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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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April 19th, 2007, 15:20 Posted By: JKKDARK
via Aussie-Nintendo
April 19, 2007 - Warner Bros. Interactive Entertainment has announced the development of Looney Tunes: Duck Amuck, which will star "the infamously short-tempered and devious Daffy Duck in stylus-based gameplay," exclusively for Nintendo DS.
Developed by WayForward Technologies, the game will see players wield the stylus as they irritate, aggravate and infuriate their own Daffy Duck in humorous ways. Inspired by the classic Duck Amuck cartoon, players will compete against Daffy through a series of mini-games, randing from retro inspired favorites to modern, innovative gameplay interactions, with the goal of driving Daffy’s temperature, and his temper, through the roof. Wireless functionality will allow players to not only gang up on Daffy as a team but also battle each other in head-to-head competition.
"Looney Tunes: Duck Amuck gives gamers and all Daffy Duck fans a brand new experience and total control in tormenting the heated duck all in good Looney Tunes fun," said Samantha Ryan, Senior Vice President, Development and Production, Warner Bros. Interactive Entertainment. "The imaginative gameplay puts players in the creator’s role with the Nintendo DS™ system incorporating individual and competitive play with the beloved Daffy Duck character."
The game will be available later this year alongside the Melbourne-developed Looney Tunes: Acme Arsenal, which is hitting Wii, Xbox 360 and PlayStation 2. Stay tuned for more on that title.
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April 19th, 2007, 15:18 Posted By: JKKDARK
via Virgin Media
Codemasters's motorsport title 'Race Driver: Create & Race' is coming exclusively to Nintendo DS this summer.
Using the Nintendo DS stylus, the game's track editor lets players select and place race track elements, such as hairpin corners, long straights and chicanes, to design unique circuits. Once all the pieces are placed to perfection, players can take to their track and experience exactly what it's like in aggressive multiple car races.
In addition to the track editor, the game features 32 real-world circuits - from Silverstone and the Nurburgring to Bathurst - and 25 officially licensed race cars, including the Koenig GT, the AMG Mercedes C Klasse DTM, and the Chevrolet Silverado Truck.
Making use of the Nintendo DS Wi-Fi connection capabilities, players can challenge others to races on the game's official tracks as well as the circuits of their creation. 'Race Driver: Create & Race' also enables up to four players to go head-to-head in races gamesharing from only one cartridge. Further championships and cars can be unlocked from the World Tour Mode and then raced in realtime online and ad hoc multiplayer modes.
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April 19th, 2007, 04:13 Posted By: wraggster
xflash has released a new demo/game featuring thousands of dots moving around on the screen.
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April 19th, 2007, 04:09 Posted By: wraggster
Link_of_Hyrule has posted a new version of Chex Quest DS, a mod for Doom DS.
I added the extra files you need to run chex quest ds and i added the correct sounds but I dont know how to enable music wish doom ds yet but it would be awsome if we could get that working the music files are in the .wad files but they are not playing ill update you when i find out how to do this please know that im new at this stuff and i credit the original makers of doom ds for all thier coding all i am doing is making the chex quest .wad files work with it.
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April 19th, 2007, 04:00 Posted By: wraggster
New software update from the m3 team:
heres whats new:
1. Resolve "0988- teachers HITMAN REBORN! family," the only safe mode of operation , can now be printed in the normal use of rapid game;
2. Resolve "0990- Mario Kart DS (Korea)" can not operate. now included in the normal use of rapid game;
3. Resolve "0991- Koudaiyaoguai sprint (Korea)" can not operate. now included in the normal use of rapid game;
4. Address "pockets of strength 0992- baseball (South Korea)" can not operate. now included in the normal use of rapid game;
5. Update the "singer" smart arsenals Before 1006, all NDS games are automatically read and the allocation of mandatory use of Chinese name of the game show.
http://www.m3adapter.com/
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April 19th, 2007, 03:58 Posted By: wraggster
New software from the g6 team:
heres whats new:
1. Resolve "0988- teachers HITMAN REBORN! family," the only safe mode of operation , can now be printed in the normal use of rapid game
2. Resolve "0990- Mario Kart DS (Korea)" can not operate. now included in the normal use of rapid game
3. Resolve "0991- Koudaiyaoguai sprint (Korea)" can not operate. now included in the normal use of rapid game
4. Address "pockets of strength 0992- baseball (South Korea)" can not operate. now included in the normal use of rapid game
5. Update the "singer" smart arsenals Before 1006, all NDS games are automatically read and the allocation of mandatory use of Chinese name of the game show.
http://www.gbalpha.com/China/index.htm
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April 19th, 2007, 03:53 Posted By: wraggster
via dsfanboy
Developer Atlus admits that it will have a tough time selling Etrian Odyssey to anyone who isn't already a fan of dungeon crawls or other niche genres. As great as a turn-based, first-person RPG might sound to some of you, it's rare for that kind of game to register even a blip on the radar of most gamers or gaming media.
Atlus has been updating Etrian Odyssey's official site with promotional webcomics, the first of which proposes how the title can attach itself to current trends and elbow its way to the front of the crowd. Likening the game's dungeon crawl experience to Brain Age is a huge stretch, but we have to applaud the creative approach.
More Info
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April 19th, 2007, 03:51 Posted By: wraggster
via gonintendo
VIZ Media, LLC (VIZ Media), one of the entertainment industry’s most innovative and comprehensive publishing, animation and licensing companies, arrives at MIPTV this year, Booth # A012, with a variety of exciting properties for both North American and International markets. Held in Cannes, France, April 16 though April 20, MIPTV is the global content event for co-producing, buying, selling, financing and distributing entertainment content across all platforms.
MIPTV provides the key decision-makers in the TV, film, digital and audiovisual content, production and distribution industry with the only market conference and networking forum to discover future trends and trade content rights on a global level.
VIZ Media will feature a rich selection of properties including several that presently air on Cartoon Network in the U.S., YTV in Canada and other International broadcasters. Brands being showcased at MIPTV 2007 include: BLEACH, 52 episodes x 30 minutes BLEACH, by creator Tite Kubo, is an animated, hyperkinetic, all-purpose, ghost-busting action series targeted to teens. BLEACH is the story of an average 15 year-old, Ichigo Kurosaki, who was born with the ability to see ghosts. When a Hollow attacks his family – a malevolent lost soul – Ichigo encounters a Soul Reaper and absorbs her powers. Now he is dedicating his life to protecting the innocent and helping the tortured souls find peace. A dedicated website is forthcoming at bleach.viz.com.
MEGAMAN STAR FORCE - 13 episodes, 20 minutes each In the year 220X, a new technology has been developed to enable contact with extraterrestrial life forms. A mysterious accident occurs during the first communication attempt and Geo Stelar’s father, an astronomical scientist, disappears. After the accident, Geo is determined to follow his father’s footsteps and unravel the secrets surrounding the disappearance. Geo finds his father’s visualizer, which allows him to see invisible electromagnetic waves, and soon after witnesses a fight between two sporadic waves, one of which unexpectedly rushes toward him! Geo learns that what he’s seen isn’t an electromagnetic wave, but an extraterrestrial life form - Omega-Xis, and FM-ian who has escaped his home Planet FM with the mysterious Andromeda Key. Other FM-ians are determined to destroy Planet Earth and release FM viruses to succeed in their cause. When Geo and Omega-Xis merge by exchanging electromagnetic waves, they become Mega Man - the only one who can protect humankind and save the planet!
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April 19th, 2007, 03:50 Posted By: wraggster
via dsfanboy
If you don't want to (or can't) try the flash-based preview of Nodame Cantabile DS, you can always kick back and watch this video. Not into this kind of thing? Maybe you should give it another try, because we have seen the future, and it is the rhythm game ... at least, it seems to have a lock on a big part of the DS's future.
The game is out for the DS this week in Japan.
Video Here
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April 19th, 2007, 03:48 Posted By: wraggster
3D_geek posted this news/release:
I'd appreciate any constructive comments you guys might have.
I'm starting a new job as a professional games programmer with Midway at the end of the month - and beyond that point, I don't think it would be appropriate for me to be doing much OpenSource games work - so I hope to get Hardball finished and OpenSource it sometime in the next 10 days. It's all a bit of a rush - but it's getting there!
Anyway - all that's left is sound effects/music - plus some special case collision detection (so you can actually score goals by shooting the ball into the 'crane buckets' and so the AI code knows where to aim for when it scores goals). There are also some final bits like scoring and some icons on the bottom screen to show who has the ball at the moment - plus 'game over' and restart code. (I've temporarily rigged the 'X' button to score a goal whenever you push it so I can test my 2D stuff - that'll get fixed in the next version). Right now you can play all four characters so I can check out the animation but eventually (of course) you'll only be able to play as one of the two guys on your team.
I hope to have time to try some multiplayer stuff with WiFi networking - but it's looking a bit tight on time - so maybe not.
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April 19th, 2007, 03:25 Posted By: wraggster
Alekmaul has released a new version of his Colecovision emulator for the Nintendo DS:
New design (thank you in Lobo )
New interface
Addition of DrZ80 like CPU (thus a little faster )
Modification of the savestates, the old ones do not function any more
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April 19th, 2007, 03:15 Posted By: wraggster
Crunchy2 has released a new version of the Snes emulator forthe Wii/Gamecube. Heres the release details:
Here for all to try is version 2.0.1b1 of Snes9xGx. Note that I've, at the moment at least, only unofficially taken over this project, though I wouldn't mind being the lead. Alas, this current release does not incorporate any of the changes (other than eke-eke's) that have appeared in other peoples versions since softdev stopped developing it. I intend to take a look at that stuff and incorporate what seems good, but have not done so yet. Obviously I want to hear from everyone with regard to what you do and don't like about this version, what's missing, bugs, etc. Please note that there are no performance improvements in this version over the most recent release by eke-eke, but feel free to complain anyway. I don't mind.
Here is what is included in this new release. Note also that I've dropped the WIP naming scheme and am instead going with a 2.0.1b1 type naming scheme. This is a beta, so use at your own risk! Also note that the name may change at some point, but for now the old name is being used.
Having said all that, here is what I've added:
1. Automatically loads SRAM from the memory card in SLOT B when you load a game and then immediately starts running the game. Note that if there isn't a card in SLOT B it will report that it couldn't load a card in SLOT B, but will work OK, just without autoloading the SRAM. Note also that an actual SRAM save for games isn't required, just a memory card in slot B. If there is no SRAM save for the game on the card it won't load an SRAM and won't bother you with that fact, the game will just start running. If there is an SRAM save, it will load it and then start the game.
For best results, keep a memory card in Slot B! It's a simple as that! This can be an Action Replay memory card, incidentally, so no need to swap that card out if you have and use one!
2. If you manually load SRAM after having already loaded the game it now automatically does a soft reset of the game for you - you don't need to do this manually any more.
3. Option (on a per-game basis, and defaulting to OFF) to automatically save SRAM every time you return to the menu. Enable this feature in the Emulator Options submenu for each game you want it enabled in, and be sure to save SRAM after doing so to make it "stick" (see #3)
4. Option to "Save SRAM Now" right in the main menu, which will save the SRAM (and game settings) to the memory card in SLOT B immediately (see #2)
5. Can now read version 1.43 SRAM saves and convert them - please note that loading a game with version 2.0.1b1 will result in the SRAM save no longer being compatible with version 1.43! So you might want to backup your current SRAM saves.
6. Can now read SRAM saves coming from other platforms (Mac, PC, Linux) and can also save SRAM in a format readible by those other platforms (but see important known bug noted below with regard to saving an SRAM to SD card). To use this feature just load or save from SMB or SD card. It automatically figures out what kind of save you are trying to load, and automatically saves in a format readible by other platforms when saving to SD or SMB (yet still contains all the settings info.)
7. Smart memory card mounting tells you what to do if it can't mount the memory card and allows you do it right then and there (in short, if it can't mount the card you need to remove and re-insert the card, then press A - it tells you do this if it is needed.
8. Reworded and rearranged the menus a bit.
9. Miscellaneous other under-the-skin improvements.
10. If you make a bootable DVD of this, you can optionally put your ROMs on the DVD within an "SNESROMS" folder at the top level of the DVD. If you do this then when you choose to load a game from DVD it will default to showing you the SNESROMS directory. If you don't have an SNESROMS directory on the DVD it will do as before and show you the top level of the DVD, warts and all.
11. Healthy dose of FUN added for free!
Known bugs:
- Saving an SRAM to SD card does not work! Loading and Saving an SRAM from/to SMB works fine, and loading an SRAM from SD works, but if you save an SRAM to SD the file gets corrupted. I don't yet know why and could use help with this.
- Probably other problems I haven't run into yet
About the use of a memory card in Slot B: See post #15 in this thread below for a detailed explanation of why I do this. In short, it is so we have a known place for preferences and data to be saved to and loaded from. I use Slot B like a disk drive. It will allow us to make the program a lot more like an emulator on a computer, and easier to use - it's perhaps worth noting that I started my modifications to Snes9xGx in an effort to make it easy for my 4 and 6 year old boys to use. So, if you don't have an extra memory card, buy a cheap used one on ebay or elsewhere and just keep it in slot B, or buy an Action Replay and use it's memory card which has to be in slot B anyway.
The binary download comes in compressed .7z form and when uncompressed it, confusingly I must admit, ends up as the file "snes9x150.dol", in spite of this being Snes9xGx 2.0.1b1. I'll change the file naming scheme with the next release.
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 "snes9x150.dol" file to your SD card. Also create an "SNESROMS" folder at the top level of the SD card and put all of your SNES roms in there. Insert the SD card into your SD card adapter, plug that into slot A. For best results, insert a memory card into slot B (or just keep the action replay memory card in slot B). Boot SDLOAD via Action Replay or however you do that, and run "snes9x150.dol" 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 "snes9x150.dol" 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. 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!
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April 19th, 2007, 03:07 Posted By: wraggster
Eke-eke has updated his Gameboy emulator for the Nintendo Gamecube & Nintendo Wii.
Heres the release info:
17/04/2007:
. added SRAM, RTC & STATE load/save support
. added GUI and configurable options menu
. corrected Sound Samples conversion (thanks to Softdev)
. changed Sound Buffering Technic(changed to "head/tail" technic used by Softdev in NeoCDredux)
GnuboyGX is a port for the Nintendo Gamecube and Nintendo Wii (running in GC mode) of the open-source Gnuboy emulator, originally coded by Laguna and Gilgamesh. http://en.wikipedia.org/wiki/Gnuboy
This port is based on the last 1.0.4 CVS source, released by Joshua_ from EFNet #gameboy: http://www.netaxs.com/~gevaryah/gnuboy-1.0.4pre.tar.bz2.
This has nothing to do with the previous GX port as it doesn't need GCLinux to run, only load the DOL into your console using various methods and have fun !
Features:
- Gameboy and Gameboy Color emulation with sound
- DVD & SDCARD support for rom loading
- support for 8MB roms
What's missing (work in progress):
- a nice GUI (for this wip, I quickly copypasted SMSPlus Gui sources)
- SRAM, Savestate and RTC loading/saving support
- User Configurable emulator options (to replace original .rc files support)
Menu:
Play Game : Run the game you just loaded or return to game
Reset Game: Reset emulator
Load from DVD: DVD must be ISO9660
Load from SDCARD: Roms must be placed in a directory named GBROMS
On DVD or SDCARD, the maximum number of files per directory is 1000. You CAN use subdirectories.
Stop DVD Motor: save the DVD Lens life
SD/PSO reload: if you used SDLOAD to load the DOL, come back to SDLOAD menu
Options & STATE Managment are not yet functionnal.
In-Game:
- Z Button let you come back to the menu when playing a game
- A is Button A
- B is Button B
- START is START Button
- X is SELECT Button
Thanks to Sofdtev for the generic libogc porting & GUI display sourcecode !
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April 18th, 2007, 23:14 Posted By: wraggster
via joystiq
Update: As expected, the Wikipedia entry has been removed. The short life of the exceedingly dubious DJ Max Portable DS is over, suffering from a fatal "speedy deletion," and with it, our hopes of getting a North American DJ Max release, regardless of console!
A new Wikipedia entry (marked for "speedy deletion") appears to contain details about a DS version of DJ Max Portable, South Korean developer Pentavision's Beatmania-like rhythm action game. While the entry claims to have culled its info from an announcement posted on the Pentavision website (reproduced on Wikipedia), a quick trip to the company page led to a dead end, as did an email to the address listed there.
According to Wikipedia, DS's DJ Max will be nearly identical to the pair of existing PSP titles, which have enjoyed a cult following among importers with dainty fingers. The entirely suspect image accompanying the entry suggests that the DS version will contain an "Online Battle" mode, which is a key component of Pentavision's PC MMO DJMAX, from which the handheld series is descended. Neither the PSP original nor its sequel includes such a mode.
DJ Max Portable DS is purportedly scheduled for release (in Korea) this September and would include an English-language option. "We think that the Nintendo console will bring the game to more players, because the Nintendo handheld has more sales than the PSP," declares a reported translation of the announcement. Sounds like flamebait, not a press release.
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April 18th, 2007, 23:11 Posted By: wraggster
via kotaku
Go Nintendo got their hands on this scan from an unnamed gaming magazine written in Spanish. It shows what appears to be a new Crash Bandicoot, perhaps Crash of the Titans, which will be heading to the Wii, DS and GBA this October. GBA? I thought that was dead.
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April 18th, 2007, 23:11 Posted By: wraggster
via kotaku
Go Nintendo got their hands on this scan from an unnamed gaming magazine written in Spanish. It shows what appears to be a new Crash Bandicoot, perhaps Crash of the Titans, which will be heading to the Wii, DS and GBA this October. GBA? I thought that was dead.
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April 18th, 2007, 21:39 Posted By: wraggster
SNK will begin its Wii Virtual Console onslaught this summer with Neo Geo classics set to make their way onto the download service.
SNK president, Ben Herman, told IGN: "We're aiming for a worldwide release, so that it's available for all regions at once. As far as the date, we're looking to start releasing games around mid-summer of this year."
Herman detailed plans to bring a consistent flow of Neo Geo games to the VC on a monthly basis. "We don't want it to be sporadic with one game here, and two or three over the next few months. We really want to have a flow where there are a couple of games available each month, and we'll keep adding to the library that way," he explained.
Which games will SNK bring to the Wii first? Herman wasn't specific, but did say the company would "go through the entire library finding games that consumers want and that we feel have enough support", with prices planned to sit just above Super NES games, which cost 800 Wii Points (roughly £6).
via cvg
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April 18th, 2007, 21:37 Posted By: wraggster
Nintendo has swooped in to publish the Resident Evil: Umbrella Chronicles and the Wii version of Resident Evil 4, which it has dated for Europe on June 29th.
Umbrella Chronicles meanwhile is still pencilled in for a vague "2007" release, and features lots of previous game chopping and lightgun-style play we're not completely convinced about.
Resident Evil 4 Wii Edition builds on the brilliant GameCube and PS2 versions by letting you wave the Wii Remote around like a nutter, slashing baddies with your knife and going mental in new Wii-enabled QTE sequences.
The exclusive Ada Wong missions in the PlayStation 2 version will also be included, along with true 16:9 support which didn't feature in either of the other two editions.
Is this finally the ultimate version of Resi 4? We've got a sneaking suspicion we'll be re-purchasing Leon's village adventure come June.
via cvg
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