the shield will block the attack. Sounds easy, but when three archers fire their arrows at the same time to three different spots on the screen, you'll need a quick hand to swipe the shield across your view to prevent getting hit.
Full Article
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May 13th, 2007, 01:22 Posted By: wraggster
New release from Tails of his Dicesoldiers game:
Version Beta 0.5:
Editor of chart!!! Accessible by maintaining Y to the splash screen
Displacements of units
Appearance of disasters natural all 5 changes of player: Tornado, Tsunami, Volcano and Earthquake
Corrections:
the AI attacked with the first come territory
Changes of some gfx:
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May 13th, 2007, 01:15 Posted By: wraggster
News/release from SuBCeRo
Hiya m8s, i create this application, an easy way to make skins for R4 and M3Simply flashcarts, you can create, delete, rename and apply multiple skins from your computer.
The skins created by the application are in the folder "!:_system_themecatcher".
When you apply a new skin it will be copied to the _system_ folder.
All the selected images all be resized and converted to the compatible BMP files of the flashcart, and you can too select a theme.ini of another skin or create a new theme.ini from a colour selector.
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May 13th, 2007, 01:12 Posted By: wraggster
Psychowood has updated DLDIrc:
v0.51
-Added the option to rename .gba in .nds after DLDI patching
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May 13th, 2007, 00:58 Posted By: wraggster
Crunchy2 has released a new version of the Snes Emulator for the Nintendo Gamecube and Nintendo Wii:
WARNING: this is a public beta release of Snes9xGx. It is tested, but only to a certain extent. I believe it to be working well, but you use this version at your own risk. I would suggest, in particular, that you not use your main memory card with any beta version. In fact, I'd suggest removing it from your GC/Wii before running this, just to be safe, and have a backup. If that worries you, wait for the final release.
********
Here for all to try is version 2.0.1b4 of Snes9xGx. Here's a list of the key changes:
- README is back! The updates to it aren't complete, but there's some useful info in it. Still do provide feedback on it. Tell me what else I should include and/or what needs improvement
- Because the README is back, so is the binary (DOL) version. Yeah!
- Rom injector is working again. Windows and (now) Mac OS X binaries provided. See the README for info on how to use it. I've tested it with small and large roms, including the largest rom I could find, "Star Ocean", about 5.08 MB. Works great. If you inject a rom it will be run immediately at launch (well, after you press A at the initial info screen)
- improved error messages for failed saves to SMB and SD (but, as you'll see if you run into them, they aren't perfect yet - tend to get cut off. Still, it's an improvement.)
- probably other minor changes I'm forgetting
- Still comes in 6 flavors, each one is for a specific preferences and auto save/load SRAM location. For instance there is one for a memory card in slot B, another for an SD card in slot A, another for SMB and even one that does not load a preferences file at all. Choose the one you want or collect them all! You can still, of course, manually save and load SRAM wherever you want.
- in the source code you'll find that the entire source for snes9x 1.50 has been removed. Why? Because as it turns out, Snes9xGx 2.0.x does not yet use it. WIP6 had tons of improvements, but incorporating 1.50 had not been done yet as far as I can tell. It's still 1.43 based. At this point any such effort should go into updating to snes9x 1.51. So, to make the download smaller, and since I'm not sure I'm going to take up that effort, I've removed the 1.50 source for now. Let me know if this is a problem.
Please post your experiences, and thanks for listening.
HOW TO USE THE DOL FILE
---------------------------------
If you are using an SD Card adaptor (SD Gecko or equivalent), set up your SD card (and Action Replay if you are using that to load SDLOAD) as instructed, then copy the "snes9xGx201b3-sdslota.dol", or your choice of dol file, to your SD card. Also create an "SNESROMS" folder and a "SNESSAVE" folder at the top level of the SD card. Put your SNES roms in to the "SNESROMS" folder. SRAMs and the preferences file will be stored in "SNESSAVE". Insert the SD card into your SD card adapter, and plug that into slot A. Boot SDLOAD via Action Replay or however you do that, and run "snes9xGx201b3-sdslota.dol" (but you might want to rename it to a shorter name as SDLOAD doesn't display long file names properly) via SDLOAD.
If you are making a bootable DVD, I recommend, though it isn't required, creating an SNESROMS directory at the top level of the DVD and put your SNES roms in there - see note number 10 above. For example, if you are using "BootableDisc3" to create your bootable DVD, then, in addition to renaming "snes9xGx201b3-mcslotb.dol" (or whichever dol you wish to use) to "bootldr.dol" and putting that into "my_bootable_disc", also create a folder called "SNESROMS" within "my_bootable_disc" and copy all of your SNES roms into there. Also put in a filler file in the top level of the "my_bootable_disc" folder if necessary to make the DVD at least 500 MB in size. Then run BootableDisc.bat and burn the resulting iso file to DVD. See the documentation that came with "BootableDisc3" for details on using that tool - there's more to it than this!
Enjoy! (I hope!)
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May 13th, 2007, 00:44 Posted By: wraggster
via siliconera
Nintendo announced four games coming out next week in Japan for the Wii’s virtual console:
Tsuppari Oozumou (Famicom / 500 points)
Bare Knuckle 2: Shitou no Chinkon Uta (Mega Drive / 600 Points)
Out Live (PC Engine / 600 Points)
Sengoku Mahjong (PC Engine / 600 Points)
Sega announced Streets of Rage 2 for the US, maybe that will come out next week too? If it does, get it. Streets of Rage 2 is one of the best beat ‘em up games out there. I doubt Sengoku Mahjong will ever get a release, but Out Live, a racing game made by Sunsoft, might be another one of next week’s US virtual console games.
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May 13th, 2007, 00:42 Posted By: wraggster
via cubed
Nintendo chose to release quite a large supply of Wii stock last week, meaning that those eager to get their hands on the innovative new system would finally get their wish, thus impacting greatly on the UK charts. However, the PlayStation 2 has had several big new games released lately, Spider-man 3 has launched across many formats and Nintendo’s own DS is still running rampant. So how well did the Wii do in the face of all this competition? That is what we are about to find out…
Web slinging has never been so much fun…
Over on the All Prices Top 40, a large influx of new Wii hardware helps budget game Wii Play climb two places to its highest ever ranking of No.2 (up 30% in sales!) and because of a lot of activity this week, Brain Training falls six to No.15. There seems to be no stopping Cooking Mama, though, as it cooks up a storm, leaping from No.35 to No.23 and obviously bodes well for the imminent release of Cook Off, the Wii version. Finally, 42 All-Time Classics clings on, down five to No.30.
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May 13th, 2007, 00:39 Posted By: wraggster
via gamespot
Square Enix is reviving yet another classic Final Fantasy title on the Nintendo DS. Today at the Square Enix Party 2007, the company revealed it is currently developing a remake of its 1991 SFC/SNES game, Final Fantasy IV.
Similar to the DS version of Final Fantasy III released last year, FFIV DS will be a total overhaul of the original, featuring full 3D graphics, redesigned characters and monsters, and new dramatic cutscenes. Aside from its graphics, FFIV for the DS is said to feature many new elements, including an "evolved" version of its active battle system.
FFIV is being developed by the same staff that brought FFIII back to life on the DS. Takashi Tokita is executive producer and director, Tomoya Asano is producer, Hiroyuki Ito is battle director, Yoshinori Kaneda is storyboard chief, and MATRIX is working on development.
In a statement Tokita and Asano said they are working hard to bring more detail and depth to the game's storyline. In order to do so, one of the things they've done is to redesign the characters with a taller physique than the original SNES game.
While many remakes lose the original's authenticity, Asano is confident that it won't happen with FFVI because the original SNES developers are working together with them. Tokita should know, as he was one of the developers that worked on the original as well.
Square Enix didn't announce any release date for FFIV DS at the Square Enix Party. Although attendees were treated to an impressive full-CG trailer with lifelike characters, it didn't feature any in-game footage. GameSpot will have more information on Final Fantasy IV as it becomes available in the future.
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May 13th, 2007, 00:36 Posted By: wraggster
New from Success HK
Based on the animated TV series. Legend of the Dragon is a third person action game with RPG components, which features fantastic martial arts movements from the TV series. As in the series, players will find Twelve Signs of the Ancient Chinese Zodiac, each with its own temple, and each temple with its own guardian. The guardians undergo a physical change when they are forced to defend their temple, a metamorphosis that reflects the skills and likeness of the zodiac creature they represent. The main goal is to ruin the plans of the Zodiac Master, who is attempting to attain these twelve astonishing ancient powers to become virtually unstoppable.
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May 13th, 2007, 00:25 Posted By: wraggster
via kotaku
If you thought the eBay markup on next-gen consoles was high, wait till you see this. This limited edition gold Zelda Triforce GBA, autographed by Miyamoto himself was recently sold on eBay for a whopping $2,157.86. There were only 30 of these puppies made and signed back in 2005 when the Nintendo World Store opened it's doors for the very first time (one of them still resides in a case at the NWS). The system had never been played and came with a copy of Legend of Zelda: Minish Cap.
There is no doubt that this is a rare and precious item, but two grand, wow. I guess everything is worth what someone is willing to pay for it, but for that price, that better be real gold. Congratulations, Ossidium, you are now the proud owner of a piece of Nintendo history and an empty bank account.
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May 13th, 2007, 00:22 Posted By: wraggster
via kotaku
For a tech news site, this seems a little late in coming, but Cnet.com is currently hosting a gallery of celebrity Mii images culled from around the web. Some of these I had seen before, but others were new to me and the majority of them are dead on. Some celebrities of note include Chuck Norris, Laurel & Hardy, Jack Black, Peter Jackson and Woody Allen. Also featured is Dave Curry's prize winning Zach Braff Mii (pictured) which took the grand prize in Kottke.org's Celebrity Mii contest. Curry was awarded with a little statue of his winning Mii which is also featured in the gallery.
So, if you are one of those folks that only recently got their hands on a Wii and are still exploring the wonderful world of Mii's, this little gallery is a great guide for getting some celebs to brighten up your Mii Parade.
I'm still waiting for some Mii DLC so I can finally make one that actually looks like me. Unfortunately for me, they don't have a mutton chop sideburn feature and that's a damn shame.
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May 13th, 2007, 00:20 Posted By: wraggster
via kotaku
I'm always envious when people show off their really cool game related objects that their partners make for them be it cakes, crafts and other objet d'art. My ex's hatred of video games knew no boundaries and I probably would have received a million dollar check for my birthday before anything game related. So I will sit here and seethe with jealousy over Lauren's sweet Earthbound DS case, lovingly handcrafted in the lost art of needlepoint. The recipient of this awesome gift was her fiancé on the occasion of the Baby Jebus' birthday. Congratulations, man, you've got yourself a keeper.
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May 13th, 2007, 00:07 Posted By: wraggster
via gamespot
The latest evidence of that comes from Tecmo, which held a press event in Tokyo last night. The publisher used the event to announce three new installments in some of its most familiar franchises: Rygar, Tecmo Bowl, and Monster Rancher.
After hitting it big in the mid-'80s in the arcades and on the NES, Rygar went dark until 2002's PlayStation 2 revival, Rygar: The Legendary Adventure. After five years, Rygar is once again returning from the sidelines, this time with a new adventure on the Wii. Tentatively titled Project Rygar, the next game will see the series' shield-tossing gameplay adapted to take advantage of the Wii Remote.
Tecmo showed Project Rygar with nothing but a few slides of concept art, but it gave even less information about its resurrection of Tecmo Bowl. The publisher confirmed that it was working on a brand new Tecmo Bowl game for 2008, but it wouldn't even name a platform for which the game would appear. A company representative would tell the assembled media only that the game was "not going to be on the platform that you're thinking of right now."
It wasn't all far-off promises and vague hints, however. Tecmo actually showed an introductory video for Monster Rancher DS. While the series has been known for letting players generate their own monsters based on CDs, DVDs, and whatever other discs they have lying around, the DS game will use different creation mechanics.
First of all, players will be able to create new monsters by drawing patterns on the DS touch screen. While the video didn't make it absolutely clear, speaking into the system's microphone will also allow players to expand their monster farms somehow. Additionally, the game will let players generate monsters from Game Boy Advance cartridges, as well as combine monsters to create new offspring.
Monster Rancher DS is set for a July launch in Japan, with no word yet on a North American release. For more on all of these games, check out GameSpot's on-location coverage of Project Rygar, Tecmo Bowl, and Monster Rancher DS.
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