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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 4th, 2015, 22:05 Posted By: wraggster
Sqrxz 4 is another instalment in the Sqrxz Jump'n'Die franchise, pardon: certainly we mean Jump'n'Run, series, based on the original !SQRXZ! game created by Marcus Vesterlund and John Holmvall. After Sqrxz saving Yve in “Sqrxz 3 – Adventure for Love” it was truly a happy moment. Being still heavily in love they decided that the time for a tiny wedding ceremony has come. The celebration party was marvellous and still people talk about this heart breaking moment. Couple of months later both were sure that the time for an own small family has come. Although those are happy news Sqrxz is consequently short of money and a growing family requires a solid financial base. Picking up a newspaper and reading the job offers, a single add caught Sqrxz’s attention. An expedition in search of ice marbles needs a brave explorer. After all, he has gone trough a deep jungle to rescue Yve and made it back. This sounds like a job for Sqrxz! After meeting Dr. Branxz, who looked a bit creepy and shady, the deal has been set up and Sqrxz is brought to a mysterious island… full of shiny ice marbles. “Not a single one should be left there”, Dr. Branxz said, that just one missing marble will result in a pay refusal and not taking Sqrxz home. If you think Dr. Branxz didn’t do his homework, he very well did: His spy satellites spotted exactly 354 marbles. Challenging, isn’t it?
http://wiibrew.org/wiki/Sqrxz4
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January 3rd, 2015, 22:46 Posted By: wraggster
To complement the recent launch of Pokemon Omega Ruby and Alpha Sapphire, the latest Nintendo eShop update is headlined by Pokemon Pinball Ruby and Sapphire.
For those unfamiliar, Pokemon Pinball Ruby and Sapphire is, as its name suggests, a pinball adaptation of Pokemon Ruby and Sapphire, the same games that provided the basis for the recent Omega Ruby and Alpha Sapphire remakes. In Pokemon Pinball players are still working toward catching all the Pokemon available, but the core series' lengthy adventures are replaced by complex table layouts and bouncing silver balls. Pokemon Pinball Ruby and Sapphire is nowavailable from the Wii U eShop for $8.
The other half of this update is the GameBoy Color platformer Bionic Commando: Elite Forces. It's not the best in the series, but it's also not the worst, and it is notable for relatively novel gameplay and what the developer's were able to do with the aging handheld hardware. Bionic Commando: Elite Forces is priced at $6.
Capping off the update are a list of sales. Joystiq favorite Shovel Knight is 33 percent off on both Wii U and 3DS until January 8, Unepic is 30 percent off on Wii U until January 29 and the 3DS eShop is hosting 50 percent discounts on bothDress to Play: Cute Witches! and Dress to Play: Magic Bubbles! until February 1.
http://www.joystiq.com/2015/01/02/ne...-and-sapphire/
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December 30th, 2014, 23:31 Posted By: wraggster
Game Boys may be old tech, but they still provide challenges to modern hackers. [Dhole] has come up with a cartridge emulator which uses an STMicroelectronics STM32F4 discovery board to do all the work. Until now, most flash cartridges used programmable logic devices, either CPLDs or FPGAs to handle the high-speed logic requirements. [Alex] proved that a microcontroller could emulate a cartridge by using an Arduino to display the “Nintendo” Game Boy boot logo. The Arduino wasn’t fast enough to actually handle high-speed accesses required for game play.
[Dhole] kicked the speed up by moving to the ARM Cortex-M4 based 168 MHz STM32F4. The F4’s 70 GPIO pins can run via internal peripherals at up to 100MHz, which is plenty to handle the 1MHz clock speed of the Game Boy’s bus. Logic levels are an issue, as the STM32 uses 3.3V logic while the Game Boy is a 5V device. Thankfully the STM32’s inputs are 5V tolerant, so things worked just fine.
Simple Game Boy cartridges like Tetris were able to directly map a ROM device into the Game Boys memory space. More complex titles used Memory Block Controller (MBC) chips to map sections of ROM and perform other duties. There were several MBC chips used for various titles, but [Dhole] can emulate MBC1, which is compatible with the largest code base.
One of the coolest tricks [Dhole] implemented was displaying a custom boot logo. The Game Boy used the “Nintendo” logo as a method of copyright protection. If a cartridge didn’t have the logo, the Game Boy wouldn’t run. The logo is actually read twice – once to check the copyright info, and once to display it on the screen. By telling the emulator to change the data available at those addresses after the first read, any graphic can be displayed.
If you’re wondering what a cartridge emulator would be useful for (other than pirating games), you should check out [Jeff Frohwein’s] Gameboy Dev page! [Jeff] has been involved in Game Boy development since the early days. There are literally decades of demos and homebrew games out there for the Game Boy and various derivatives. .
http://hackaday.com/2014/12/30/game-...or-uses-stm32/
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December 30th, 2014, 23:28 Posted By: wraggster
Shall old acquaintance be forgot
And days of breaking lines
Shall old acquaintance be forgot
And Nintendo is pulling Tetris from 3DS eShop on New Years Eve
Maybe it has something to do with Ubisoft.
Okay, so it's not as catchy as Auld Lang Syne, but it might make you just as weepy. Nintendo has confirmed via its UK Twitter account that the Game Boy version ofTetris, a game that helped define Nintendo's handheld and portable gaming in general, will be pulled from the 3DS eShop on December 31. It appears that Tetris Axis for the 3DS is also being pulled, according to an image from the 3DS eShop news section posted on Twitter.
Nintendo of America has yet to make a similar announcement, and the US eShops make no note of either game being removed, so it's possible that this applies only to the UK. As for why Tetris would be removed from the eShop, it may have something to do with Ubisoft's Tetris Ultimate, which was recently released on 3DS. We've contacted Nintendo of America to confirm if the US version is to be removed as well.
If you'd rather not take your chances, the Game Boy version can still be had for $3.99. Unless, of course, you've somehow managed to keep your old Game Boy in working condition all these years.
http://www.joystiq.com/2014/12/29/ga...new-years-eve/
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December 30th, 2014, 23:09 Posted By: wraggster
The two brothers who hacked Mario Kart 8 are at it again, this time setting their sights on the original Wii console. The goal is to add online multiplayer to a number of Wii games. You can never get enough of that when it comes to Nintendo games!
MrBean35000vr (or "Bean" for short) and Chadderz, as they go online, detail their latest modding project at length in the video up top. While the mod is obviously designed for Wiis tricked out with homebrew software, they actually demonstrate the online multiplayer using New Super Mario Bros. Wii on one Wii and another Wii U console.
Using a Wii U to communicate with its predecessor? Now that's pretty cool. Unfortunately, given what the two brothers told me about how much tougher it's been to hack into the Wii U in comparison to its predecessor, I'm not sure that part will end up working out so well for others.
Bean and Chadderz say that they've managed to synchronise data across two separate Wii versions of Super Mario Bros. with few problems on a local network, save for some longer-than-normal load times. Playing together on a local network is an important qualifier, though. While they said that there's "practically no latency" when playing on a single network, there are bigger issues with lag when trying to play together on different networks. Since the mod is still in its early stages, it doesn't sound like they've spent as much time trying to figure that part out yet.
So far, the brothers have managed to get online multiplayer working for New Super Mario Bros. Wii and Mario Kart Wii, which lost its official online support earlier this year. They plan to "open source" the project sometime in the future so more homebrew Wii hackers can start to play around with it too. I dunno about you, but I would certainly be interested in some Project M-style projects for Mario Kart Wii since Nintendo has all but cut the cord on the thing.
http://www.kotaku.co.uk/2014/12/30/m...unch-wii-games
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December 28th, 2014, 01:03 Posted By: wraggster
Nintendo has prevailed in yet another patent lawsuit, this time against Texas company UltimatePointer LLC, regarding a case we first reported on in 2011. UltimatePointer asserted that Nintendo's Wiimote infringed on its patent for an "Easily Deployable Interactive Direct-Pointing System and Presentation Control System and Calibration Method Therefor." In a Seattle federal court, Judge Robert S. Lasnik ruled that the Wiimote does not infringe on UltimatePointer's patent and found that a number of the company's claims were invalid, meaning no trial is required.
Nintendo of America Vice President and Deputy General Counsel Richard Medway offered the following statement about the decision: "We are very pleased with these decisions, which confirmed Nintendo's position from the beginning – we do not, nor have we ever, infringed these patents. The result in this case, once again, demonstrates that Nintendo will continue to vigorously defend its innovations against patent lawsuits, even if it must do so in multiple courts and commit significant resources to defend itself. Nintendo continues to support reform efforts to reduce the unnecessary and inefficient burden patent cases like this one place on technology companies in the United States."
And now this one gets thrown in the "backlinks about Nintendo patent disputes" pile. Electronics company Philips recently won a dispute in the UK against Nintendo regarding the Wii and Wii U's use of a camera and motion-sensing technology. Nintendo plans to appeal the UK decision, and Philips has filed against Nintendo in the US as well.
http://www.joystiq.com/2014/12/24/fe...inst-nintendo/
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December 28th, 2014, 01:00 Posted By: wraggster
Thousands of hours of anime are now available on Wii U consoles via the Crunchyroll app on the eShop, Nintendo and Crunchyroll have announced. The app, which hosts shows like Naruto Shippuden, One Piece and Sword Art Online, features sample videos for free, but if you want total access, you'll need a Premium membership.
Crunchyroll offers several different Premium memberships: one that provides unlimited selection of manga ($4.95/month), one providing unlimited selection of anime ($6.95/month), and an "all-access" version which combines anime and manga while adding drama shows to the mix ($11.95/month).
http://www.joystiq.com/2014/12/27/pl...-wii-u-senpai/
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December 22nd, 2014, 20:41 Posted By: wraggster
Nintendo’s lead designer Shigeru Miyamoto has confirmed that Nintendo’s next home console is in development and even suggested that Mario’s next game may be a launch title.
“For the time being, our focus is on the Wii U hardware, but Nintendo as a whole has groups working on ideas for new hardware systems,” he told ABC. “While we're busy working on software for the Wii U, we have production lines that are working on ideas for what the next system might be.”
And of Mario he added: “Since we first created Mario, people have compared him to Mickey Mouse. I've always said Mickey Mouse evolved with each evolution in animation. You saw Mickey Mouse each step of the way. From early on, I wanted Mario to be that character in the digital world, so that with each digital evolution, he was there to usher in the next era.
“I think that maybe when we release the next hardware system, you can look forward to seeing Mario take on a new role or in a new game.”
Last May there was a swirl of rumours that Nitnendo would in June reveal some new hardware at E3, although this was denied and of course later proved unfounded.
However that same month Nintendo boss Satoru Iwata confirmed that the company has clear ideasregarding the direction it will take with its next machine. In October it emerged that Nintendo wasstepping up the hunt for next-gen architects.
http://www.mcvuk.com/news/read/miyam...cessor/0143305
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December 21st, 2014, 22:47 Posted By: wraggster
We know many Gateway users are eagerly anticipating our upcoming native firmware support for Systems over 4.5 up to 9.2.
We have currently implemented support for firmware versions 7.0 until 9.2 and adding support for lower versions every day.
We apologize for the delay but want to reassure our users that it will be released soon.
Our proven policy is not to rush a product for a quick shameless buck, but to release highly featured updates which are also future proof. All Gateway owners have been enjoying our product for up to 18 months now and none of them regret their purchase. The same will remain for new users who we are sure will enjoy their Gateway, probably for the lifetime of their console.
Thank you for your support and we ask you for just a little more patience, our release is now just around the corner.
http://www.gateway-3ds.com/
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December 21st, 2014, 22:44 Posted By: wraggster
via http://www.emucr.com/
GameYob Git (2014/12/03) is compiled. GameYob is an open-source gameboy emulator for the DS. It has excellent compatibility and speed, and runs many games flawlessly. Notably, it can use the Gameboy Color bios to colorize pre-color games, just like on a real gameboy.
GameYob Git Changelog:
* Fix DS compilation
* Merge branch 'master' of https://github.com/Drenn1/GameYob
* Merge pull request #135 from shinyquagsire23/3ds-buttons
Added support for binding 3DS and New 3DS buttons on 3DS-based systems
https://www.sendspace.com/file/7qf9ar
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December 21st, 2014, 22:34 Posted By: wraggster
via http://www.emucr.com/
DeSmuME SVN r5060 is compiled. DeSmuME is an open source Nintendo DS(NDS) emulator for Linux, Mac OS and Windows. DeSmuME supports save states, the ability to increase the size of the screen and it supports filters to improve image quality. DeSmuME also supports microphone use on Windows and Linux ports, as well as direct video and audio recording. The emulator also features a built-in movie recorder.
DeSmuME SVN Changelog:
r5060
windows - rename Zup and Zdown to Z+ and Z- and straighten them out
https://www.sendspace.com/file/plj0uz
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December 21st, 2014, 22:32 Posted By: wraggster
via http://www.emucr.com/
Dolphin Git 4.0-4758 is compiled. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. It has a partial Wii support and plays most Gamecube games.
Dolphin Git changelog:
- [ARMv7] Minor integer fastmem optimization.
- [AArch64] Improvements to the AArch64 emitter.
- OSD
- Updates the gradle build file to the latest needed for Android Studio.
- Rename DSP settings to Audio settings
- [Android] Raise requirements to Android 4.3 and OpenGL ES 3.0
https://www.sendspace.com/file/83t3a7
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December 21st, 2014, 22:12 Posted By: wraggster
via http://www.emucr.com/
Citra Git (2014/12/21) is compiled. Citra is an experimental open-source Nintendo 3DS emulator/debugger written in C++. At this time, it only emulates a very small subset of 3DS hardware, and therefore is only useful for booting/debugging very simple homebrew demos. Citra is licensed under the GPLv2. Refer to the license.txt file included.
Citra Git Changelog:
* Update README.md
* Merge pull request #271 from archshift/createf
Added CreateFile to the FS_USER service
* Added CreateFile to the FS_USER service
Tested with hwtests.
* Merge pull request #323 from lioncash/saddsub
armemu: Implement SADD8/SSUB8
* armemu: Implement SADD8/SSUB8
* Merge pull request #318 from bunnei/simulate-thread-sleep
Thread: Wait current thread on svc_SleepThread
* Thread: Wait current thread on svc_SleepThread
- Removed unused VBLANK sleep mode
- Added error log for bad context switch
- Renamed VerifyWait to CheckWaitType to be more clear
* Merge pull request #319 from yuriks/travis-apt-cache
Travis: Enable caching of dependencies
* Travis: Try to cache downloaded files to work around sf.net sucking
* Travis: Enable APT cache. This should give us a small boost
http://docs.travis-ci.com/user/cachi...buntu-packages
* Merge pull request #316 from yuriks/thread-handle
Kernel: Implement support for current thread pseudo-handle
* Kernel: Implement support for current thread pseudo-handle
This boots a few (mostly Nintendo 1st party) games further.
https://www.sendspace.com/file/8ra85e
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December 21st, 2014, 22:01 Posted By: wraggster
3ds Controller is a 3DS homebrew application which allows you to use your 3DS as a wireless controller for Windows.
3ds Controller 0.4:
Keyboard support! Press L, R, and X to toggle it,
Warn you if your Wireless is turned off when you boot the application,
Improved threshold calculation when using circle pad to move mouse,
Setting Mouse Speed to 0 when using touch screen to move mouse sets mouse to absolute position, rather than relative to last position,
The Tap event is fired when the touch screen is released, rather than when it is first press,
Other misc bug fixes,
3ds Controller 0.3:
Default port changed to 8889 to avoid conflict,
"Throttle" option in Pcs 3DSController.ini, greatly reduces CPU used by application, default setting of 20 reduces CPU usage by over 6 times in my experience,
Can bind a key to NONE in Pcs 3DSController.ini,
Format of the 3DS's 3DSController.ini file changed to match that of PC's,
Threshold for circle pad when moving mouse,
New setting of "Mouse Speed" in Pcs 3DSController.ini,
Corrected Y axis when using touch screen as joystick,
Fixed support for CLICK and RIGHT CLICK key bindings,
If you are updating from version 0.1 or 0.2, since the settings format for the 3DS's 3DSController.ini has changed, make sure to copy the new "3DS/3DSController.ini" into the root of your 3DS's SD card (and change the IP).
Changelog 0.2:
More graceful error handling towards systems without vJoy,
More graceful error handling when eds can't read 3DSController.ini,
Z axis on vJoy controller is now in the middle value rather than 0,
PC application lists your IP addresses to help those unsure of how to find it,
Custom key bindings support,
Custom port support,
Other misc bug fixes,
Changelog 0.1:
Initial release.
Supports:
All of the standard buttons on the 3DS,
The circle pad as a joystick,
The touch screen to move the mouse,
To do:
Some kind of GUI,
Custom key bindings,
Support the New 3DS additional buttons and control stick,
http://www.nintendomax.com/viewtopic...e4327c167d4599
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December 21st, 2014, 21:59 Posted By: wraggster
jocopoco proposes version 1.0.0.4 of "TronDS", nintendo 3DS for windows emulator.
TronDS isn't the only existing 3DS emulator, however it is the only one to be compiled and distributed. It is capable of running some homebrew but remains nevertheless very buggy.
Tronds 1.0.0.4
Fixed a bug launching CLR on Windows Vista and above.
Fixed bugs on VFPU emulation.
Fixed bugs in vertex shaders emulation.
Fixed bugs in textures management.
Add support for GSP Service.
and other small changes and fixes.
http://www.nintendomax.com/viewtopic...e4327c167d4599
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