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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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November 6th, 2006, 17:17 Posted By: wraggster
THQ CEO Brian Farrell has predicted healthy sales for the Nintendo Wii, confirming plans to release additional games for the console next year.
Speaking in a conference call following the release of THQ's Q2 results, Farrell said the Wii is likely "to reach a multi-million installed base quickly", adding that the company plans to " launch an increased number of Wii skus in fiscal 2008".
Other executives speaking during the call said there is "a great opportunity" to produce titles exclusively for Wii - saying "it's just a matter of economics" when it comes to considering the value of doing so.
THQ was more cautious when the conversation turned to Sony's new console, with Farrell stating, "We've chosen to release our titles on PS3 as its installed base grows in calendar 2007."
Executives also observed that "the download opportunities don't really kick in until the second half of 2007" and that "Sony is continuing to refine their online and download models". One exec predicted that download revenues won't offer a "meaningful opportunity" until "mid next year".
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November 6th, 2006, 17:04 Posted By: wraggster
Even though Rayman Raving Rabbids is hitting just about every console known to man this Christmas, it's good to see some wavy Wii-specific gameplay to separate it from the usual suspects.
These 10 new screens give some indication of how the Wii version will differ from its brethren thanks to Wii-mote support. From the motion-sensitive slapping of innocent-looking bunnies to drawing the outlines of various dishes for a greedy rabbit to devour, it's clear Ubisoft is keen to take full advantage of the potential of Nintendo's new controller.
Screens Via Comments
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November 6th, 2006, 16:59 Posted By: wraggster
The eighth instalment of the Mario Party series will be coming to Wii next year, with a whole list of multiplayer mini games that take full advantage of the Wii's motion-sensitive powers.
Unveiled at the Nintendo World 2006 tour, a playable demo of the game revealed many of the games characters (Mario, Luigi, Peach, Yoshi, Wario, Daisy, Waluigi, Toad, Boo, Toadette, Birdo and Dry Bones), as well as some of the new mini games.
With the Wii being designed for multiplayer gaming, it should be the perfect platform for the party series, and might even give it the refresher it needs. Hell, we might even play it.
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November 6th, 2006, 02:33 Posted By: wraggster
Via Palib
Talstus released his first DS homebrew. It's a simple clone of the Mario Bomb game, which I'm pretty sure every has already played tons of times... You have to put each bomb on the corresponding color zone... If not, you loose 1 life...
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November 5th, 2006, 23:23 Posted By: wraggster

News from DS-X
Finally !! .. Yes we do appreciate the anxiousness and anticipation of all our users. Rightfully this release was due in a few days from now. However due to considerable pressure from many of our respected customers we thought it only fair to whip up a beta updater tool, so at the very least those with access to a win32 machine could update their devices. We do read our forums and support, and we do monitor closely all that is said, hence our reaction today. Please understand that we would have much preferred to release only one fully implemented update tool that is cross platform and complete. The update tool released today is a temporary solution and will be substituted in the coming days with our final version which will be cross platform.
DS-Xtreme V1.0.2 change log
+Support for "Direct" format textures in UI engine
+Recognition of id3v2 tags in mp3/ogg
+Now supports supercard save files
+Added a "getOSVersion" function, for use in the skin to report the true OS version.
*Corrected virtual eeprom bank mapping
*Fixed a problem with some MP3s crashing
*MBR and partition parsing now correctly handled, should fix some filesystem issues, especially for OSX users
*Some minor changes to libfat auto-integration, should fix problems with ndsmail, etc
-OS now powers off LCDs when suspended
-Minor optimizations in raw device access
Legend:
+Addition
*Bugfix
-Change
Download DS-Xtreme Beta Update Tool for Windows & Download Skin for v1.0.2 . (just drag the skin folder to your DS-Xtreme after the update) Via the Comments
Buy DS-Xtreme at Divineo China / UK / USA
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November 5th, 2006, 11:51 Posted By: jojotjuh
Supercard has updated their software to 2.57 and firmware to 1.7!
changes:
Firmware v1.7:
# Game list changed, the newest game will be displayed at the first position.
# The main menu of CF, SD, Mini SD, Micro SD versions have been changed as SuperCard Rumble series.
Software V2.57:
# The I/O system of NDS games has been redesigned, it's fast than before, increase the NDS games compatibility.
# Added NEW DMA(fast reading option), increase the speed of reading flash memory card, increase the NDS games compatibility.
# Fixed the Rumble Series can not run IQUE games, Fix NDS games 0472, 0286 balck screen bug.
# NDS game 0252 need high speed flash memory card, so SD, MiniSD version sometimes will halt in the game, but CF, MicroSD, Rumble Series seldem halt in this game.
Important: To who download the v2.57 and V1.7 yesterday
We updated the v2.57 and Firmware V1.7 yesterday, but there are some bugs,
# GBA can not list the files, or NDS can not list the files at GBA mode.
# The save file is not compatible with old save file.
If you are the user update the v2.57 & V1.7 yesterday, please download it again, we fix the two bugs today. If you are a GBA user, and there is no file in the list when update, please delete the "scfont.fon" at the root of flash memory card.
software:
setupnew is for CF
setupmicrosd is fro supercard lite
setuprumble is for the rumble carts
setupsd is for the SD cart
edit: i just installed it and the firmware has anice new skind too 
its very cool!!!
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November 5th, 2006, 10:17 Posted By: wraggster
A Wal-Mart employee sent Joystiq what they say is the Wal-Mart playbook for the Wii and PS3 launch. Saying they received the info from the "Wal-Mart Wire" and even printed out the information to send us proof. Sadly, the tipsters email address didn't work when we went to double check the info; however, after NeoGaf's Wal-Mart ad find, we'll run with what we've got, but emphasize that it is still a rumor.
Wii:
Software and accessories are not street dated, stores can put those out upon receipt
Price is $249.24 (75 cents cheaper and matches NeoGaf poster price)
11/16, Wii product will arrive direct to Wal-Mart stores. Same day, the accessories for Wii will be set out
11/18, at 10PM, tickets will be passed out for midnight sales
Start selling Wii on 11/19 at 12:01AM
Our tipster said he had 50 Wii tickets, but the actual amount of units arriving is unknown.
PS3:
Software and accessories are not street dated, stores can put those out upon receipt
11/9, PS3 peripherals will start shipping to stores
11/11, PS3 interactives (kiosks) will be in final install stages at stores
11/14, PS3 software will start to ship
11/16, PS3 arrives in stores
At 10PM or earlier on 11/18 [sic] (we are guessing he meant to write 11/16) employees will pass out tickets for midnight sales. There are 50 tickets for PS3, but actual units arriving is unknown.
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November 4th, 2006, 23:28 Posted By: wraggster
One of the most charming GameCube titles is set to make a revival on the DS. Nintendo World was home to a playable demo of Chibi-Robo Park Patrol for the DS.
The demo starts off with Chibi in his little house. The house is set up basically the same as in the GameCube version, with an outlet for recharging the tiny robot's batteries and a depository for the "happies" that you collect by making other living creatures happy.
This time around, or in the Nintendo World demo at least, Chibi's house is in a park rather than in a house. My first job, according to the Nintendo rep who was guiding me (in English... what is it with Nintendo's Japanese reps and their English proficiency?) was to go around making the flowers in the area happy. This was simple enough. To make the flowers happy, you have to first water them using a water pump. You then have to play some music for them using Chibi's radio. The flowers dance along with Chibi for a few seconds, then release the cherished happies.
The stylus changes the feel of the game somewhat. While you control Chibi directly with the D-pad, you use the stylus to select items via icons on the left side of the bottom screen, and interact with the items in various ways. To pump water, you slide the pump up and down. To play music, you spin a turntable. The flowers react differently depending on the speed of the resulting music, so it's important that you not play the music too quickly.
After recharging Chibi, I decided to explore a bit further. The park has, in the distance, a road with moving traffic, and, further away, a gas station. I was able to get to the road, and it looked like I could cross to the gas station, although I was worried that being hit by a car would lead to Chibi's death and a return to the back of the line for me. Instead of crossing, I doubled back and crossed a river into a forest. Crossing a river isn't the best idea for Chibi, who doesn't get along well with water, but I was able to make it across with plenty of energy left.
There, I came upon: vehicles! The demo had a bicycle and buggy, both featuring completely unique control schemes. The bicycle is steered with left and right on the D-pad. You pedal by rotating an on-screen pedal with the stylus, and can change speed accordingly.
The buggy has the opposite control scheme. In order to use the buggy, you have to first plug Chibi into its outlet. Chibi's energy then drains as you move. To accelerate and break, you press up and down. The L button gives you a speedy boost. Steering is done via the stylus, by rotating a steering wheel.
Controlling the vehicles is just as fun as controlling Chibi himself. Chibi Robo also looks great on the DS, even with full 3D visuals. All this will hopefully lead to an adventure to rival the GameCube original.
Via IGN
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November 4th, 2006, 23:27 Posted By: wraggster
My two favorite games from Nintendo World weren't on the Wii! That's right, the DS took the honors with two absolute charmers, Kaitou Wario and Chibi Robo.
I first sampled Wario's latest DS outing, his first side-scroller for the system. Kaitou Wario puts you in control of Mario's rival as you solve puzzles and collect treasure chests.
This isn't strictly a platformer. You move Wario left and right and make him jump and duck all with the D-pad. Lefties can opt to use the A, B, X and Y buttons for this functionality. Everything else is done with the stylus. You open treasure chests by tapping on-screen icons. You attack enemies and perform special skills by pointing at your intended target.
To get through a stage, you have to make use of Wario's transformation abilities. The demo included, in addition to the standard Thief Wario, Space Wario, Graffiti Wario and Dinosaur Wario. You change into these new forms by drawing a shape around your character. Dinosaur Wario is a caret, Thief Wario is a check, Space Wario is a circle, and so-forth.
All Warios have different abilities. Thief Wario moves and jumps faster than the other Warios and he attacks by directly charging at enemies. Space Wario shoots lasers and has floaty jumps. Graffiti Wario can draw doors and crates, with the player being responsible for actually drawing the shape in the desired location. Dinosaur Wario breathes fire.
Progressing through the demo stage required full use of the various Warios. Space Wario's lasers were used to blast platforms down from the ceiling and to take out pesky birds who didn't appear to be too fond of Wario. Graffiti Wario's drawing abilities were used to create new platforms in order to leap over tall obstacles.
On top of the side-scrolling segments, Kaito Wario includes mini games, which you must clear in order to get the contents of treasure boxes. I was able to find just two in the demo, a simple picture puzzle game and a more action-oriented game where you tap with the stylus in order to exterminate incoming cockroaches.
The Nintendo World demo left me wanting to get cozy with the clever stages Nintendo will undoubtedly come up with for the final version. The wait will be long, sadly, as Kaitou Wario isn't expected to hit Japan until February of 2007.
Via IGN
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November 4th, 2006, 23:26 Posted By: wraggster
Heres an excerpt:
For fans of Japanese publisher Square Enix, the Nintendo DS has turned into a gaming haven for this holiday season. Starting with Rocket Slime just a month back, and continuing with the delightful hack-n-slash adventure Children of Mana just days ago, the company is looking to ensure that any gamer looking for a role-playing or adventure experience is right at home on the Nintendo DS. Of course as we all know, Rocket Slime and Children of Mana - though they are superb titles - are just the warm-up for the RPG adventure everyone's been waiting for this year: Final Fantasy III. We've had a chance to play through (and beyond) the opening hours of the game, and are happy to bring our full impressions of just how strong this blend of old and new is turning out on DS.
As with any conversation about the Final Fantasy universe, we first have to make sure everyone on the same page. Is FFIII the American FFIII, which is actually FFVI? Is it FFIII from Japan, or did we screw up and put III when it's really II, which is Japan IV? Confusing, huh? Final Fantasy III for Nintendo DS is a re-make of sorts from the Japanese III, a game that hasn't seen the light of day in America yet, and is now making a new debut for DS gamers in its current form. The game mixes traditional gameplay and the same overarching story as it did in Japan, now complete with superb 3D visuals and added side-quests for the hardcore crowd. What you'll find in FFIII for DS is a total mix of old and new, and though the game may look mainstream and familiar - at least as far as Final Fantasy games go - this game can be very difficult, and doesn't play by the rules that most gamers have adopted over the last few years.
Full Article
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November 4th, 2006, 20:33 Posted By: JKKDARK
Finally, after 3 mounths, there is a new version of the Game Boy Advance/Nintendo DS emulator for Windows.
Changelog:
nds/help: nds-bitmaps can be wrapped (that unlike gba-bitmaps) (thanks remi)
nds/video: emulates optional wrap-around (area overflow) for nds bitmap-modes
nds/video: emulates read-only 2d-engine-b ports as read-only (thanks remi)
nds/3d: texture transformation mode 1 supports negative m[8,9,12,13] values
nds/3d/boxtest: fast onscreen pre_check on any of all 8 coordinates of box
nds/3d/boxtest: fast offscreen pre_check on all 8 coordinates of whole-box
nds/3d/boxtest: fast offscreen pre_check on all 4 coordinates of box-face
video/speedup: faster bg drawing when special effects disabled (blend/bright)
reg/home: moved all users to usa, avoids paypal-german-language-service (remi)
reg/full: new parity and decrypt.jpg encryption by headless marching soldiers
reg/full: discontinued free nds-updates for older (than 12 months) gba-users
reg/full: registration tool auto-generates invoices for commercial users
reg/home: new file-ext .key (some servers now declare .bin as potential virus)
sync: forces machine_switch on retrace, forces to be 1st machine after retrace
gui/f1_key: HELP_FORCEFILE instead HELP_CONTENTS (preserves current chapter)
webpage: added donate buttons on gba,msx,cpc,nes,2k6,zx8,c64 freeware pages
email: new email address - please do NOT put it online - due to spam problems
nds/3d: bug-fixed GX "nop" command (to have 0 parameters, instead 1 parameter)
emu/help: described + emulated gba/nds7 dummy cp14-icebreaker (prefetch data)
nds/cpu: emulates cp15 ctrl bit15 (pre-v5 ldr/ldm/pop pc.bit0=thumb disabled)
cpu: emulates/ignores misaligned r15 in LDM [Rb],r15 (with optional warning)
nds/help: added some basic specs on DS Memory Timings (in DS Various chapter)
nds/3d: bugfixed texture transform (imul_op=64bit, instead imul_eax,op=32bit)
cpu: emulates empty rlist (load/store r15 on ARMv4, Rb=Rb+/-40h on ARMv4/v5)
cpu: emulates writeback-base-included-in-rlist (for all stm/ldm/v4/v5/tmb/arm)
cpu/help: added info on invalid rlist's for ARMv4/v5 THUMB/ARM LDM/STM opcodes
cpu: bugfixed arm9 q(d)add/sub (xor 7fffffffh instead 7ffffffh, one more f)
nds/sound: emulates sound output speaker routing and speaker stereo panning
nds/sound: emulates sound-hold (freezes output until hold=0 or next re-start)
nds/sound: optionally mono output, optionally disabled, on machine 1 only
nds/sound: allows "dumb loops" when reading non-irq-timed sound status regs
nds/sound/help: described hold flag (can't hold on restart, apparently bugged)
nds/sound/help: described the two different ch(a)+ch(b) addition outputs
nds/sound/help: described capture errors (both negative and overflow bugs)
nds/sound: emulates minmax clipping, fully emulates all sound capture errors
gba/sound: fixed small ch4 glitch (occured when only one stereo side was on)
gba/sound: bugfix: recurses channel 3 wave ram bank number/bank size changes
gba/sound: emulates minmax clipping, corrected channel-volume vs bias-volume
gba/nds/sound/help: rev-engineered Max Output Levels (psg/pcmfifo/bias/clip)
nds/sound: emulates capture (routing, adding, mixing, rounding, clipping, etc)
nds/sound: emulates sound loop+length and high accuracy frequency timings
nds/gba-slot/bugfix: memadr_sram (instead nnn=0Eh) (thanks Chow Kim Foong)
nds/sound/help: corrected sample frequency, explained length/loop registers
nds/sound: emulates channel volume, channel volume shift, master volume, bias
nds/sound: emulates pcm8, pcm16, adpcm, psg wave/duty, psg noise formats
nds/sound: emulates all write-only sound ports as such (reads as 00000000h)
nds/sound/no$fmw/emu: initializes bias=200h (as done by original firmware)
nds/sound: nds_sb_generate_sample invoked by NDS7 (not NDS9) as sound master
nds/bugfix: fixed arm9 halfmul opcodes (accidently exchanged opcode lsbs/msbs)
debug/disass: fixed smulxy opcode (showed up as "smmuxy" instead of "smulxy")
nds/sound/help: described SOUNDCNT bits 8-11 (final audio output selection) Download and Give Feedback Via Comments
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November 4th, 2006, 19:32 Posted By: freemaan
I've released IRCDS 0.3b.
Now it supports blowfish and skins.
Check readme.txt inside the archive or visit my homepage for more info.
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November 4th, 2006, 17:40 Posted By: wraggster
Nintendo lifted what appears to be the first of at least one more embargo late last night on advanced industry previews of the highly anticipated Zelda: Twilight Princess for Wii. Rather than getting in the way of what's being said, let's cut to the chase:
GameDaily - "Twilight Princess may be the greatest Zelda ever ... Jaded critics will no doubt find lots to complain about, but don't listen to them. Twilight Princess is not only the Wii's quintessential killer app, but also one of the best adventure games to come along since Resident Evil 4."
Game|Life - "I was worried that the Wii version of the game would be rendered gimmicky and unsuitable for long-term play sessions. But now I've played it, and not only has every lingering speck of doubt been scrubbed clean, I was actually shocked at how well it worked."
Gamespot - "Twilight Princess' now-mandatory use of the Wii remote has been the subject of much 'love it/hate it' talk online, and we'll admit to mixed emotions ourselves after having played it the first times, but after spending a longer period with it, we have to say that we're still on the fence but leaning towards being cool with it--with some reservations."
1UP - "If Twilight Princess manages to uphold the level of quality seen in its opening hours for the entire duration of the adventure, it will unquestionably go down as one of the greats. Imagine Ocarina of Time, but polished and expanded and refined and generally perfected."
Kotaku - "The game is remarkably cinematic, but not in the cheesy Hollywood-wannabe way that so often traps the gaming industry ... Does Twilight Princess need to be on the Wii? Probably not. But the game is a little better for it."
Planet GameCube - "But ever since the announcement of the Wii version, there has been the debate over which version of Zelda is going to control better. My friends, the debate is over: Wii Zelda is the real deal."
IGN - "If Wii Sports is for the non-gamers, Twilight Princess is for the hardcore. After I spent 10 hours with the game, I barely managed to squeak by two temples, with the third so far off that I could scarcely imagine getting there, let alone approach the objective. (For the record, out of 30 or so journalists, nobody came close to the third temple.)"
GoNintendo - "I seriously cannot see myself playing the Cube version and enjoying it nearly as much. I know that it is the same core game...and I would enjoy the story just as much...but the physical connection of actually feeling like Link is absolutely priceless."
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November 4th, 2006, 17:36 Posted By: wraggster
All this week, and last week, Nintendo has been inviting game journalists up to their manse to have some extensive hands-on time with Legend of Zelda: Twilight Princess. At 1up Jeremy Parish has an extensive look at the game, with screenshots, impressions of the Wii control scheme, and a detailed look at the title's first few hours. From the article:
"The bulk of swordplay, however, is controlled by moving the entire Wii Remote. Contrary to common opinion, this doesn't entail making massive swiping motions. Although it's certainly possible to wield the remote like an actual sword, a simple flick of the wrist will cause Link to attack. How you move the controller also has no bearing on the kind of strike you make. By default, Link sweeps horizontally; for a vertical slice, you must first lock on to a target. And a swing executed while pressing forward on the analog stick results in a stabbing thrust."
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November 4th, 2006, 02:43 Posted By: wraggster
The Man of Steel is finally ready to battle Lex Luthor. Following a lengthy delay, EA's Superman Returns: The Videogame has gone gold for Xbox 360, PS2, Xbox, Nintendo DS and GBA.
Developed by Tiburon, makers of Madden, Superman Returns gives unprecedented control over DC Comics' greatest hero. Players can take flight with the Last Son of Krypton in more than 100 missions across Metropolis' 80 square miles. Expect to battle some of Superman's greatest foes, including Bizarro, Metallo and Mongul.
Suggested retail prices for Superman Returns range from $59.99 on the 360 to $39.99 on current-gen systems to $29.99 on handheld systems.
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November 4th, 2006, 02:37 Posted By: wraggster
Via Siliconera
If impersonation is a form of flattery Cooking Mama should be blushing. MTO takes the gameplay concepts of Cooking Mama and similar graphics to make Edamoto Naomi no Shiawase Kitchen. The game does have some differences like mini games where you go on quests to make meals and a design your own kitchen feature. Copycat or not fans of the cooking genre might want to give MTO’s game a look. Learning the 50+ meals and designing a kitchen of doom should tide them over until Cooking Mama: Cook Out in 2007.
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November 4th, 2006, 02:34 Posted By: wraggster
New from Lick
libcartreset is a library that allows all ds homebrewers to add the return to gba flash cartridge-feature. Note that the library is still progressing and needs a lot of tests on as many devices as possible. Currently, all Supercard devices, all M3 devices, all EZ-Flash IV devices and the hacked GBAMP are supported.
Please report any bugs and all not working devices, so I can improve the library.
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November 4th, 2006, 02:31 Posted By: wraggster
Zarxrax:
- Fixed lots of bugs
- Larger, easier to read font
- Cards can now contain much more text
- Supports more than one text file at a time (this is not very useful yet)
- Keeps track of how many cards you have answered correctly
Heres more info about this release.
The basic idea of the program is essentially the same as physical flash cards: you put a word on one side, and a definition or translation or whatever on the other. You look at one side, then see if you can guess the answer. Then you flip the card over and look at the answer, to see if you guessed correctly. The "right and wrong" buttons really don't do much of anything yet aside from advance to the next card, but eventually the program will keep track of the cards you mark correct and the ones you mark incorrect. This means that you could potentially put thousands of cards into the database, and you don't have to waste time going through the ones that you know well--the program will be able to focus on the ones that you have trouble with.
As for the drawing pad, I mainly included it for studying kanji. If and when this program gets the ability to display kanji characters as text, it will be useful to practice drawing them.
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November 4th, 2006, 02:27 Posted By: wraggster
Infantile Paralyser have released a new version of the image viewer app for the Nintendo DS:
Some fatal bugs were corrected by the disk access and the file search.
A vertical mode and a horizontal mode can be chosen. (Added function icon)
In a single mode of the slide show, the right and left can be chosen.
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