|
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
|
August 26th, 2014, 00:25 Posted By: wraggster
Today we are very proud to present Gateway firmware OMEGA 2.3b BETA to our beta testers!
For this update we focused on bringing support back for recent games and applications that use the new encryption method that was introduced in System Firmware 7.x and higher.
It took us a while before it was ready, but here we are today. We always deliver as promised!
With this update we are happy to announce that this brings our game compatibility back to 100% and we want to keep it that way!
But we also want to make a few observations:
* We have noticed that some recent games have started to use features only present on System Firmware 7.x or higher.
Firmware spoofing no longer works for these games, and emunand is currently required for these games to run.
* Classic mode will only boot emunand 8.x or higher if you have a genuine Gateway card inserted. You can still continue without, but
support for emunand 8.x or higher will not work.
We are still investigating if we can improve upon these limitations, but we currently think that this is an acceptable solution for the time being.
That and we also have a lot more interesting features planned that we want to release!
Our next focus will be revising the savegames subsystem. We think a lot of our savegame editing and retail gamecard users will be pleased with what we have planned!
Once approved by our beta testing friends, the final release will be published. If all goes well, this means very soon.
Until next time, ENJOY and as always support the innovators and not the imitators!
http://www.gateway-3ds.com/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 23rd, 2014, 23:18 Posted By: wraggster
Nintendo's strength is its own titles - what it really needs is a return to the second-party approach of old
[h=3]Nintendo[/h]nintendo-europe.com
Along with publishing some rather good games, Ubisoft has quietly been developing another important role over the past few years. Thanks to the outspoken nature of CEO Yves Guillemot and the company's careful balancing of enthusiasm for new technologies and platforms with a decent degree of financial and management conservatism, Ubisoft has become a bellwether for the publishing industry. Perhaps a difference between French and American business culture plays a role, perhaps not; either way, where other firms equivocate and fall back on meaningless corporate double-speak, Ubisoft and its executives have developed a reputation for speaking openly and giving us an insight into what the publishing industry at large is actually thinking.
When Guillemot pronounces, then, that his company is no longer going to launch "mature" titles on Wii U - Watch_Dogs will be their last such effort, following the disappointing performance of Assassin's Creed on the platform - you can safely bet that it's not acting in isolation. What Ubisoft says in the open is almost certainly precisely the strategy being pursued by other publishers as well; they're just more likely to try and veil it with empty platitudes about what a great partner Nintendo is and how important it is to the industry, effusive corporate praise which, once picked apart, actually carries no commitment of substance to the Wii U platform.
"If mature cross-platform titles aren't selling on the Wii U, which they are not, then publishers should feel no obligation to continue to develop them for that platform"
Nor should any such commitment be forthcoming. If mature cross-platform titles aren't selling on the Wii U, which they are not, then publishers should feel no obligation to continue to develop them for that platform. If this were a two-horse race between rival platform holders, some publishers might be tempted to continue support for the lagging console just in order to keep the front-runner on its toes, but with three strong companies competing, that branch of thought no longer produces fruit. Wii U is on its own, in this regard. Just as Ubisoft will continue to publish Just Dance titles and their ilk on the platform, where they do very well, other publishers will also find casual or kids' games in their line-ups which suit the Wii U - but support for "mature" or "core" games will disappear in short order. I wouldn't expect to see many multi-platform core titles on Wii U from 2015 onwards.
This will cause wailing and gnashing of teeth, because wailing and gnashing of teeth is essentially what the games media and the fanboy frenzy is set up to provide. The death knell! The final nail in the coffin! Vultures circle overhead! Once the core-game supply for Wii U completely dries up and other publishers admit to pursuing exactly the same policy as Ubisoft, headline writers will fall over themselves to drag out death-related imagery that would make a teenage goth poet blush. We know this, because it has happened before. Every Nintendo console since the SNES, in fact, has seen its third-party support fall off a cliff at some point in its life cycle. On each occasion, Nintendo's failure to woo third-parties has been presented as a sign of inevitable doom.
Let's lay it out, then; Nintendo's home console platforms are terrible for third parties. They've been that way for twenty years and they're not going to stop being that way any time soon. Honestly, it wouldn't matter a tuppenny damn if Nintendo unveiled a PS4-beating HD console tomorrow; the business model, the branding and the market for Nintendo consoles is simply poison to the cross-platform "mature" mega-hit franchises like Call of Duty, GTA or Assassin's Creed.
"Core gamers buy a Nintendo console as a second device because they want access to Nintendo exclusive titles, primarily first-party games"
Purchasers of Nintendo home consoles fall broadly into two categories. You've got core gamers who buy a Nintendo console alongside another gaming device - either a Sony or Microsoft console, or a PC; and you've got "casual" gamers, including the family and child segments, who buy a Nintendo device because they trust the brand. Neither of those groups is actually all that keen to buy the latest Call of Duty on a Nintendo platform. Core gamers buy a Nintendo console as a second device because they want access to Nintendo exclusive titles, primarily first-party games, but migrate back to their "primary" console to play mature cross-platform titles. Casual gamers don't want to play mature cross-platform titles anyway. In both cases, they bought a Nintendo device to play Nintendo exclusives.
That's exactly how Nintendo likes it. Nintendo consoles maintain pretty strong tie ratios - even the Wii, supposedly the dust-gatherer of the last generation, had a healthy software tie ratio - and the lion's share of the games sold are Nintendo first-party games. It's not that Nintendo "accidentally" builds consoles like the Wii and Wii U which are underpowered and "weird" compared with the other consoles of their era, then wrings its hands and wonders why third-parties aren't launching loads of cross-platform games. Nintendo does this deliberately, building consoles that are custom-made to play Nintendo first-party games and which don't risk being overrun by Call of Duty and its ilk and thus damaging or polluting the brand image which the company has carefully constructed over the past few decades. For Nintendo, the fact that Assassin's Creed doesn't sell too well on Wii U is a feature, not a bug, because it means that the company's own first-party titles remain solidly in the spotlight and the brand image of the console remains Nintendo's to control.
Of course, that approach begins to look a little less wise when the console in question fails to sell very well, leaving Nintendo's first-party titles with only a limited audience to address - which is exactly what's happened with the Wii U. Yet the solution isn't to throw in the towel and simply copy what Sony does - an enterprise in which Nintendo would almost certainly be doomed to fail. Nintendo needs to find a solution to its current woes which actually suits Nintendo; something which leverages all the things the company is good at and rescues its market position without simply becoming a clone of its rivals or, worse, just another software publisher jostling for attention on the App Store.
"Nintendo needs to find a solution to its current woes which actually suits Nintendo; something which leverages all the things the company is good at"
The solution, perhaps unsurprisingly for a company with such a long history, may lie in the past. Nintendo doesn't need or want a swathe of third-party multi-platform manshooters on the Wii U, and that's absolutely fine. It does, however, need more breadth if not more depth in the Wii U's software catalogue. The first-party games on the system are excellent, but it needs more of them, addressing more niches; maintaining Nintendo's excellent quality standards while also exploring more genres, more aesthetics and more audiences.
Once upon a time, Nintendo used to do almost exactly that. It operated "second-party" studios within and outside Japan, most famously Britain's Rare, which were independent but nestled under the wing of the platform holder, given access to Nintendo's expertise, assets and finance in return for accepting creative guidance from Kyoto and publishing exclusively on Nintendo platforms. It also built relationships with publishers, mostly in Japan, which guaranteed exclusive titles to Nintendo systems on similar terms.
"Bayonetta 2, which no other publisher or platform holder would fund, is a compelling Nintendo exclusive now"
Some legacies of the second-party system remain. Bayonetta 2, which no other publisher or platform holder would fund, is a compelling Nintendo exclusive now; Hyrule Warriors, released in Japan last week, is a cross-publisher collaboration of a sort which the company should pursue more regularly. Yet these are mere echoes of a system which once guaranteed a strong flow of exclusive, high-quality titles to Nintendo platforms - titles which were different from the offerings on rival platforms, but compelling enough to ensure that gamers felt that they really, really needed a Nintendo console under the TV as well.
A resurrection and reinvigoration of second-party would make enormous sense for Nintendo today. It would look quite different to the system of the past in some regards; indie developers would have to form a big part of it, for example, although one could argue that Sony has already stolen a march on Nintendo in this regard with its policy of working closely with selected indie developers on PS4 and Vita. The scope would have to be as big as it once was if not bigger, though; studios around the globe, not just in Japan, with oversight from Kyoto but also enjoying the trust required both to build excellent new IP and to experiment with old properties. Rebuilding this system would require opening the Nintendo warchest, of course; and it would take time and patience, although both of those are qualities Nintendo has never lacked for. It would, however, do more that just giving Wii U a shot in the arm; it would set Nintendo up with a supply of IP and games that would sustain its platforms for generations to come.
http://www.gamesindustry.biz/article...the-second-way
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 23rd, 2014, 22:09 Posted By: wraggster

Mega Mega Mega Man, he's up on the eff- okay, yes, that's [video=youtube;ykkdvYThT_Y]https://www.youtube.com/watch?v=g_7rmGlo-1U"]the Mega Man 2 theme a la Brentalfloss[/URL], but he's not done one for Mega Man 6, the NES platformer out on Wii U Virtual Console this week. Of course, in the musical maestro's opinionMega Man 6 is Life Force, if you're looking for something retro in a more co-op flavor.
Meanwhile, with Disney Infinity 2.0 still out of reach, Nintendo's getting things simmering by bringing OG Disney Infinity to the eShop for the first time, for free. You'll still need a physical figure and base to play it, though. As for the 3DS, we reckon top dog this week is Blazblue Clone Phantasma. Nope, not Blazblue Chrono Phantasma, but a 3D action game spinoff of the fighter series. The cast of characters are still there but hyper-deformed and cute, even if they're still beating the bejeezus out of each other.
As always, you'll find the full list of new releases past the break. Sales-wise there are nine new discounts starting this week, which we'd say qualifies as plenty. We refer you to The Big N's press release for the full list, but we like the look of a third off Aeternoblade at $10 and Chasing Aurora half-price at $4.
http://www.joystiq.com/2014/08/21/ne...lone-phantasm/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 17th, 2014, 00:24 Posted By: wraggster
via http://www.emucr.com/
Citra Git (2014/08/15) 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:
- SVC: Added support for svc_GetSystemTick.
https://www.sendspace.com/file/plh571
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 17th, 2014, 00:22 Posted By: wraggster
via http://www.emucr.com/
GBA.js Git (2014/08/16) is released. Jeffrey Pfau released a new GameBoy Advance emulator. The project began last July. The first prototype took him five weeks. But it has worked for several weeks and several hours a day online prior to the first public version. The program runs on JavaScript. It is available online and works in a modern web browser. It runs on Chrome 20, Safari 6.0, Firefox 15 + (without sound) or Opera 12. It should also run on Internet Explorer 10. Firefox and Opera are particularly slow, it is better to use Safari or Chrome.
As a matter of law, no rom is provided on the official website. However, you can load these roms on your machine. The emulator does not handle compressed files. So please only download roms decompressed. The application sometimes crashes if the file has special characters.
Currently all parts of the GameBoy Advance hardware are implemented. You can save and load backups, send on your machine or your machine. GBA.js is able to take screenshots. It can set the emulation paused. It supports games containing real-time clocks (eg Pokemon).
GBA.js Git Changelog:
* Fix typos in RL implementation
* Remove erroneous comment (fixes #20)
* Fix MemoryAligned16.load32
http://jpfau.github.com/gbajs/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 17th, 2014, 00:18 Posted By: wraggster
via http://www.emucr.com/
Fceux SVN r3078 is compiled. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r3078
cheat ram fix (i hope final this time lol) mapper 119 savestate fix
https://www.sendspace.com/file/iwmltb
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 17th, 2014, 00:16 Posted By: wraggster
via http://www.emucr.com/
Gearboy Git (2014/08/16) is compiled. Gearboy is a Nintendo Game Boy emulator written in C++. The emulator is focused on readability of source code, but nevertheless it has good compatibility. A lot of effort has gone into this in order to follow OOP and keep it as simple as possible.
Gearboy Features:
- Accurate CPU emulation, passes cpu_instrs.gb from blargg's tests.
- Accurate instruction timing, passes instr_timing.gb from blargg's tests.
- Memory Bank Controllers (MBC1, MBC2, MBC3 with RTC, MBC5) and ROM + RAM cartridges.
- Accurate LCD controller emulation. Background, window and sprites, with correct timings and priorities.
- Mix frames: Mimics the LCD ghosting effect seen in the original Game Boy.
- Sound emulation using SDL Audio and Gb_Snd_Emu library.
- Basic Game Boy Color support.
- Integrated disassembler. It can dump the full disassembled memory to a text file or access it in real time.
- Compressed rom support (ZIP deflate).
- Multi platform. Compiles and runs on Windows, Linux, Mac OS X and iOS.
- Uses OpenGL for rendering on all platforms.
- Uses Qt framework for Mac, Windows and Linux. Uses Cocoa Touch for iPad, iPhone and iPod touch.
- Visual Studio 2010 project provided for Windows. Netbeans 7.2 project provided for Linux and Mac OS X. Xcode project for iOS.
Gearboy Git Changelog:
* Update .gitignore
* minor project name change
* minor project name change
* Update .gitignore
* minor project name change
* Update README.md
* Mac project changed from Netbeans to Qt Creator
* Update .gitignore
https://www.sendspace.com/file/tl0yur
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
August 16th, 2014, 23:02 Posted By: wraggster
[marclar83] was given an Oculus Rift so that he could prepare for an upcoming conference presentation. He began to download demos, getting familiar with the VR interface but was disappointed to find out that someone hadn’t developed a good virtual reality bowling experience yet. This prompted him to design a VR game that integrates a Wii Remote, recording the movements of the controller and sending accelerometer data to his computer.
The game he created is similar to Wii Sports Bowling but with the added bonus of being immersed in a virtual world with the Oculus Rift. The D-pad on the Wii Remote was programmed to switch stances and bowling methods, allowing the user to choose whether they want to throw the ball down the middle or curve it a long the way. Pressing the trigger button on the back started the swinging motion, and when released, the bowling ball shot down the alley at a high rate of speed crashing into the pins at the end.
Because the game was designed on the original DK1, the resolution of the images was a challenge that needed to be addressed, but [marclar83] solved this problem by implementing two user interfaces on the side of the screen that showed replays and depicted how many pins remained; proving to be a better experience for the gamer. This free public alpha version was made available for Windows, Mac, and Linux on the official VRBowling website. A video describing the project can be seen below.
http://hackaday.com/2014/08/13/vr-bo...-a-wii-remote/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
« prev 
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
next » |
|
|