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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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January 30th, 2015, 00:52 Posted By: wraggster
The New 3DS is off to a "good start" according to Nintendo, after the enhanced handheld shipped 1.84 million units by the end of 2014. The company launched the New 3DS and its XL variant in Japan back in October, before bringing them to Australia the following month.
The New 3DS' arrival helped take the "3DS family" beyond the 50 million mark, and as of December 31, 2014, the 3DS total is 50.41 million units shipped worldwide. On the other hand, Nintendo says 3DS sales haven't grown sufficiently in North America and Europe this fiscal year; both regions are waiting for the New 3DS to launch there next month. Between April and December 2014, Nintendo shifted 7.08 million 3DS systems worldwide.
While the Wii U has gathered steam in recent months, it's still tracking a long way behind its handheld sibling. Nintendo shifted 1.91 million consoles worldwide during the busy holiday quarter of October to December 2014, taking its nine-month figures to 3.39 million, As of the end of 2014, its two-year lifetime total is 9.2 mllion systems and 52.87 million software units.
http://www.joystiq.com/2015/01/28/1-...-u-up-to-9-2m/
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January 30th, 2015, 00:09 Posted By: wraggster
Nintendo posted a huge increase in profits and raised its earnings forecast, but cheap yen is masking weak sales.
Nintendo profits for the nine months ending December 2014 hit 59.52 billion yen (£332.6m), which is up almost six fold on the year before. This is primarily down to the launch of hit 3DS products such as Super Smash Bros and Pokemon, whereas Smash Bros and Mario Kart 8 were big sellers on Wii U.
However, 3DS sales faltered somewhat as the console begins to reach saturation point (it will be four years old in March).
The firm also revised its forecast, and it’s mixed news for the business. The firm expects net sales to fall by 40m yen, while operating income will half. That would be a reason to worry, however, a favourable exchange rate means that the firm will actually post a bigger profit than expected. 70 per cent of Nintendo’s business takes place outside of Japan, so a weak Yen can make a serious difference to its bottom line, as proven this year.
So how did Nintendo’s products perform? Well top of the pile is Pokémon Omega Ruby and Alpha Sapphire, which sold a huge 9.35m units, followed by Super Smash Bros which shifted 6.19m units. In total, 53m 3DS games were sold last year.
The No.1 game on Wii U was Mario Kart 8 with 4.77m sales, followed by Smash Bros once again with 3.39m units sold.
3DS continues to sell huge numbers in Japan, boosted this financial year by the arrival of New 3DS and New 3DS XL. However, 3DS saw a significant decrease in sales across Europe and US and as a result the number of 3DS’ sold during the nine month period was 7.08m, a drop on 11.65m posted a year previous.
The New 3DS launches in Europe and America next month.
http://www.mcvuk.com/news/read/pokem...s-slow/0144428
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January 27th, 2015, 01:09 Posted By: wraggster
About a decade ago, Nintendo released a Game Boy Advance carrying case in the shape of a Game Boy Advance. It was the obvious answer to the original brick Game Boy carrying case every eight year old had in 1990. This jumbo-sized Game Boy Advance case also makes a really good platform for a console mod, which is exactly what [frostefires] got when he put an N64 in one.
This isn’t the first time we’ve seen this bit of old Nintendo paraphernalia used to house an N64. A few years ago, [Hailrazer] used the same GBA carrying case as the body of an N64 build. There were a few shortcomings in that build, most importantly the removal of the D pad. [frostedfires]’ build fixes this oversight.
Inside the GBA enclosure is a 4.3 inch screen, a replacement Gamecube joystick, an SNES D pad, and of course the entire N64 circuit board with a few modifications.
[frostedfires] entered this into a ‘Shark Tank’-ish competition at school, and this build was so impressive he won first place. Link to the full build thread here.
http://hackaday.com/2015/01/26/the-p...carrying-case/
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January 27th, 2015, 00:44 Posted By: wraggster
According to How Long To Beat, a typical Zelda run takes about ten hours to beat. This speedrun by Darkwing_Duck_sda, though? 30 minutes and 29 seconds. The next Zelda record, according to Zelda Speedruns, is also held by Darkwing, and it clocks in at 30 mins 37 seconds. After that comes in LackAttack24 at 30 minutes and 41 seconds. As always, seconds make all the difference.
And if you're curious about how this run is done, this page might be of interest—most notably, here's the explanation behind a common glitch that you can see in the speedrun above:To clip through a wall (screen scroll glitch), you must stand toward that wall and be a specific amount of pixels away from the wall (either 5 or 7, the amount escapes me at the moment) and then move one frame in a side direction. This will cause Link to turn around, but stay on the same pixel. Then you can move through the wall. You only get to move through a half step of solid wall, but that's enough to clip through things that are set diagonally, or push you through the screen transition "wall." Clipping through the edge of the screen sends you to the other side.
http://www.kotaku.co.uk/2015/01/26/o...w-world-record
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January 25th, 2015, 21:49 Posted By: wraggster
If the idea of Mario's ride ingesting Shy Guys and spitting them out as eggs in Yoshi's Island made you uneasy, this 3D first-person recreation of the game's first level will not help at all.
Bestvegeta has taken the opening level of one of Nintendo's best platformers and made it weird. It's one thing to watch Yoshi merily devouring his foes from the sidelines, but when it's your tongue doing the deed it's something else entirely.
Had I made this video I would have embraced the horror a bit more. Maybe made the Shy Guys scream as they were dragged towards Yoshi's gaping maw. Tweak the audio mix so you can hear their muffled cries as if they were coming from inside of your body. Ever been freaked out by your own imagination?
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January 24th, 2015, 02:09 Posted By: wraggster
You can grab a Little Mac takeaway right now, because Punch-Out!! is on the Wii U eShop with a $10 price tag. Like last week's Wii re-releases, the 2009 boxer is available at 50 percent off in its first week, but be warned: After 9AM PT/12PM ET on January 29 it goes up to $20.
That offer is part of Nintendo's Throwback Sale, which you can check out herealong with the last week of the current Super Indie Collection Sale. Otherwise, you'll find the complete list of this week's new eShop releases by ducking and weaving below the break.
http://www.joystiq.com/2015/01/23/ne...ice-punch-out/
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January 22nd, 2015, 21:20 Posted By: wraggster
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January 22nd, 2015, 21:13 Posted By: wraggster
Over the past few decades, we've come to learn two important things about Nintendo. One is that they make brilliant video games. The other is that they make absolutelybaffling decisions.
Whether it's the lack of a unified account system or their persistent Virtual Console stubbornness, Nintendo's choices are frequently questioned by even its most loyal fans. People always wonder: why does the company behind so many smart games seem to make so many dumb decisions? Why does it seem like Nintendo is always in its own world, where they're steps behind their biggest hardware competitors in terms of online infrastructure and other features they should've got right by now?
Dan Adelman, the former Nintendo indie champion who left last year to do consulting for independent game developers, has some insight into why Nintendo is so... Nintendo. And it's really interesting. In a newly-published (and fascinating)interview with Nintendo fan and reporter Emily Rogers, Adelman gives us at least one reason the company does what it does.
Here's a big explanation (emphasis mine):Nintendo is not only a Japanese company, it is a Kyoto-based company. For people who aren't familiar, Kyoto-based are to Japanese companies as Japanese companies are to US companies. They're very traditional, and very focused on hierarchy and group decision making. Unfortunately, that creates a culture where everyone is an advisor and no one is a decision maker – but almost everyone has veto power.
Even Mr. Iwata is often loathe to make a decision that will alienate one of the executives in Japan, so to get anything done, it requires laying a lot of groundwork: talking to the different groups, securing their buy-in, and using that buy-in to get others on board. At the subsidiary level, this is even more pronounced, since people have to go through this process first at NOA or NOE (or sometimes both) and then all over again with headquarters. All of this is not necessarily a bad thing, though it can be very inefficient and time consuming.The biggest risk is that at any step in that process, if someone flat out says no, the proposal is as good as dead. So in general, bolder ideas don't get through the process unless they originate at the top.
There are two other problems that come to mind. First, at the risk of sounding ageist, because of the hierarchical nature of Japanese companies, it winds up being that the most senior executives at the company cut their teeth during NES and Super NES days and do not really understand modern gaming, so adopting things like online gaming, account systems, friends lists, as well as understanding the rise of PC gaming has been very slow. Ideas often get shut down prematurely just because some people with the power to veto an idea simply don't understand it.
The last problem is that there is very little reason to try and push these ideas. Risk taking is generally not really rewarded. Long-term loyalty is ultimately what gets rewarded, so the easiest path is simply to stay the course. I'd love to see Nintendo make a more concerted effort to encourage people at all levels of the company to feel empowered to push through ambitious proposals, and then get rewarded for doing so.
Too bad, right? On one hand, this conservative decision-making is undeniably one of the reasons Nintendo has survived for over 100 years now; on the other hand, come on. Go read the rest of Adelman's interview, too—it's full of interesting nuggets for anyone who's curious about Nintendo's motives and decision-making process.
http://www.kotaku.co.uk/2015/01/21/o...time-new-ideas
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January 22nd, 2015, 21:09 Posted By: wraggster
Few companies are as adept as Nintendo at selling you the same software over and over again, but Nintendo’s former indie boss has questioned how long this can continue for.
On 3DS, for instance, NES games such as Donkey Kong, Mario Bros, Super Mario Bros, The Legend of Zelda, Ice Climber, Double Dragon and Galaga still cost £4.49 a piece, despite the fact that some date back as far as the early ‘80s. SNES games from the ‘90s cost much the same.
However, while this strategy has until now held up reasonably well in the face of cheap smartphone software pricing Dan Adelman has questioned the long-term viability of this pricing strategy not because of the comparative expense but more because nostalgia doesn’t last forever.
“Nintendo understands its importance to a lot of people’s childhoods, so they really want to avoid undoing that goodwill,” he told Dromble. “Everyone has a game that, for them, was their biggest memory as a child.
“I haven’t seen any research on this, but I suspect the majority of sales on Virtual Console are from people who have already played the game as a child. I’m sure there are some cases of people going back and playing games they missed, but if I had to guess, I’d say that’s around 25 per cent of the market. The other 75 per cent are people reliving memories.
“It’s hard to say whether the old prices will stay in the long run. My gut says that demand overall is not very price sensitive. Even $10 for N64 games is not going to break the bank for anyone. I think the bigger factor is fatigue. A lot of people have scratched that nostalgia itch, so they may not feel a need to play those games again.”
http://www.mcvuk.com/news/read/decli...n-says/0144184
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January 20th, 2015, 00:22 Posted By: wraggster
Rikku2000 offers version 0.5 and 0.7 Beta " 3DSXLoader "Utility / assistant for the PC to easily load your homebrew to .3dsx format with emulators" 3DMoo "and" Citra ".
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3DSXLoader is an Rom loader for 3DSX files, to use with Citra and 3DMoo Emulator.
0.7:
- Overall Update:
--> Update The Interface 3DSX Files can now Direct load from List
--> Add File Directory to Config menu and Default Emulator Setting
0.6:
- Fixed Bug in Config menu
- 3DMoo will now start in 3DSXLoader Emulation (Citra coming soon)
0.5:
- Edit the Config menu (Citra can be Configured with Keys and Settings)
0.4:
- Fixed Loading wrong 3DSX Rom File
0.3a:
- Add 3DS Theme Music
0.3:
- Fixed Loaded File
- Fixed a bug in Config
0.2:
- Added Config menu
0.1:
- Init Version
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:21 Posted By: wraggster
Rinnegatamante offers version 0.8 of " 3DSurfer "Player audio (.WAV only) for the Nintendo 3DS.
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Here you are, this is a little and simple wav player coded with Lua Player Plus.
It uses streaming functionality so, i coded it to show up how to use big wav files with LPP.
In next releases, i'll add some features like file info showing (samplerate, time), playlist feature and other formats support.
Maybe i can add also a loop function if someone is interested.
Controls:
A - Select file to open with filebrowser
B - Pause/Resume file
Start - Exit homebrew
DPad - Move through filebrowser
Your wav files must be in /MUSIC folder.
Sourcecode can be found in the homebrew itself (index.lua).
http://www.nintendomax.com/adm/index...ec96019e83ee60
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January 20th, 2015, 00:20 Posted By: wraggster
mastermodr94 offers the 1.0 version of " Simon "electronic adaptation of the famous board game of the same name for the Nintendo 3DS.
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So I have been teaching myself how to code in C and how to code 3ds games and this is my first working version of my Simon Game. The game is fairly self explanitory, It will play you a pattern and you have to follow it. Every turn the pattern goes up by one. The game will keep track of your current session's high score.
Enjoy
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:19 Posted By: wraggster
yellow8 offers version 1.1 of " 3ds homemenu extdatatool "Application for Nintendo 3DS, to install custom themes from the Home Menu.
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How to import your own custom theme:
Ninjhax:
Place edited body_LZ.bin from Theme Customisation Tools in sd:\3ds\3ds_homemenu_extdatatool or wherever your theme folder is. If you have a custom BCSTM file (currently only possible to make with Brawlcustommusic database), rename it to BGM.bcstm and place it in the same folder. Then open 3ds_homemenu_extdatatool, enable theme cache and import theme cache from SD to ExtData. That's it. :P
Dev Units:
I wonder if Dev Units have access to themes, but anyway how to make it work:
Use SaveDataFiler to dump Theme ExtData which ID depends on your console's region, either 000002CC, 2CD and 2CE. Go to Config app, other settings and change Menu to Test Menu. Restart your 3DS, go to SaveDataFiler and reimport edited ExtData. Return to Home Menu with Config app.
Gateway:
Technically should work like Dev Units method, but you can't go to Test Menu. So it's quite problematic. :S
Warnings:
If you want to make Custom Theme work nicely, change your base theme to anything besides default theme beforehands. If you don't, your theme will disappear after you put your 3DS to sleep mode.
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:18 Posted By: wraggster
3DText is a very simple text viewer for 3DS. It supports all characters on an average keyboard, nothing too fancy. 3DText cannot write text documents, it can only read them. If you decide to edit the source on Github, you can change the file to read from to anything, or keep it at "test.txt". It can read files that aren't even in .txt format, as long as you change and build the source properly. I made this using ctrulib, so there's a lot of useless stuff in the source code.
v0.9 (current):
-Press Start to exit
-Line breaking when it reaches the end of the screen
v0.8:
-New .smdh and logo
-View text from other file formats
v0.1:
-View text
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:17 Posted By: wraggster
Jay van Hutten offers version 1.0 of " Flappy Bird ", a remake of the famous game of the same name of obstacles for the Game Boy Advance.
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About
Don't we all hate Flappy Bird? Hasn't this game been ported to every possible platform already? The answer was no, and I figured someone had to do it. I wanted to make it as close to the original as possible and therefore the game is played in portrait mode. Sorry emulator users! If you flash the game to a cartridge, set the save type to SRAM and save size to 64 kbit.
Written in C, compiled with DevKitARM.
Enjoy!
Controls
Use the right button on the d-pad to flap
For a soft reset, press A + B + START + SELECT
Hold SELECT when booting to delete your save data
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:16 Posted By: wraggster
Technicmaster0 offers version 1.0 of " Useless Homebrew "Project DS port of the same name Rydian for the Nintendo 3DS.
Quote:
About the game
This is a port of the "Useless Homebrew 1.1" written by Rydian for the DS. This is a port so that you can play the game on the 3DS.
You can change the state of the switch and see what happens.
How to install
NINJHAX: Simply copy the "3ds" folder into the root of your big SD card.
GATEWAY: Put the ".3DS" file into the root of your MicroSD card.
CIA INSTALLER: Put the ".CIA" file on your big SD and install it with DEVMENU.
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:14 Posted By: wraggster
Rinnegatamante , very active on the 3DS scene, offers version 0.5 of " ORGANIZ3D "manager and multimedia file player for the Nintendo 3DS.
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v0.5 now downloadable!
Changelog:
- Solved issues with huge BMPV files. Now every type of BMPV is currectly reproduced.
- Added extdata managing support (list,open with HEX Viewer, dump and restore extdata files)
- Added CIA build (Thanks to Technicmaster0 for basic workaround) with sound support
- Fixxed a bug with touchscreen. Now it fully works.
- Added possibility to extract icons from SMDH files (Left/Right digital pad when SMDH file is opened)
- Added possibility to show infos in SMDH files
- Added possibility to launch 3DSX homebrews (Only for ninjhax users)
- Solved crashes with big images, now they can be loaded and viewed entirely thanks to Circle Pad
- Made 3DS build more lookeable with proper banner and icon
- Solved a bug which obscurate first item of the listed directory in some cases
- Added Rename function for files and directories (B button)
- Now multimedia files can be stopped and resumed with left and right digital pads
- Added Theme system to filebrowser with two themes as samples.
- Solved alpha blending. Now is correctly calculated alpha channel for images.
I edited first post with all new functions/features and infos.
Please note that EXTDATA managing is still in a BETA phase so BACKUP YOUR Nintendo 3DS FOLDER BEFORE USING ORGANIZ3D RESTORE FEATURE.
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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January 20th, 2015, 00:11 Posted By: wraggster
Big Red Menu is the first CIA manager (installer/uninstaller) for 3DS completely legal and opensource.
It's wrote in both C++ and LUA (Heavy edited LPP edition) and ACTUALLY works only AS CIA.
So to install Big Red Menu, you'll require BigBlueMenu or devMenu but, after its installation, you can delete these Nintendo copyrighted tools and starts to use Big Red Menu.
Credits:
Smealum for libctru
Aurelio for helping during the writing of the lua_uninstallCIA code.
Note: Big Red Menu lists only SDMC CIAs to prevent users to brick their 3DS with some NAND CIAs importing.
Instead adding NAND and GAMECARD support is very easy.
Controls:
A - Uninstall/Import CIA
Select - Switch between Imported CIA and SDMC
Start - Exit homebrew
Note that Big Red Menu will list only dirs and CIAs file from SDMC so you'll not lose time finding your CIAs to import.
For ORGANIZ3D users, style might be familiar
http://www.nintendomax.com/viewtopic...ec96019e83ee60
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