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February 24th, 2007, 02:51 Posted By: wraggster
via ign
We hate to say it, but after Konami cranked out three nearly identical button-mashing Teenage Mutant Ninja Turtle (TMNT) titles on the old-gen systems, game fans, turtle fans, and pretty much everyone else in their '20s who remembered Vanilla Ice's great achievement in acting were left longing for something more. We've all been waiting for a publishing/development team to treat TMNT material with intelligence, humor and design savvy. And one might say we're still waiting.
Enter the internationally diverse publishing powerhouse, Ubisoft. Grabbing the game license based on the upcoming 2007 CGI movie, Ubisoft Montreal has blended kid-friendly action, platforming and simplified Prince of Persia (POP) acrobatics into a single turtle concoction. Coming sooner than you think, TMNT is hitting eight platforms, yes eight, March 20. You'll see it on Xbox 360, PlayStation 2, PSP, PC, Game Boy Advance, Nintendo DS, GameCube, and Wii.
Gain momentum in "Turtle Time."
In this new adventure, you'll take on the role of every turtle, Donatello, Rafael, Michelangelo, and Leonardo, with each character prepared to lay down his own special set of moves. And not so surprisingly, you'll face dangerous and dark criminals bent on causing massive destruction to the turtles' home turf, the Big Apple. This episode's evil enemy appears in the form of the mysterious Max Winters who, after being fired from his job, pursues a new career in creating an army of monsters to do his bidding. Even though the turtles have grown apart, there is no doubt you'll combine all of their skills to defeat Winters, who threatens the very heart of the turtle family.
Visually, TMNT takes the easy approach. The turtles look more like moving comic-book characters than "realistic" super heroes. We are talking about teenage mutant ninja turtles here; you know, anthropomorphic, walking, talking turtles, so they're already distinct. One's got the red bandana (and two sai), another's got an orange one (and nunchakus), Donatello has the purple bandana and the quarter staff, and Leonardo dons the blue bandana and wields two katana. Still, Ubisoft Montreal has kept the visuals simple and easy on the eye, using very little next-generation juice to spruce things up. Let us just say that one shouldn't expect the same CG-quality visuals used in the movie.
The animations look decent in this preview build, with some of the better ones showing the turtles shimmying along rooftop walls, running POP-style over cave walls, and hopping, Mario-style, across every object possible. While none of the working public has seen the movie, which hits theaters three days after the game (March 23), the title doesn't appear to spoil too much of the movie's narrative. It does, however, use the same themes and environments as the film. Ubisoft Montreal uses a series of set-cameras, or cinematic camera positions, to capture progression throughout the game. Much like Prince of Persia, Peter Jackson's King Kong, and Onimusha, the camera is set in the most theatrical position possible, sometimes sliding along rails, and sometimes, in boss fights, remaining completely still.
Very much a kids' game, TMNT starts out and remains easy. The first few levels teach players how to perform the basic and necessary moves. All four turtles can jump, double jump, cling to and shimmy on special ridges on walls and cliffs, and they can walk, run, and perform fighting moves. Using arcade games as its model for fighting and the Jade Engine to power it, Ubisoft Montreal's combat moves consist of a simple attack button, a helicopter kick, and a jump and slam move that momentarily pushes enemies away. The attack move links out to combos by simply hitting a single button repeatedly. I gotta tell you, you'll want to link up all the moves, but, sadly, the best strategy is just pressing attack over and over. It's the best way to cream a circle of NY punks with pipes in their hands, anyway.
Team up, dude, and totally slam that harsh boss!
The game follows a basic familiar formula: Platform through an environment, fight groups of brainless and simple AI, platform some more, then fight a boss. What makes the fights a little more entertaining is the way in which you battle. Along with the basic attacks, an evade move sets up counter attacks. There is also a momentum meter that appears on the upper-left hand side of the screen to indicate multiple uninterrupted attacks. By nailing about 10 to 15 uninterrupted attacks in a row, the turtles will jump into "Turtle Time" (i.e. Bullet Time), slowing enemies down while cleaning them up without restraint. They basically crouch down into their shells and "spin attack" enemies by slamming into their shins until they lose momentum. It's silly, but satisfying.
While the turtles share basic moves, each wields his own weapon and delivers a special move set. Donatello, who wields a quarter staff, uses a pole jump to cross large gaps and pummel enemies lined up in a row. Rafael moves like a quick lithe fighter, cutting enemies into bits using his double sai. Leonardo follows the medium-range fighter type by using his double katana to pummel enemies into the dirt. And Michelangelo flips his nunchakus in a blaze of light to surprise and KO his opponents. Early in the game, you'll fight individually in flashback sequences, but later on the turtles will combine forces to create tag-team combo attacks while still using a simple set of buttons pushes. Finally, each time you complete a level, you'll be graded on time spent, combat performance, and coins collected. The determining factor is always the amount of coins collected. If you achieve a B in timing and an A in combat, and all coins are collected, you'll get bumped up to an A grade and receive descriptive taglines such as "excellent" and "ninja." If you play the Xbox 360 version, the Achievements appear quite easily. I collected four by simply learning each of the four turtles' special moves.
Luckily, TMNT doesn't just consist of side-scrolling fights (though a strong contingent of IGN staffers wouldn't mind a clean port of the old coin-op classic on their newfangled systems). Instead, gamers will find themselves enjoying a mixture of platforming, POP-style, through jungles, sewers, caves, mountainsides, and the streets and rooftops of New York. The turtles will scamper across walls without falling, acrobatically swing from poles and girders, and maneuver over dangerous drops.
The game reminds you how young an audience Ubisoft is aiming for each every five to 10 seconds, too. You'll hear the turtles talking their own brand of turtle smack, issuing familiar catch-phrases such as "wuu-huhu-ho!", "totally awesome!", "cowabunga!", "awesome!", and "super-sensationalistic!" with relentless repetition. Yes, there is no doubt this game is for the youngins', but Ubisoft's game is true to form: the turtles were never the intellectual type. We realize this is also a preview build, but the few phrases were repeated over and over, giving us the feeling that either this preview build is just really early, or we're in for a painful audio experience.
In short, TMNT is a friendly, easy game that will bring back some fond memories, but won't, by any means, challenge the hardcore gaming psychonaut inside of you. Ubisoft's game should appear in nearly identical form on PS2, PC, Xbox 360, PSP, GameCube and Wii, while the Nintendo DS version should differ.
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February 24th, 2007, 02:50 Posted By: wraggster
via ign
Over his half-century-plus of life, Godzilla and his Toho-created crew have destroyed metropolis cities more times than is probably healthy for mankind. But those nuclear beasts continue to wreak havoc across the planet in Japanese flicks. And the fact that giant monsters are too cool for school makes them perfect candidates for videogame designs, since it's pretty much the only time fans can play out their building-destruction fantasies...without stacking up cardboard boxes and couch cushions that is. Godzilla: Unleashed is the third in the Godzilla franchise from the partnership between publisher Atari and developer Pipeworks Software, and in this update the two companies are really pushing the Wii functionalities to give the fighting game a bit more "oomph."
Godzilla: Unleashed is a new design that's based on Pipeworks' previous PlayStation 2, GameCube, and Xbox Godzilla fighters. In this production, gamers play as more than 16 different city-destroying titans of four different factions: earth defenders, aliens, mechas, and mutants. Atari's only ready to talk about four that are in the game: Godzilla 2000, Kiryu, Gaigan, and Megolon. But the company let us in on a little tidbit: the game will have two original Toho-approved characters made specifically for this fighter.
The game is being prepared for a fall 2007 release, but Atari stopped by our offices today to give us a peek at an early build to show off some of the concepts that the development team's working on for this fighter. On the surface, it looks very much like Godzilla: Destroy All Monsters Melee released on the GameCube a few years ago. Visuals have definitely been bumped up in the move to the Wii -- we only had the opportunity to play as either Godzilla 2000 and Kiryu (essentially MechaGodzilla 3) but it was clear that the character models and cityscapes received a bump-up in texture work even in this pre-alpha stage. Atari promises four player battles when the game wraps later this year, but at this admittedly early stage of development the engine struggled to keep up with just two fighters on-screen. The game still has a ways to go in production, though, so what we saw will definitely improve and change by the time it ships.
What surprised us was how well the current Wii controls work with the fighting system. Atari and Pipeworks made it clear that the mechanics will most likely change as the game's tweaked in the next few months, but we can see the potential for Wii motion sensing for this fighter. Movement's handled via the nunchuk analog stick, with attacks mapped on the A or B button on the Wii remote. Combining the remote's buttons with motion will perform different swipes and uppercuts. Holding the crouch button on the nunchuk and shaking the device will send the beast on a charge towards his foe. Letting off a beam attack is handled by a two button system and aimed in 3D by twisting the Wii Remote to mimic the direction of your character's head. If the two monsters' beams cross, they'll play "volleyball" with an energy ball riding the beam where each player must time their return or else take the hit.
As the two characters battle, the cityscape can be destroyed by punching buildings or stomping them down. Some buildings could even be utilized as throwing objects during the fight; simply find a knee high structure, drop and lift the Wii Remote and Nunchuk in a "pick up" motion. Whipping the controller or Nunchuk will toss the building towards the enemy. Though it took a few minutes to adjust, the motion controls admittedly works well because these are huge lumbering beasts, and players make smooth, steady attacks that match their 200-foot, on-screen persona's motions.
Godzilla: Unleashed still has a ways to go -- the company is still ironing out the fighting system and control mechanics, as well as working on Wii-specific features that the companies weren't yet ready to talk about publicly. The early look was just a taste of what's in the works for Godzilla on the Wii -- expect more details to surface as the game continues through its development cycle.
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February 24th, 2007, 02:49 Posted By: wraggster
Electronic Arts kick-started the wartime first-person shooter with its Medal of Honor franchise and now the series is on its way to Nintendo's new Wii console. Medal of Honor Vanguard follows Corporal Frank Keegan, a member of the elite 82nd Airborne Division, which stormed the shores of Sicily and attacked Nazi Germany during World War II. You control Keegan as he first parachutes onto the battleground and then engages the enemy in epic shoot-outs. Like Call of Duty 3 for Wii, Vanguard is packed full of scripted action sequences, from exploding buildings in the foreground to planes bursting into flames and crashing in the background, and as a result gamers will very likely find themselves engulfed in the experience. The version of the title is, naturally, based on the PS2 one of the same name, but features both enhanced graphics and expanded controls tailor-made for Nintendo's innovative remote. We recently went hands-on with two levels from the nearly-finished Wii build and we've come back from the battlefield nearly unscathed with the following report:
Vanguard for Wii utilizes a mixture of live-action documentary-style war footage -- most of it in black and white -- and character voiceovers, to tell the story. The title begins as the 82nd Airborne Division is prepping for battle. Corporal Keegan narrates over vintage video sequences: "For an extra $50 a month, we'd be part of a great American experiment in warfare," he says. The title is comprised of four integral operations from WWII, including Operation Husky, Neptune, Varsity and Market Garden, the latter of which yielded the largest airborne deployment of the war, according to Electronic Arts. As the shooter begins, we're offered a glimpse of some of the intense drops that the 82nd went through so many years ago -- and interestingly, gamers will get to play through the drops themselves.
Full article
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February 24th, 2007, 02:12 Posted By: wraggster
Lucas has released a new version of the application formerly known as Licks Media Player, heres whats new:
Some small bugs fixed, some minor tweaks and optimizations. I've played for several hours, with no problems, tested mp3, ogg, flac and all were fine. Tested on R4 (dldi) and M3 SD (no dldi).
I'm also thinking of the new features for the next version, so if you want to suggest anything, now is the time. Please, for this next version, just small features, but features that may be useful. No video or streaming support yet.
Download Slot 1 and Slot 2 Versions and Give Feedback Via Comments
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February 24th, 2007, 02:05 Posted By: wraggster
Robert Durbin has released a new version of his Yahtzee game :
Version 1.01 (02-23-2007)
Fixed some probs with some combos being recognized
made it so you gotta click and release to activate an item on scoreboard
some other minor bugs fixed
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February 24th, 2007, 02:01 Posted By: wraggster
New game from Escamuche:
Heres the info:
A side scroller space shooter. Created with the fantastic PAlib and devkitpro as an experiment to learn nds programming. Currently is far from finished, but you can play a bit (the first level). Gameplay needs to be adjusted (and graphics too!). It has some intro scenes to introduce the background story and characters.
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February 24th, 2007, 01:53 Posted By: wraggster
via ign
The Japanese seem to have a thing for learning the English language without actually learning it. That means big business for dictionary makers and language schools. And, of course, for Nintendo, maker of the game machine that all those English learners seem to own: the DS.
Last year's Eigo ga Nigate na Otona no DS Training Eigo Zuke, whose name is commonly translated here at IGN as "DS Training For Adults Who Aren't Good at English: English Language Trainer," was one of the best selling "non-games" for the DS. Just as it did with Brain Age, Nintendo is adding a "Motto" (Japanese for "More") to the title and having one more go at sorta-kinda teaching the Japanese how to speak English.
Nintendo is packing a lot into the sequel. Some 400 conversation situations, covering phone calls, train station announcements and customer/clerk dialogue, are included. The title also promises to improve real-life listening skills by adding environmental sounds and accents to dictation sequences.
Fully titled Eigo ga Nigate na Otona no DS Training Motto Eigo Zuke, the sequel will hit Japan on 3/29. We expect another million seller for Nintendo, but we don't expect a million Japanese people to actually start speaking English better.
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February 24th, 2007, 01:52 Posted By: wraggster
via dsfanboy
Looks like Japan is set to get yet another training game (our second announced today!). What gives? The rest of us want to become better cooks and have more common sense as well. Maybe someday ....
The latest training game from Konami looks to be an aid to practicing yoga. What a great way to promote fitness! Further, the portability of the DS makes this pretty practical, as you can just pack it up with your yoga mat, and bam! You're ready to go get bendy, wherever and however you want.
We may not be marketing experts here at the Fanboy, but we would think that something like this could really help expand the gaming market in the U.S. Perhaps if the Wii has a few fitness-themed titles that enjoy success with the soccer mom crowd, we'll start seeing a little more demand for something like a yoga trainer.
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February 24th, 2007, 01:51 Posted By: wraggster
via dsfanboy
Have we not shown enough enthusiasm for Final Fantasy XII: Revenant Wings? Does Square Enix think that we're not writhing with anticipation over this game? We thought it was pretty clear that we'll be there on day one with our faces pressed to the door, but apparently someone thinks that we still need to be lured in with a bevy of gorgeous videos. Maybe we should play hard to get more often.
Jeux France has the latest embedded on their site, as well as some new screens. Go check it out, because every day is a good day for a little Final Fantasy.
More Info
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February 24th, 2007, 01:38 Posted By: wraggster
The GBA and DS emulator for Windows has seen a new update, heres whats new:
nds/video/help: added note on unknown tvoutcnt register (nds9 port 4000070h)
nds/sio/help: added chapter on (absent) link port (with new bits like ckup)
nds/aux/help: added full gba and gba-sp cpu/lcd/chipset pinouts (from no$gmb)
nds/aux/help: added SG and SW pins (gba-sp/nds headphone socket) (from no$gmb)
nds/3d/help: added projection/rotation/scaling/translation matrix examples
nds/3d/help: added edge marking notes, alpha_test_ref notes, and fog notes
nds/3d/help: added new shadow polygon chapter, and added toon table notes
nds/3d: skips vtx's of (still unsupported) shadow polygons (avoid eragon dirt)
nds/3d: speedup: re-creates textures only if teximage_param/pltt_base changed
nds/3d: speedup: mtx_mul_4x3/3x3/trans/scale skips fixed values (ie. 0 and 1)
nds/sound: init [sb_pos_in_buf_in_clk_cycles]=0 (avoids fatal 'e-2' on reset)
nds/3d: supports packed-texture-mode3 (mul3+mul5=div8) (eragon/mariokart demo)
nds/microphone: emulates mircophone gain level (powerman reg3 = x1 x2 x4 x8)
nds/microphone: wave_in-dma activated only if/as long as enabled in powerman
nds/microphone: forwards PC mic-in/line-in to nds-microphone (player 1 only)
nds/microphone: emulates muted mic-level (for mic-powerman off=000h, on=800h)
dos/nds: supports nds-video (256x192) (dual-screen) (forced 640x480 onepix)
dos: dpmi redirects dos32_int10 to dpmi_interrupt_10h (fixes win98 xgra-crash)
dos: uses int2fh/1680h under dpmi (not actually supported by cwsdpmi/win98)
dos: prevents hlt-opcode under dpmi (hlt crashed cwsdpmi, ignored by win98)
initialize: corrected @@zero_fill_vals length (caused crash in dos version)
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February 24th, 2007, 01:20 Posted By: wraggster
via joystiq
Arguably one of the most sought after hacks in console gaming right now is the ability to vote more than once on Wii's Everybody Votes Channel. So it's no surprise that everyone on the information super highway has been tirelessly working to fool the system. Well, the wait is finally over!
To illegally vote more than once, all you have to do is advance Wii's internal clock by one day. From there you'll be well on your way in fudging the numbers so that your party, I mean, favorite vacationing spot secures the victory. Rinse and repeat until satisfied.
In related news, the color red mysteriously beat out the heavily favored blue in a recent poll. Blue's legal counsel called the result "unsupported by the law or the facts." Red's publicist denied our request for a comment.
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February 23rd, 2007, 23:28 Posted By: gunntims0103
news via gaming-age
Nintendo of Japan's site updated today with a revelation that Neo Geo games will be coming to the Wii's Virtual Console download service sometime this year. So far there haven't been any specific game announcements and we don't know the pricing structure for these games. We should hear more soon, possibly as early as March at GDC.
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February 23rd, 2007, 23:26 Posted By: gunntims0103
news via nintendojo
Nyko Technologies unveiled today its newest members to the Wii accessories family with the announcement of a Classic Controller Grip and the Click Grip for Wii.
The Classic Controller Grip looks to add grips to the standard Wii Classic Controller, while also adding a "docking fin" to eliminate the dangling nature of the Wii Remote when attached to the Classic Controller.
In an effort to help minimize the number of Wii Remotes flying out gamers' hands, the Click Grip will replace the standard battery cover of the Wii Remote, providing a rubberized, textured grip in pink, blue and gray flavors.
The Classic Controller Grip and Click Grip are both set to release in Spring 2007, and will retail for $14.99 and $5.99, respectively.
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February 23rd, 2007, 23:24 Posted By: gunntims0103
news via worthplaying
The Godfather The Don's Edition for the PS3 and The Godfather Blackhand Edition for Nintendo's Wii offer brand new ways to go from Soldier to Don as you gain control of the streets of New York. Follow the path of an Enforcer or Operator; each with its own unique perks and abilities to earn. Now you can chat up specific characters to get the skinny on dirty cops, take down two additional revised compounds of rival Families, execute five new contract hits, and call in larger Corleone Hit Squads when the going gets tough. With The Godfather The Don's Edition also having the new Shipyard and Rail yard transportation hubs to explore and exploit; your path to the head of La Cosa Nostra is wrought with all new perils and excitement.
The Godfather The Don's Edition takes full advantage of the SIXAXIS controller for PS3; manhandle your controller to manhandle your opponent. For improved, hyper-intuitive Blackhand Control in The Godfather Blackhand Edition, use gestures with the Wii Remote and Nunchuk to really beat down your opposition, or point directly at the screen using the Wii Remote for pinpoint firearm accuracy.
Developed by EA Redwood Shores, The Godfather The Don's Edition, and The Godfather Blackhand Edition, not yet been rated by the ESRB, are scheduled to ship in March 2007.
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February 23rd, 2007, 22:24 Posted By: wraggster
Stonebone has released a new version of his Tetris type game for the DS:
Heres whats new:
The talk of an official verison of Panel de Pon made me hurry up and release Tettattds 2.0 . Here is a list of what’s new since 1.2:
* New graphics!
* New sound and music!
* Now saves highscores to FAT if available (otherwise it uses SRAM)
* Server now works on ppc
* Bug fixes
* Improved building from source
* Built with latest devkitpro
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February 23rd, 2007, 22:14 Posted By: wraggster
_SuBCeRo_ has released a new app for the DS:
I made this application to multiconvert savegames for multiflashcart format. With this u can convert from M3 SLOT 2, SC SLOT2, R4, EzIV Flash, MicroNinja and DSLinker.
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February 23rd, 2007, 22:12 Posted By: wraggster
Robert Durbin has released a new game for the DS
Heres the info:
Yahtzee is my 5th game for the DS, this is an early version. It supports up to 3 players and there well be WIFI features to come.
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February 23rd, 2007, 22:10 Posted By: wraggster
Dragonminded has released a new version of his Organiser proggy for the Nintendo DS:
Heres whats new:
Worked on making DSOrganize take up less memory on its own for more plugin memory.
Switched to more dynamic approach for plugins. Things should work better now.
Changed home screen to display current and next two day planner events instead of past ones.
Changed plugin vblank handling to give dedicated vblank access to plugins/exes when run.
Changed some code on the arm9 recieve fifo queue, hopefully fixing the random sound/keyboard freeze.
Changed arm7 upsampling code to sound better for amplified mp3's.
Changed calculator memory usage to allow for larger numbers.
Added in newest ogg vorbis memory leak fix.
Added echo, cls, wait commands to homebrew database script.
Added ability to swap buffers on only the top or bottom screen in plugins.
Added ability for plugins to query which screen DSO is on (for those that hook to the draw function).
Added simple battery saver function and debug write to disc function to plugin API.
Added repeat to all keys in the keyboard and fixed a glitch where char 255 couldn't be typed.
Added .dss shortcut type. Shortcuts can point to any file or directory except for another shortcut.
Added access to the PSG on the arm9 for plugins.
Added the missing commands for dswifi to the plugin API.
Fixed erasor glitch in scribble.
Fixed weird wrapping glitches introduced after the text fix.
Fixed glitch in syntax highlighting for html files introduced after text fix.
Fixed glitch where if resource0.bin is missing, DSO does not jump to your preferred start page.
Fixed error with ID3 tags containing a carriage return/line feed.
Fixed crash on loading iconsets from directories longer than 29 characters.
Fixed two irc crash bugs relating to bad server replies (ie on irc.enterthegame.com).
Removed mikmod loaders for all types but xm, it, s3m, mod due to low popularity.
NOTE: Since the plugin architecture has been updated, please download the latest version of your favorite plugins to continue using them.
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February 23rd, 2007, 20:57 Posted By: wraggster
Alekmaul has released some WIP News of his Sega Master System and Game Gear emulator for the Nintendo DS:
Heres whats new:
* Addition of L and R in the list of selection to pass + 14 plays
* Addition of the repertories in the list of selection (DSMasterPlus seeks to leave
root of the linker)
* Support of the files GG which are carried out in mode SMS (ex: Castle of illusion)
* Color different in the list from seleciton for files GG and SMS
* Choice placed on Execution after selection of a play
* English/French Switch according to the country of the DS
* Beginning of addition of the mapper CodeMaster and the mapper Korean
* Addition of the mode of compatibility TMS
* A little faster (if if…)
Lets hope a release is soon.
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February 23rd, 2007, 19:19 Posted By: wraggster
Nintendo UK has confirmed to Eurogamer this morning that it hasn't stopped production of GameCube hardware and software, and that globally it still supports the console.
"I can confirm that globally, Nintendo is still continuing production of GameCube hardware and GameCube software," a spokesperson for Nintendo UK told us.
The game-giant was speaking in the aftermath of recent comments made by Nintendo America boss Perrin Kaplan, who said the company wasn't producing any more GameCube units or first party games for the platform.
It's good news to us, then, but we can't hold off the ominous feeling that the purple box will be outed probably sooner rather than later.
via eurogamer
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