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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
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THE LATEST NEWS BELOW
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May 11th, 2007, 00:43 Posted By: wraggster
ttursas has posted a new release of his game for the DS:
v0.2.6 (09-May-2007)
* Updated to inflateTT-DS v1.2, so the data files are compressed
a little better.
* Found a couple of places where C99 style variable allocation was
used, and cleaned them up.
* When a player disconnects from a match all the bullets owned by
him are deleted, so they don't appear as ghost bullets any more.
* Made the interrupts use even less stack.
* If the game server doesn't respond to a join message in 1.5 seconds,
NO RESPONSE will be shown on the game screen.
* The player's plane starts from an airfield when changing the
level, not from the current location.
* Gas is now blue.
* Collectables don't spawn so close to the walls any more.
* Remade the machinegun boost icon.
* Added collectable icons for mines, bombs, missiles, heat seeking
missiles, cluster bombs and invulnerability, and collecting
a weapon icon will grant the player three shots.
* Increased the collision distance for the collectables.
* Increased the rate at which the airports refuel the planes.
* The planes cannot crash to the airports any more.
* Airports don't attract the planes if they are turbo boosting.
* Decreased the amount of ammo the planes have when they spawn.
* Added priority to collectable allocation, so that if there is no
free space in the collectables array and we need to spawn e.g.,
stars, we can overwrite less important collectables.
* Added quick turning.
* The player doesn't lose lives if he isn't engaged in a network match.
* Added a new level: Rome.
* Increased the maximum number of particles.
* Cleaned up MUSTIKKA's level graphics.
* Optimized collision checks.
* It's possible to collect nine bullets to each special weapon.
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May 11th, 2007, 00:35 Posted By: JKKDARK
via VGGEN
When Nintendo first showcased the Wii, light gun games were one of the many genres that seemed like a natural fit for the system. Unfortunately, once some practical hands-on time with the system was had, it soon became clear that it wouldn’t work as well as originally thought with the Wii Remote, due to the fact that you can’t just point at the screen and shoot, but instead have to mind the console’s sensor bar.
However, that hasn’t stopped developers, and the Wii has seen a recent influx of planned light gun-like games, including the upcoming on-rails shooter Resident Evil: Umbrella Chronicles from Capcom and Sega’s newly announced Ghost Squad. If that last one sounds strangely familiar, that might be because it is already a light gun arcade game being ported over to the Wii - with a few little extras in tow, like a four person multiplayer mode. More information about Ghost Squad can be found in the full press release below:
SAN FRANCISCO (May 10, 2007) – SEGA® of America, Inc. today announced the development of Ghost Squad for the Wii™ Console. Developed by SEGA’s AM2 arcade division, Ghost Squad became a smash hit upon release and was the top-earning arcade gun game in 2005 for SEGA’s arcade division. The Wii version brings the arcade experience home and adds a number of new Wii-specific gameplay modes and features. The game features the use of the Wii Remote™ as a multi-purpose tool that allows players to easily control the targeting of on-screen enemies, defuse bombs, and rescue hostages. The battle to eradicate global threats in Ghost Squad begins Holiday 2007.
With a squad of three others, players will traverse three different mission areas each comprised of multiple levels, unlocking 25 high-powered weapons as they progress. Within each level there are a series of selectable alternate routes that will provide the gamer with increasing challenges as enemies attack from unexpected places. Weapon selection is varied across a wide array of weapon types ranging from machine guns, submachine guns, pistols, sniper rifles, shotguns, and even crossbows. Ghost Squad will feature an Arcade mode, a Multiplayer mode for up to four players, and more!
"Ghost Squad brings the classic light gun blaster experience that SEGA made popular in the arcades to the Wii," said Scott A. Steinberg, Vice President of Marketing, SEGA of America, Inc. "With a more robust multiplayer experience than even the arcade version and numerous unlockable items and stages adding replay value, Ghost Squad will be the ultimate shooter experience for the Nintendo Wii console."
The world in Ghost Squad is overrun with terrorism, affecting all corners of the globe. In an effort to combat the malicious plans of the terrorist groups, the U.N. created the Global Humanitarian-Operation and Special Tactics Squad aka "Ghost Squad." This team of elite soldiers is comprised of the "best of the best" from both domestic and foreign military and special operations forces. Ghost Squad missions involve entering a situation with stealth, executing extreme prejudice upon terrorist subjects, and leaving a target area with no trace of their prior presence.
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May 11th, 2007, 00:30 Posted By: wraggster
News/release from Stravingo:
Hi everybody!
After Ka-BoOm, here is my second game on NDS, Setsuzoku no Puzzle, that can be translated by "Puzzle of connections". Yes, I tried to give a "Japanese touch" to my game ;-)
This game is loosely inspired by Match-it, a 1989 arcade game from Tamtex. The rules of this puzzle game are very simple: you have to remove all the tiles on the screen by connecting tiles that have the same color and same symbol. The link between these two tiles must be free and must have at most two corners. Obviously, you play in limited time! Some tiles are special: stars and moons. You can connect stars with stars whatever their colors, same thing for the moons. Moreover, when you remove these special tiles, you stop the time for some seconds.
At each level, the time goes faster and faster. At highest levels, your brain will be strongly solicited to track as fast as possible the tiles to remove! Luckily, if you are stuck, you can use some limited help by pressing button X. This help will automatically remove identical tiles. You begin the game with 3 helps, and you gain one more help at the end of each level if you didn’t use any help during this level.
It is possible that you come up with a puzzle that is impossible to complete when you cannot remove any more tiles. This is rare, but I detect this case. Consequently, if the game doesn’t tell you that there is no more moves, then there remains a solution. If there is no more moves, then this is a game over, but I am working on a better solution.
This is only a early 0.1 version of the game, fully playable, but it lacks some features: highscores management, better graphics, as well as some new entertaining features in the gameplay.
One more thing: play this game on a real DS, and not on an emulator! It would be tooo much slow, with to much graphical bugs.
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May 10th, 2007, 23:48 Posted By: wraggster
via pimpware
Flv streamer update, full Wii playback
Now that WPA was tackled (if you downgrade to 3.10 )
The FLV streamer side needed an update. No changes in the PSP binaries
1. No more pimpy color borders. Movie will always try to go full screen.
2. Full length flv playback on Wii. Tested with some long movies
3. Better UI while playing (click on movie). Adjust volume and play/pause. Tested on Wii.
To start a new movie, refresh the page.
Download PiMPStreamerSetup-0.91.msi
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May 10th, 2007, 23:06 Posted By: wraggster
via kotaku
I hadn't heard any updates on the whole SNK VS Capcom Card Fighters since I posted about it last week, but now a reader named Scott reports that an official statement detailing a replacement plan is now circulating.
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May 10th, 2007, 22:33 Posted By: wraggster
New from Divineo UK
Bring order to your Wii™ Remote with the Power Station™ from JOYTECH. Rechargeable Battery Packs removes the need for replacement batteries and when you’re fi nished gaming, the Power Station™ charges, stores and protects your Wii™ Remote, so you’ll always have power when you need it most!
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May 10th, 2007, 21:39 Posted By: wraggster
The DS has sold a shocking 10 million units in Japan alone, the latest Famitsu figures has revealed.
Research compiled by the Japanese market research giant revealed that it has taken DS Lite just 61 weeks to reach this milestone. And that blows PS2 out of the water, which took 131 weeks.
The DS Lite continues to dominate the hardware charts in Japan, clocking up an impressive 702,844 units sold in April, with the Wii in a distant second with 287,722 sales, and PSP with 158,291.
Meanwhile, our DS is taking a thrashing with Pokemon Diamond inserted firmly in the cart slot. Anyone got a Machop...?
via cvg
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May 10th, 2007, 21:27 Posted By: wraggster
We've never really liked Mario Party games, but clearly lots of people do because Nintendo is readying Mario Party 8 for a June 22 launch in Europe.
Once again, Mario and pals are throwing dice and competing in a selection of four-player mini games, now designed to make use of the Wii Remote.
Expect new characters, tons of new mini games and a new single-player story to party for your £40. Check out some of the new mini games in screens below.
Screens Here
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May 10th, 2007, 21:24 Posted By: wraggster
Building cities is cool, but SimCity has so much more up its sleeve, as these latest screens show.
It may have taken you dozens of hours to create the perfect city but it'll only take King Kong a few minutes to trash it when he turns up with post-Stella-drinking rage.
Then aliens pop down for a visit, only they're not coming in peace either. But look, father Christmas is in there, which is nice (until he whips out a bazooka, we guess).
SimCity DS looks ace. Look out for it on shelves from June 22.
Screens Here
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May 10th, 2007, 21:18 Posted By: wraggster
The little people of MySims might look like a cutesy, cuddly bunch of care bears but they're not all angels. In one screen one of the characters has taken a pretty nasty fall and those mean bastards are laughing at him. Pointing and laughing.
Who knows what happens next. Some hoody-wearing youths run over and kick him in some more, before taking his wallet? He leaps up in rage and rugby-tackles those two girls for laughing at him? Maybe.
We thought the Wii-exclusive MySims was going to be all about living as part of a tight-nit community. Maybe it isn't. (Or maybe you can read what the game is really all about, if you haven't already).
MySims is expected for release later this year.
Screens Here
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May 10th, 2007, 15:57 Posted By: JKKDARK
via IGN
One of the best Game Boy Advance games is moving to arcades thanks to a tie-up between Sega and Nintendo. Sega announced today that it will release an arcade version of Rhythm Tengoku, a GBA rhythm game from the makers of Wario Ware. The arcade version is being developed by Sega.
Like the original portable version, the arcade adaptation will feature simple timing-based gameplay. Sega is also working on multiplayer aspects of the game in order to attract families and couples. When two players finish a game session, they'll get a compatibility rating.
The Game Boy Advance Rhythm Tengoku was Japan-only. Hopefully, Sega's arcade distribution channels will come through and give the arcade version an international release. The Japanese version is set to begin operation this Fall.
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May 10th, 2007, 15:15 Posted By: Mr_Biggs
via DS Fanboy:
"We're not really sure we get the timing, but we'll take the announcement whenever: Crave announced a Napoleon Dynamite game for DS and PSP. While there are no real details yet -- like when it will be out, or what it will involve -- Crave's Mark Burke did promise that fans of the film will probably like it. Gosh!
We fully expect lots of random quotes, as well as drawing and dancing minigames."
link: http://www.dsfanboy.com/2007/05/09/n...anna-play-you/
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May 10th, 2007, 14:00 Posted By: bandit
Peripheral manufacturer, Cyber Gadget, will be selling a thumbstick for the Nintendo Wii. It will be on sale starting May 14, 2007. This item is made to install on the Wii remote control to act like an analog stick over the directional pad. The price is approximately 714 Yen (including tax).
Source: Famitsu
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May 10th, 2007, 13:50 Posted By: mr_nick666
Rodo has just emailed me the latest exclusive update to his superb SCUMMVM port for the GameCube/Wii
Hi Nick,
I have good news regarding ScummVM for GC. I have implemented some control changes allowing the user to input enter (for Simon) and the number 0 (for Monkey Island 2). I have added fine cursor control with the C stick plus restarting ScummVM without rebooting the GameCube.
I would appreciate it if you can upload this release to your website and post the address on the ScummVM forums.
I hope you enjoy the release,
Best regards,
Rodolfo
Source: The Playground
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May 10th, 2007, 03:41 Posted By: JKKDARK
via PressZoom
Handheld GamerZine goes from strength to strength this month with a host of exclusive games coverage. Starting with the cover feature, a hands-on preview with developer interview, the WipEout Pulse details are going to set a few pulses racing. The details of the in-game engine tweaks and new gameplay features will be sure to please fans of the series.
Harvest Moon fans will also want to check out the exclusive interview with creator Yasuhiro Wada in which he reveals a new Harvest Moon game is planned for next year, and that he believes Microsoft has plans for a portable gaming device, which he would welcome.
Team 17 also lets us sneak in for an exclusive look at the upcoming update of Worms, with details of the new online play and new weapons. Find out what the developers think of the highs and low of the series so far.
That’s not all for the issue either, with reviews of Metal Gear Solid Portable Ops, SOCOM 2, Burnout Dominator, FF Chocobo and many more.
“Traditionally portable games have been overlooked by the games press,” says Publishing Director, David Taylor. “However, gone are the days when the DS and PSP simply get ports of cut-down versions of console games. Now we have exciting new properties like the Brothers In Arms game for DS in this issue or WipEout Pulse, where the game has been designed from the ground up for the device and gamers are now looking for ways to keep up to date with their favourite games on these platforms. HGZine is a great way to do this, with professionally written features and pages enhanced with video and multimedia.”
HGZine is a GamerZine, digital magazines for gamers, published in PDF format, and written by a team of professional games journalists from the UK. Readers simply require a copy of the free Adobe Reader ( version 6 or above ) to read the magazines..
HGZine can be downloaded now from: http://www.gamerzines.com/hgzine/
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May 10th, 2007, 03:40 Posted By: JKKDARK
via Gameworld Network
We reported yesterday that Nintendo of Europe had finally gotten off of their bottoms and announced a release date for the long overdue DS title; Metroid Prime Pinball.
With the date set for June 22, math fans got to work doing their ‘thing’ and concluded that the game launched in the US and Australia a staggering 18 months ago in comparison!
Surely then, Nintendo must have at least some kind of explanation as to why a game that needs next to no translating, and was in fact developed in the UK in the first place, took so very long to arrive.
Well no, apparently not. Speaking to Kikizo a spokesperson for the company revealed that:
"Nintendo of Europe simply chose to release the game at this time."
Kikizo speculate that the company was perhaps “mired in European regulations related to the rumble pack, a culprit also reportedly responsible for the delay of tilt-sensing Game Boy Advance game Wario Ware Twisted.”
But as of yet Nintendo have not responded to such claims. We’ll keep you posted.
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May 10th, 2007, 03:38 Posted By: JKKDARK
via 1UP
Contrary to prior speculation, Nintendo of America has no intention of leaving their headquarters in Redmond, Washington completely deserted; Seattle-based newspaper 4 Color Rebellion) contacted Jim Roberts, deputy planning director for Redmond, who confirmed Nintendo was moving out roughly 80 employees from its sales, marketing and advertising divisions.
The rest of the company will remain in Redmond (according to the newspaper, there were 765 employees on the campus as of March 2005), but the aforementioned divisions will relocate to either New York or San Francisco -- allegedly sometime in 2007.
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May 10th, 2007, 02:19 Posted By: wraggster
Nutki has once again updated his emulator for the Nintendo DS:
Well, yet another lameboy release.
Changelog:
0.6
- fixed: 32k save (helps Pokemon S/G/Y, Dragon Warrior III)
- added: supports roms larger than 2MB (only unzipped - .gbc)
- fixed: directory browsing history
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May 10th, 2007, 02:10 Posted By: wraggster
News/release from Philips
Phillips released several weeks ago a working homebrew translator with fat support for DS with the help of PALib.
He only published it in chinese so it seems that it did not get some notice from the english speaking world. The program, which is using stardict dictionary files, is currently running on R4 (Thanks Phillips!!), M3SD and SCSD!
To get it running you need the appropriate file for your card. Create the folder: "NewDicts" at the root of your card. In the folder "NewDicts" create a subfolder called "Dict".
Copy the downloaded dictionaries in that folder(up to 10 different dics are supported, prefix must be the same per dictionary).
The files with the .dz ending must be deflated, ending with .dict (try 7zip to do that).
Attention the .idx file size is limited to something smaller than 2.5 MB.
Example:
StardictBritannicaConcise consists of:
BritannicaConcise.ifo
BritannicaConcise.idx
BritannicaConcise.dict
in folder root:NewDictsDict
Download Dictionarys
Sound Files
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May 10th, 2007, 01:23 Posted By: wraggster
DS is taking off, and publishers are getting the memo. While the system - like every before it, and every after it - is getting its fair share of licensed products, movie-to-game tie-ins, and throw-away titles, DS is also becoming a platform where virtually any development team with an inspired concept and semi-aggressive budget can throw their creative hats into the ring. Such is the case with 5th Cell's Drawn to Life, published and presented by THQ.
Our first experience with Drawn to Life for DS was over a year ago, as we had a chance to take a brief look at the conceptual title from a then publisher-less developer 5th Cell. In our preview (found here), the ambitious developer-for-hire outlined the concept and story of its latest adventure. Drawn to Life is part action/adventure, part user-created content. Utilizing both developer-made levels and player-made assets, Drawn to Life looks to utilize the DS in a whole new way, blending creativity with core gameplay in a way that no other game can do, and no other platform can facilitate.
Full Article
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