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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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THE LATEST NEWS BELOW
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January 19th, 2007, 01:25 Posted By: wraggster
Via ign
Tiger and the Wiimote have something in common, and it's not that whiny little kids push their buttons. They were both born to golf.
While golf is nothing new to the console, Wii Sports and Super Swing Golf are not going to satisfy true golf fans longing to grip and rip the Wiimote on The Old Course at St. Andrews. Only Tiger Woods PGA Tour 07 can do that.
At Electronic Arts in Redwood Shores, Calif. on Tuesday, we had a chance to sit down (or is it stand up?) with the first installment of Tiger Wii, currently slated for a March release. While we've played our fair share of golf games with newfangled control schemes (ProStroke Golf and Real World Golf, to name a few), we've always wanted to see how a Tiger game would turn out with a new control setup. As fun as those other games are, where else can you play as John Daly and, bless her heart, Annika Sorenstam?
It's all in the hips. It's all in the hips.
Thankfully, Tiger is as fun as ever on the Wii and even more accessible. Want to see for yourself? Click on the media links below for new gameplay footage and screens.
The swing tracking is very accurate for drives and approach shots, and I found myself interlocking my fingers on the Wiimote, trying to get a traditional golf grip. Here's how the controls break down:
To swing, hold down B and make a golf swing. It's that simple. Like in other versions of Tiger, if you don't take the club back all the way, you will have less power on your shot. Unlike in other version, power is controlled by the speed of your downswing. The faster you swing, the farther it goes. Of course, if you push your downswing left or right, you're very likely to dig your Nike ball out of the bushes.
Once the ball is in the air, you induce spin by tapping the D-pad and shaking the Wiimote. The wrist strap is recommended here. To fade or draw the ball, you simply open or close the club face, respectively. Since the club face is really the Wiimote, you rotate it so the A button is facing the screen or facing away from the screen. Then take a natural swing and admire your physics-defying spin.
Full article at link above
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January 19th, 2007, 01:23 Posted By: wraggster
via ign
The Entertainment Software Ratings Board (ESRB), which evaluates soon-to-be-released software and rates it for age appropriate content, recently added two new titles to its online website. According to the organization, publisher Hudson Entertainment has submitted both Wing Island and Kororinpa for ratings approval, a very strong indicator that the Wii games are not far off from an American retail release.
Wing Island received an E for Everyone rating due to its cartoon violence and Kororinpa was given a similar E rating with no descriptors.
Wing Island is a Pilot Wings-style flight game in which players control bi-planes and other aircraft over simplistic terrain, performing stunts and collecting items. The title utilizes the Wii remote for added maneuverability and precision steering. Gamers simply hold the remote on its side in classic form and twist and turn to send planes diving and looping.
Kororinpa is a unique effort that seems inspired by both the Marble Madness and Super Monkey Ball franchises. Gamers roll balls over hovering maze-like boards in an attempt to navigate through a wide arsenal of 3D obstacles and puzzles. The import version of the game has captivated a handful of IGN's editors.
Both titles are expected to debut in the US before the end of March.
When contacted, representatives for Hudson would only say that the publisher has not officially announced any plans to release the games stateside yet.
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January 19th, 2007, 01:12 Posted By: wraggster
News from Mollusk
Ok, as Keith was kind enough to send me a sample, I added the DSMotion code to PAlib (or rather, 'a la PAlib'), as you may have seen in the latest beta...
Then, I ported 2 games and did a quick drawing demo :
DoubleSkill is the DoubleSkill game that probably not many people heard of Kind of a brain destroyer, but you should really get your hands on it if you have a DS Motion...
DoubleSkillMotion Rom
Carre Rouge is a classic, plays pretty weirdly at first with the motion sensor, but is actually quite challening and intesting...
CarreRougeMotion Rom
And the last one is a draw demo, nothing much to say about it :
Motion Draw
New version, with progressive speed of drawing
Motion Draw2
Edit : fixed links...
Edit 2 : added MotionDraw2, with progressive speed
Edit 3 : Circular Defense Motion
Circular Defense Motion Rom
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January 19th, 2007, 01:05 Posted By: wraggster
New adult themed game for the Nintendo DS from XParano:
Heres the rather rubbish google translation:
Everyone connait hones it paper chisel… Who thought of making a version “Strip of it”? Only a spirit the most perverted of could think of it. It is my first development on DS, are lenient, I especially sought to use the basic bases of the base of PALIB (the wiki is very well foutu nevertheless, cheer). Nevertheless, this play will amuse you 3minutes, i.e. much less time than I did not need to do it
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January 19th, 2007, 01:00 Posted By: wraggster
A new test release of the Command And Conquer DS Clone Project has been released and also a fair bit of WIP news:
Worked on the game a bit last night with the current goal of being able to build units. I reinstalled C&C on my machine to play the first few missions to keep it fresh in my mind how C&C does it, which was a fun bit of research ;p To start with I’m implementing the tech tree system I wrote a while ago, with a couple of updates. Its looking like the system will work great and I’ll explain how it works in more detail in another post.
I let some buildings be factories and state which unit class they can build (a factory can only build one class of units, but a unit can belong to multiple classes). The next job is to write a system that will efficiently keep track of an armies available build list and which factory will produce which units (including which factory is set to Primary for that unit class). The build list needs to be aware of which technologies an army has unlocked and which factories are available to build the different unit classes. These lists will be updated each time a building is created/destroyed or captured. Oh I also need to add the code to unlock a technology when a building is created. This is about a third completed. Finally when I was working on the buildings I updated the ‘footprint code so that areas of the building can be walked over, e.g. the dusty patch at the front of almost all C&C buildings.
Phew, I think that’s everything! Once I’ve got unit building done it’ll be attacking next, that’s when things will get fun
Heres the newspost with the test release:
I’ve got a new ROM to be tested featuring the first game code. This was created on a new install of windows however and I had some issues setting the environment up again and I couldn’t get this working on my DS. Hopefully everyone else will have better luck, though I’ve included the PC build as well so you can see what it’s supposed to be doing.
The test includes all the tests from the last release, but has a new one at the bottom, ‘Test F (Game)’. Choosing this you’ll be shown an abstract view of the game world featuring some terrain, two units and a building.
The green tiles show grass, black for cliffs and brown for road. The clump of red blocks is a building for the Red army and the two single blocks are units.
The selection cursor can be moved around with the D-Pad/arrow keys. Use A on a DS or X on the PC to command a unit to move. There is no attacking yet. Use B on the DS or Z on the PC to select the unit under the selection cursor. You can select units from any army right now.
The debug menu lets you do some more stuff:
Game/Path/Draw toggles the pathfinding route being drawn
Game/Path/Heuristic changes the pathfinding heuristic
Game/Path/Method changes the pathfinding cost method
Game/Army/GiveFunds gives 100 bucks each time its activated
Game/cellsize changes the size of the tiles drawn
Game/debuginfo toggles the info written on the right side of the screen
Use the escape button to quit the PC build. I’m interested in hearing any feedback people have about the test but more interested if anyone can get it working on their DS!
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January 19th, 2007, 00:56 Posted By: wraggster
Smealums FPS game is now an online game for the Nintendo DS:
Heres the google translation of whats new:
Play with 4 (and theoretically possibility of playing until an unlimited number by changing a simple variable, by holding biensur account of the limits 3D and network of the console…)Addition of an indicator of its life on the screen of bottomAddition of an indicator of the life of the enemies on the screen of bottom (mainly for débugger…)Addition of a small red trick when one is made draw above (yes, it is ugly and the colors are bad, but the 256 colors under Paint…)
Note: The deceleration of the animation of pump rifle is completely wanted, it is not a side effect of the use of more than polygons…
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January 19th, 2007, 00:47 Posted By: wraggster
via siliconera
After pushing through a couple of floors on both the SNK and Capcom sides of the tower (yeah they’re separated) I’ve found out that SNK vs. Capcom Card Fighters DS is a pretty big mess. The problem is the inherent system is completely broken and the computer doesn’t use any different tactics besides attacking. There are lots of different abilities you can use in the game like reshuffling your deck, healing your cards, tapping cards for extra colored “force” energy and doing counter attacks. The computer doesn’t do any of these halfway through the game. Instead the AI only has one strategy attack and leave some of the cards free to block with. That’s a problem, but it gets worse.
At the beginning of every round dice are rolled to see who gets first act. If you win the roll you can put your attacking cards on the board, they’re frozen for a round while your opponent puts his/her cards on the board. Here’s the problem, after your opponent lays their cards on the board they are still frozen when it’s your turn. You have one round to attack them free of any obstructions. This leads to a simple, yet boring strategy, putting out a bunch of weak cards that use one force each. If you can put out five cards that give 400 BP of damage you can win a fight in a single round. This isn’t too difficult to do once you start collecting Axl (Mega Man X7), Adon and Poison (Final Fight) cards you’ll have a nearly invincible deck.
There’s still time for SNK Playmore USA to fix this problem, by adjusting the game’s balance. Hopefully they will make some changes. On the plus side there is one neat touch screen feature. When you buy cards they appear wrapped on the touch screen. You can use your pen to draw a line across the top of the pack, which rips it open.
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January 19th, 2007, 00:44 Posted By: wraggster
via dsfanboy
With the latest Japanese commercial for the game sending chills down our spine, this latest video of the opening intro to the game physically removes our spine, shakes it and stuffs it back into our body with such a force as to shake the very core of the Earth. In other words, we want us some Hotel Dusk!
Video Here
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January 19th, 2007, 00:41 Posted By: wraggster
Via gaming age
Since the DS Lite launched in America, various message board denziens have been complaining that their touch screen carries a darker, more yellow tint, than the top screen. I, and many others, initially wrote it off as folks being overly sensitive, the effect likely a result of a coating on the touch screen or some such. I mean, my touch screen was a bit darker than the the top screen, but I barely noticed, nor did it bug me, I just assumed all DS Lites were that way.
That is, until my girlfiend went out and bought herself one. Comparing our two systems, I discovered that slight tint of my touch screen was mysteriously absent on hers. The whites of the top and bottom screen seemed to match on hers, but on mine, the bright top whites appeared almost grey on the lower screen.
And that's when the tint started to bug me. Luckily, it's not all that prevalent, the difference is only noticeable on light backgrounds, like the bootup warning screen, Brain Age, and Big Brain Academy. Colorful titles, like Meteos and New Super Mario Brothers, curiously aren't affected. It's easy to tell which system is whose when they're at the warning screen, regardless of the brightness setting, but when placed side-by-side while both running Mario, neither of us could tell the difference. In fact, during the Mario comparision, she incorrectly guessed that my Lite was hers.
For the skeptical, here's some a picture to highlight the difference among the two. Be forwarned, the difference isn't all that noticeable on LCD monitors due to their inherent brightness, but those on CRT monitors should be able to clearly identify which DS is which.
Though both DS Lites are on the third brightness setting, there's a definite difference between the two.
The Lites have been swapped with this juxtapose, made from the first picture. The tinted screen is now placed on the right to emphasize the difference -- Ignore the differing shades of the bottom line, as that line flashes to garner attention. I don't think it has anything to do with angle or lighting, as the tint is pretty uniform, not to mention that the top screens match up pretty well and don't suffer from the same problem. If anything, the top screen on the right is a bit brighter....
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January 19th, 2007, 00:38 Posted By: wraggster
via dsfanboy
What's this -- a list? Cue the frothing fanboys! But this latest list of the top ten worst DS games, as decided by the folks at Pocket Gamer, is definitely filled with some of the poorest examples of DS gaming. We're not sure if they're really the ten worst ever, though. Let's call them the "Ten Worst Titles Masquerading as Games You Might Almost Want to Play." Well, except for Lego Star Wars II: The Original Trilogy. We actually did want to play that, but y'know, we need it to function.
Pocket Gamer's 10 Worst DS Games
ATV Quad Frenzy
Burnout Legends
Guilty Gear Dust Strikers
King Kong
Lego Star Wars II: The Original Trilogy
Rainbow Islands Revolution
Space Invaders Revolution
Superman Returns
Tamagotchi Connection Corner Shop
Tomb Raider: Legend DS
So do you agree or does this make you want to call shenanigans? What game would you nominate that isn't represented here?
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January 19th, 2007, 00:36 Posted By: wraggster
News/release from Davr
The DS Motion Card is a motion sensor addon for the Nintendo DS. It contains a 3-axis accelerometer, as well as a 1-axis gyro sensor. The creator was kind enough to send me one, so that I could play with it and make stuff for it to help him promote it.
Anyway, so far I have made a simple marble demo, tip your DS and marbles roll around. Currently it's very simple, no collision detection or anything. I'm probably going to make a game out of it, simulating those little keychain toys where you have a few marbles, and you have to get them all into their respective holes.
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January 19th, 2007, 00:29 Posted By: wraggster
New release of PALib from Mollusk
It's been a while since I hadn't updated PAlib
I attached to the message the changelog since the latest official release, lots of stuff !
Please backup your PAlib directory and projects, erase and do a perfectly clean install...
You'll also need to update your project makefiles, just take any makefile (PAlibExamples or Template).
The doc hasn't been updated yet because I still don't have a working copy of Doxygen on my computer, but the new functions have been documented in PAlib so as soon as I reinstall the right version I'll update the whole thing...
This version DOES NOT contain the FATlib, still waiting for the ne< devkitpro release... It is easy to add it manually to any project...
It is highly untested, some of the changes have been done a few weeks ago so I might have broken stuff and not seen it
Installer, Zip, and 7z are downloadable here : http://palib.info/forum/modules/PDdo...wcat.php?cid=3
Here's the changelog since the last beta :
Quote:
New Stuff
---------
[RotMaps] Added PA_SetRotMapTile(u8 screen, u8 bg_select, s16 x, s16 y, u8 tile_number) and PA_GetRotMapTile(u8 screen, u8 bg_select, s16 x, s16 y), using gmiller's code...
[CustomFonts] Added PA_16cCustomFont(slot, fontname) and PA_8bitCustomFont(slot, fontname) and the examples to go with it... Wiki will be updated soon with the instructions. Requires the latest PAGfx version... PAGfx has been updated too, to do the conversion...
[DSMotion] Official DSMotion code added !!! Check the Input examples to see how it works (init/getting the data). Has 2 different ways of playing with it : either get the raw values and use that, or transform the data into Pad.Held.Up/etc data
[DSMotion] Added MotionDraw, a simple demo...
[Keyboard] Added PA_InitCustomKeyboard(bg_number, keyb_custom) to load custom keyboards (use instead of PA_InitKeyboard), and the example to go with it... Custom keyboards are 256 colors and should be converted as EasyBg...
Updated Stuff
-------------
[Gif] Added PA_LoadGifXY, to load gifs to a specific part of the screen . Updated the gif examples to work with it...
[GetSpritePixel] Added PA_GetSprite16cPixel, for 16 color sprites, and an example to go with it...
[Makefile] Makefiles updated, please copy one of the example/template makefiles and paste in your project. Includes the sound padding correction and includes the libwifi
Things Fixed
------------
[Warnings] Fixed the FD_SETSIZE warnings
[TextColors] TEXT_BLUE and TEXT_GREEN were inverted
[Reco] Fixed upper screen mess-up when using the recognition system
[SpriteAnims] Fixed first frame not showing when starting a new animation...
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January 19th, 2007, 00:19 Posted By: wraggster
MoonShell is a multimedia player for Nintendo DS (Lite) consoles. It has support for DPG video files, MP3/NSF audio files and viewing JPG/Jpeg/BMP/PNG (non progressive) files, it also has support for TXT textfiles. MoonShell supports dualscreens and it has full support for the touch screen. MoonShell has plug-in system that allows to add any compatible plug-in just by copying the plug-in files to the appropriate folder. MoonShell also comes with several kind of useful plug-ins.
Heres whats new:
-I think that I exterminated the bookmark bug.
'TopScreenFlip' and the NDSROMPlugin section were deleted from moonshl_simple.ini.
'NDSLiteDefaultBrightness', the BacklightTimeout section, and the ImagePlugin section were added to moonshl_simple.ini.
Enabled interpolation processing ratio is '31%, 37%, 43%, 62%, 75%, 87%, 125% and over'. Ignored '25%, 50%, 100%'.
The maximum value at 'BacklightTimeout' was changed at 999 seconds.
The same name as DPG file. '.bmp/.jpg/.png' file was found. CreateThumbnail.exe makes the thumbnail.
'Change backlight bright' was added to the system menu.
The DLDI driver for SCLT was testing added.
The text scroll lines count can be specified with the manual.
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January 18th, 2007, 23:26 Posted By: wraggster
A new release of WiiCR has happenned today, heres the info and whats new:
WiiCR is a media player solution for the Nintendo Wii. It acts as a streaming media server and is capable of transcoding nearly any video file to a suitable flv for an embedded flash player. It allows browsing of the remote filesystem to view: videos (avi/xvid/divx/mpeg/wmv/etc), text files, jpg's and play mp3s.
0.3.1.4b released
included suba theme (dont know how I missed it)
updated suba theme to suport new config
included Wiipaper 0.4r.1
Included WiinVi 0.5-r2
fixed shoutcast & config.pl forms (thanks neil for picking me up on my bad html
Download Here --> http://wmc.sourceforge.net/wiki/index.php/WiiCR
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January 18th, 2007, 23:24 Posted By: wraggster
via infendo
The February issue of EGM critiques Wii's virtually non-existent online play. Though I'm reserving final judgment until we see online multiplayer, I feel that online play isn't a priority for Nintendo. From the article (issue 212): "The Wii's unified friend code system initially seemed like an upgrade to the DS's daft online plan, but it's actually just more of the same nonsense. Once again, each game requires its own separate friend code list...so get ready to input lots of 14-digit codes. Seriously, designing your entire online strategy around preventing child predators simply isn't a good idea."
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January 18th, 2007, 23:21 Posted By: wraggster
via gonintendo
Okay guys, here’s your big story to discuss as I head to bed. The latest issue of Nintendo Dream states that the sequel to a famous series is going to be announced soon. I picked the story up from Gamefront, which has it listed in their Wii section. The magazine gives absolutely no info on what the game may be. Hell, the game might not even be from Nintendo for all we know (but I’ll bet that it is). I’ll take a few guesses before I leave the fun to you guys.
Pikmin
Nintendogs
Kid Icarus
Startropics
UPDATE - Thought I would add the Google translation for you guys.
Nintendo Dream: “Successor of famous series is soon revealed” 18.01.07 - Japanese Nintendo Dream it announces in its newest expenditure that soon the successor of a famous series is revealed. With details the magazine holds back itself.
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January 18th, 2007, 23:20 Posted By: wraggster
via aussienintendo
Late last year, Ubisoft's Paris studio, the team behind Red Steel, advertised the position of a Senior Game Designer for "the continuation of the Red Steel project" on their website.
If that wasn't a good enough confirmation that a sequel is in the works, then today's revelation on the Official Red Steel Enthusiast Community website should be convincing.
The Ubisoft-owned site's administrator, the 'Sensei', writes in the final post before the site's closure, "...if any student think he anywhere near ready for Red Steel 2...Get Ready to Do My Laundry!"
It's only a matter of time before Ubisoft officially announces the project, so be sure to stick by for more.
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January 18th, 2007, 23:18 Posted By: wraggster
Sir crx has posted a great little Wii Controller mod which features an ipod battery and a USB Lead:
Rechargeable battery, via ipod battery.
Added Power Button Light
Charge via USB through stock Wii Dongle.
There is more i am leaving out. Right towards me putting it all back together, I can name about 5 things that went terribly wrong. So this is now dubbed my "Version.0". I don't like how it turned out internally and some scuffs/burns externally.
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