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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
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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January 28th, 2007, 01:52 Posted By: wraggster
Okiwi the Homebrew web browser for the DS have posted this FAQ about the application coming soon:
Which flashcarts will the browser work with?
I've not handled FAT libraries subject yet, so what I've done till now should work with all of them. I plan to use Chishm's DLDI, so compatibility will be determined by its support of the different devices.
Why do you ignore comments that users leave in the blog?
I don't ignore them. The only thing is that I haven't enough time to answer one by one. That's the reason whay I make this little FAQ answering the questions you leave in the comments and some other inquietudes you pose in some forums.
Why do you take so long to make a keyboard, when PALib would make the workload lighter?
Because I'm not using PALib. I code by means of libnds. The keyboard is dinamically built using the GUI (Graphical User Interface) module.
At least you should be getting a nice result.
It's current appearance, not definitive, is this:

Soon I will talk about the keyboard more in deep.
When will the demo be ready?
More than a demo, it will be an alpha version (in development stage). I had sense to name it like that since it's going to be a demonstration of what's done till now, which doesn't mean that the software is so advanced to consider it a beta.
And, answering the question, I expect to finish it in two weeks or so. Realize that from that point there is less work to do than it's done yet. I also feel like Okiwi is finished.
What will the demo include?
Saying with more detail what I said in last post, it will be something like a browser test version which doesn't connect to the netwok. Therefore, I will display a document that will allow to demonstrate some rendering engine features, to get an idea.
Doesn't it connect to the network?!
I must follow some order, and I've decided to include network functionality when the rest of the modules reach a quite mature status.
How is going the software to be distributed? (Or, by now, the demo.)
The answer I gave in the first FAQ is still valid: as soon as there are files to download, links to them will appear at this web.
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January 28th, 2007, 01:49 Posted By: wraggster
News from Lazyone about his Mac emu for Nintendo DS
Thanks again to all those who donated towards the Supercard, now Mini vMac can use the ram on some gba slot cards (Supercard/M3).
Now that it is possible I can include builds for a 4MB configuration but keep in mind that there is a performance hit.
Currently it will run at 8-16fps when using ram in the gba slot, but hopefully there is room for improvement somewhere.
UPDATE:
Thanks to the help of WinterMute on IRC the speed penalty when using external ram is alot smaller with a difference of around 3fps compared to using the main ram.
And finally, a picture of 4MB emulation on hardware (Thanks to RyanFB)

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January 28th, 2007, 01:41 Posted By: TeenDev
On Janurary 6th 2006, the final version of WinDS by LiraNuna, Francesco, and Papero was released. These are the results of the 2006 Compo:WinDS Compo 2006
I can't believe people missed it! WinDS is basically Windows for the DS.
Some of the entries included games, an NDS file launcher, and some Demos. I would request that the link to WinDS be updated to the newest Distro at: WinDS2006Compo_Distro.zip
Enjoy!
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January 28th, 2007, 01:40 Posted By: wraggster
TodoWii are the first site to be testing the Wiinja Modchip for the Wii.
They have posted 6 Screenshots of the Modchip installation.
Check all the screens out via Comments, Video Coming Monday.
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January 28th, 2007, 01:27 Posted By: wraggster
via kotaku

StrapYa, who recently brought us the bizarre combination of Hello Kitty and Space Invaders, are now offering New Super Mario Brothers figures. They come in 5 different styles including Mario, Luigi, a Goombah (Kuriboh), a Koopa (Nokonoko), and a One-up Mushroom. As special bonus, each figure comes with 10 chocolate Mario coins and a base that is either a brick block, question box, or drain pipe. All this can be yours for $18.23 (that includes shipping). Seems rather exorbitant for a 1 inch figure and some leftover Hanukkah gelt, but that's just me.
More Info
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January 27th, 2007, 21:49 Posted By: gunntims0103
news via wii.vggen
Its been reported that the classic game "Gain Ground" hits the VC for the Nintendo Wii. Price has not yet been confirmed but its expected to be between 500-800 Wii points.
View screens here
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January 27th, 2007, 21:43 Posted By: gunntims0103
news via gizmodo
Innovation of the WowWee Robosapien V2 robot continues to flourish, and now you can control this budding robot overlord with a Wii remote. In this seemingly endless preview video, watch just long enough to see the 3.x alpha version of Robodance open-source software linking the Wii to the little guy. In addition to letting you script routines for the robot, this version that will be released next month maps commands from the Robosapien's complex remote to the much easier-to-use Wiimote.
If you do end up watching most of the video, check out the cheesy script where the robot actually tickles Elmo. Sweet. Anyway, Robosapien's no Asimo, but the little guy can do a lot for his $120ish price, and the Wiimote makes his antics nearly effortless to control and even more fun.
-Watch video here
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January 27th, 2007, 21:39 Posted By: gunntims0103
news via cubed3
Following Cubed³'s intial report of Telltale Games being interested in Wii development, confirmation of it becoming a reality has now emerged.
According to a new update on Telltale Games' website, the company has made headway with Nintendo to become an official developer on the Wii console. The team is now looking for a Wii Systems Programmer who can migrate core components of D3D based PC game engine to the Wii, implement additional platform specific features, modify and support existing art and production path to accommodate Wii production, as well as contribute to the design and direction of Telltale Technology and products.
But what could they be working on? Clearly after all the initial talk of Sam & Max you would hope that it is definitely in the pipeline, and the fact that Telltale also stipulates under the 'Additional Preferred' section of the position that the applicant must have a 'love of adventure games' is certainly a positive sign.
Definitely good news, especially with the comments from Autumn Moon Entertainment's Bill Tiller (another former LucasArts stalwart from when the company worked on numerous adventure titles) in Cubed³'s exclusive interview from late last year: http://www.cubed3.com/news/6275/
Keep it locked to Cubed³ for further developments on this news, plus more...
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January 27th, 2007, 21:37 Posted By: gunntims0103
news via forbes
Hong Kong -
Nintendo reported Friday that sales of its new Wii videogame platform have pushed the company's earnings up 43% in the last year.
The results helped Kyoto, Japan-based Nintendo (other-otc: NTDOY - news - people ) hit its 52-week high by closing at 34,150 yen ($281.14) on Friday. Nintendo's shares have climbed 113% in the last year.
Nintendo’s net income topped 131.92 billion yen ($1.1 billion) for the nine months through December 2006, up from 92.19 billion yen ($764.6 million) in 2005, beating a 12-month profit forecast of 120 billion yen ($996 million) for this year.
Much of that increase came from the Wii, the relatively low-priced game machine that Nintendo introduced last fall to compete with Sony's (nyse: SNE - news - people ) PlayStation 3 and Microsoft's (nasdaq: MSFT - news - people ) Xbox 360.
Nintendo’s Wii has outperformed Sony's machine, which debuted at the same time. According to research house NPD Group, Nintendo shipped 1.1 million Wii consoles to the U.S. in November and December, 60% more than shipments of PlayStation 3. In Japan, Nintendo sold nearly 990,000 units in December, more than twice PlayStation3’s sales in two months, according to Tokyo research firm Enterbrain.
Microsoft, meanwhile, lowered its forecast for its Xbox 360 machines, which it began selling at the end of 2005. The company had previously predicted it would sell 13 million to 15 million machines by the end of June. But yesterday Microsoft predicted it would likely sell 12 million consoles by that date.
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January 27th, 2007, 21:34 Posted By: gunntims0103
news via wii.vggen
Speaking to Game Informer, Hudson Entertainment's John Lee hinted at the possibility of an original Games Channel for the Nintendo Wii.
When he was asked about Hudson publishing original games on the Virtual Console, he stated: "Well, the VC was specifically designed to bring back classic games, not to introduce new content. So to answer your question specifically: No."
"However, in the future, you should rephrase that question to: Are there any plans to launch original content on some downloadable service on the Wii, and you might get a different answer."
CVG contacted Nintendo regarding the quote, and the company of course responded that it does plan to allow original content to be released via the Wii Shop. Which it naturally should've, since the company confirmed at last year's E3 that original content would be released at some point. It's not surprising that Nintendo would want to separate it from classic titles in some way.
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January 27th, 2007, 17:18 Posted By: wraggster
via IGN
The innovative control system of the Wii has certainly provided developers with the means to offers gamers a whole new gaming experience, but it also allows us to play some old favorites the way we always imagined they should have played in the first place. There may be no better example of a genre where the unique play style of the Wii-mote plus nunchuk combo fits more perfectly more than fighting games, and no discussion of fighting games would be complete without a nod to the classic Mortal Kombat franchise.
At a recent Midway event in Las Vegas, we got a chance to see a pre-taped demonstration of Creative Director Ed Boon in control of the game on Nintendo's Wii console. We also got a chance to talk to Ed a bit about the changes in the Wii version, which you can check out in the most recent edition of IGN Weekly.
"We wanted to make the game so easy your grandmother could play it." -- Ed Boon, Creative Director
While you might think playing a fighting game designed with specific button and thumbstick sequences used to perform complicated fighting combos would be difficult to translate to another type of controller device, from watching the tape, it looked like most of the moves in the game were very intuitive, and were executed exactly how you would expect them to work. For example, to perform Scorpion's famous spear thrust, you pull back the Wii-mote and lash out at your enemies to send your deadly spike plunging into their chest cavities. Likewise, Scorpion's spin kick is performed by twirling the Wii-mote in a circular fashion. As Ed explains, "We wanted to make the game so easy your grandmother could play it."
Of course, dramatic fatality moves have always been a big part of the Mortal Kombat franchise, and the Wii adaptation is no exception. Fatalities will also be performed with the special movement-detection features of the Wii-mote, although they tend to be a bit more complex than the other basic fighting moves. For example, to pull off Scorpion's neck-cracking, sword-slashing fatality ender, you move the Wii-more down twice, left semi-circle, right semi-circle, and end with a slash gesture.
Although you can use the Wii-mote and nunchuk to play the game, purists and fans of standard fighting controls will also be happy to hear that MK: Armageddon also supports the classic controller as well as the GameCube controller on Wii. You can also play using only the Wii-mote.
For the most part, Mortal Kombat: Armageddon will be comparable to its PS2 and Xbox counterparts. However, the Wii version will include a new gameplay type: Endurance. Endurance mode pits you against a continuous series of enemies with no rest between rounds. You won't get any extra health or resets between bouts, so it's up to you to battle as many opponents in a row as possible.
Midway has been onboard with the Wii for a while now as development of the Wii version started shortly after the PS2 and Xbox versions were released last year. The game is nearly complete, and should be released on the Wii this April. Although the game wasn't actually playable at the Midway event, Ed did say they would be bringing a build of the game by for us to play in a few weeks, so we'll have more on Armageddon for you then.
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January 27th, 2007, 16:56 Posted By: wraggster
Barta`s entry into the Palib Coding Comp
Heres the details:

Hello,
This is my entry for the compo. I made the text orange to meed with the orange theme
It's been tested on Dualis and my M3-lite.
Does anyone remember Valhalla for the Amiga? It was called a speech adventure because the main character talks to you when you instruct him to do something.
This is my port to the DS. It takes a lot of hacking graphics and speech.
This version is far from finished but if I wait till it's finished this competition
is called 'DS coding compo 2010' or something.
In this version you can move around, look at everything, pick up things and drop them back on the floor.
No use of objects or operating levers, yet!
Feel free to wander around, look at things and listen to what your character has to say. The skull in the lower left room talks back
Controls:
Press start at the intro
Moving with the control pad
A look at things, walls, floors, anything
B pick up and put in your ruksack
Select something from your ruksack with the stylus and put it down with the X
The Y lets you toggle between normal mode and invisible mode
In invisible mode you can walk through anything (usefull for testing).
Todo:
- Operate things and use objects
- Find out how to add even more text speech to the game.
It has 144 sounds included, and adding more gives a compile error:
bin/ld.exe: address 0x2406118 of build.elf section .bss is not within region ewram
- Rewrite the map routine. The map is now a huge background scrolling underneath the main character. As the map has to change (opening doors etc.) it's better to use sprites (I think)
BartA
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January 27th, 2007, 16:45 Posted By: wraggster
Nightfox has released a new game called SpiritsDS, heres the crappy google translation:
Then we are here, making official a project which we initiated days ago already, after seeing the possibilities that offered our flaming DS to us in some possible adaptation of the classic ones that we enjoyed in our young years. We have chosen Spirits de Topo Soft like inspiration source, since in its day it made us spend long hours in front of the MSX in our case and the double screen of the DS offered an excellent possibility for an adaptation inspired by this game.
The Staff for this project is made up by KeyFrame, in charge of the design and drawing of sprites of the game, ToniMax, in charge of the graphs of bottom, Lord Lyron, composer and author of musics and effects of sound and NightFox in charge of the programming and design of the game.
At the moment we have ready part of the motor of the game, the related thing to scroll (if, will have scroll), one first version of the system of collisions, the change of map and the DualScreen system that the pertinent action in each one of the two screens shows to us in time real.
In this phase of the programming, we are using the original graphs of the game to help to develop to a faithful mapedo but the possible thing us to the original one (one authenticates jewel of Awkward person Soft). As the new bottoms are ready and sprites we will be them incorporating to the project.
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January 27th, 2007, 16:30 Posted By: wraggster
Nick Spacek posted this on his blog:
I've been working on this for a week or so, picking up stuff about C++ along the way. The code's pretty dirty at the moment (I'd like to think it's at least designed half well, but I won't make that claim yet.  ). I wanted to just release this early version so that it would be out there for anyone interested.
You can find some Bible texts here: http://www.o-bible.com/dlb.html
The format is like this:
bookname chapter:verse text
each on its own line. That's all that the reader parses at the moment.
I wanted to be able to get around quickly, so what it does is build an "index" file of a sort. The first time you open a Bible text it will take a little while (there's a little loading text). Both the KJV and BBE versions I linked should work. Hopefully any with similar structure should work as well. Anyways, the first time it will build the index file which should have a .bfo extension. It records the position of the beginning of each chapter in the text file, so getting to any verse involves looking up the file position for the chapter and searching for the verse.
Apparently the BBE version is not working 100%. The file seems to be parsed ok, and it worked the first time (when the index was created), but upon loading it the second time it can't find the text or something. I'll figure it out sometime this weekend probably.
Nick
Features
Indexed browsing
Crappy interface (can only move by verse, chapter, and book, one at a time)
No searching
Doesn't support multiple formats (doesn't even [fully] support the one format it's supposed to  )
Links
Bibles: http://www.o-bible.com/dlb.html
Plugin: http://nick.spacek.googlepages.com/dsoBib.dsp
Things to do
New icon (doh, meant to do that!)
Get rid of unnecessary buttons
Loading animation
Thanks DragonMinded for the suggestions!
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January 27th, 2007, 16:27 Posted By: wraggster
New from Lick
i was interested in the backlight fade-in that the original firmware does. According to gbatek (Backlight Dimming / Backlight caused Shut-Down(s)) the backlight has to be turned on/off at different rates so it simulates a smooth fade-in.
This is the result. It works, but I don’t recommend that anyone reuses the code in their projects. It’s bad code.
Download Here
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January 27th, 2007, 14:55 Posted By: wraggster
New from Success HK

Hannah Montana is the stage name of Miley Stewart, a teen pop sensation known to millions. Her best friend Lilly is the only one who knows the truth -- or so she thinks. Someone is threatening to reveal Hannah's secret! Miley and Lilly investigate their school, the boardwalk, stadium and the beach to uncover clues. Help solve the mystery and keep Hannah Montana's secret safe, so the show can go on! Access Hannah's secret wardrobe and design personalized clothes to share with others via the wireless mode on the DS
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January 27th, 2007, 14:53 Posted By: wraggster
New from Success HK

Rumiko Takahashi's popular animated TV and comic series Inuyasha comes to life in this brand new adventure for the Nintendo DS. Players will experience the intriguing origins and exciting stories of all-new characters as they join beloved well-known Inuyasha characters in the struggle to unlock the mystery of the Divine Jewel. Utilizing and uniting familiar faces like Inuyasha, Kagome, Miroku, Sango and Shippo, players will battle hordes of monstrous demons in this epic RPG. With an intuitive command-based control scheme and the new Cover Fellow System (CFS), players will get Inuyasha and his friends to work together in ways never before seen. The chance to learn the secret of the Divine Jewel arrives in 2007 with Inuyasha: Secret of the Divine Jewel.
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January 27th, 2007, 13:46 Posted By: wraggster
via gizmodo
Come on Nintendo, this is the kind of stuff we need to see coming down the pipeline. Screw that classical music conductor shit. I want to start my own arm flaring Wii-rave. Does it still need some work? Sure, but the potential is all there.
video here
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